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/gurpsgen/

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File: GURPS General.pdf (1B, 486x500px)
GURPS General.pdf
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GURPS General

No one else wants to do it edition.

Last Thread >>49864875
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I'm running a sci-fi game converted from Stars Without Number, how are the GURPS Spaceships books?
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>>49939956
Spaceships is pretty good at what it does; you have a lot of customization but aren't bogged down with too much minutiae. One of the recent issues of Pyramid gives a LOT of good advice on tweaking everything to your setting (eg space opera vs Star Wars vs space mining), which is nice as default has some issues.
>>
What would be the best way to handle Shadow of the Colossus style fights?
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>>49942011
I haven't looked at it very closely, but I thought the combat writ large article in Pyramid #3/77 was explicitly for this kind of thing.
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>>49942508
I'll look there. Thanks anon!
>>
New GM here, I have a couple of questions about sprinting.

Suppose a warrior is running towards an enemy archer, straight on. On his first turn, the warrior does a full move, and the archer aims. On his second turn, the warrior does another full move, and the archer fires, forcing the warrior to dodge, does the warrior still get his sprint bonus on his next turn?

Second question, same scenario. On his first turn, the warrior does a full move, and the archer aims. However this time the archer is closer and the warrior wants to run past, which would mean an evade, so on his second turn the warrior successfully evades the archer. Does he still get his sprint bonus on his next turn?
>>
Hey /gurpsgen/, I'm building a TL11 space-opera/silk road piracy campaign and I've run into a snag: What is the point of transporting cargo other than raw materiel (and therefore, piracy) if fabricators can build more or less anything from the atoms up?
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>>49942700
1. Move allows any active defense without slowing movement. Since he did his full move he will continue to get his sprint bonus.

2. He only has to evade if he moves through the occupied hex and still has enough movement left to leave it again. If he succeeds the evade and moves his full move he gets his sprint bonus on the subsequent turn.
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>>49942756
Post scarcity isn't about materials anymore. It's about discrete data and irreplacable/unfabricatable things. Natural neutronium is much easier to mine than replicate.
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>>49942756
For starters you could limit what fabricators can do. For example, food and other organic matter.

Also I imagine with the availability of fabricators, there would be a market for luxury, unfabricated goods, kinda like these days people pay a premium for artesanal stuff and "organic" food.
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>>49942787
Thanks, that makes sense.

Another question then, is there any way an archer can stop a warrior from sprinting without entering melee range (aside from killing him, obviously).
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>>49942756

Sentimental value of non-fabricated items like hand-crafts, live cargo (animals, passengers or slaves) that can't be fabricated economically, rare elements, including things like trans and post urianic elements that don't exist in nature and require tremendous energy to produce and things that can be produced other ways more cheaply then by fabricators, like very complicated organics.*

*IE: You can extract oil for $47 per barrel. A man with a synthesizer can make complicated hydrocarbons from water and limestone for $4,000 per barrel. Even with shipping cost, you can sell for far under his cost.
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>>49942890
Shoot a limb! Or trip the fucker.
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>>49942890
Get into a place where he can't straight-line to you, like where he has to climb over an obstacle or go around it. Stand so he has to move though spaces occupied by other people. Stand directly behind someone friendly to you.

Plant sharp stakes in front of you, facing out, caltrops, landmines or trip wires.

Aim for a leg, or even better, foot, to stop him from running as he closes in on you.
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>>49943002
>>49943023
Alright, thanks. I don't actually want to cripple my players, I want to slow down the chase a bit, if it comes down to that, to try to let an NPC get away.
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>>49943137
Traps and parkour are your friend then. Someone that can scramble up a ten foot wall and take a shot at you is annoying, and might force you to duck back into cover, then chase when they stop firing.

Dense smoke, too, if you are trying to break contact and escape. A bit of sugar and potassium nitrate in a can will give a thick screen of smoke that you'd want to be careful about trying to run though.

Last, burning oil spilled on the ground can discourage people from running though an area.
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>>49943137
Longer range. Even a short bow used by a ST 10 archer has a 1/2D of 100 yards. At 30 yards the bowman loses to a single melee opponent more often than not but should land at least one hit. At 100 yards that same bowman can loose half a dozen arrows and probably get two or three hits. More if he has enough skill or some fast-draw.

Bows are not revolvers. Don't get close without cinematic advantages and/or very high skill. Instead, have a buddy get closer and do the talking while you cover him from a distance with a bow.
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>>49943242
>>49943359
Thanks for the ideas. Unfortunately I can't apply them this encounter, but there will be more encounters in the future.

Speaking of long range, what's the best way to handle that on a battle map? 100 yards is already 100 hexes, I've been using half inch hexes, so that would be quite a large battle map. I know I could use smaller hexes or run the combat without a battle map, but both become unwieldy after some time.

Do you guys have any tips to handle combat at longer ranges?
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>>49943702
Poker chips. A person standing on the map edge on top of chips is chip value + distance off map. If you are running to archers, it's best to have the archers on-map, while the people closing in are off map until they close in.
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>>49943702
I have a 50-inch 1/2-inch hex vinyl mat. I know that doesn't help you very much though. Before I got that I used a bare tabletop with a ruler for movement distances.

This is also a fantastic idea I wish I'd found sooner! >>49943789
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>>49943789
>range marker on the edge of the map
That's a really good idea. Thanks.
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>>49943702
Abstract ranges. Have the melee occur on the battlemat but keep the archer off-mat. Action has the "Range Band" table that you can use.

Alternatively, use vertical ranges; 20 yards of horizontal distance coupled with 4 yards of rough brick wall they have to climb to reach you takes enough time to give the archer some breathing room, is a hell of a lot easier to fit onto a battle mat, and can be easily justified in most fantasy dungeons (rarely will a dungeon include football-field-sized rooms that lets archers capitalize on their range, but ledges and high alcoves are de rigure for most dungeons).
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>>49941133
By default the damage from weapons is pretty outlandish
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i'm making a (outlaw)pirate template, should it get -1 to status because of being outlaw? also should i let my players have positive status while being outlaws because of being rich and the like?
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>>49944843
They should have Social Stigma (Criminal Record) at the very least. Don't forget that Code of Honor (Pirate)!
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>>49944935
The Code of Honor should probably be an option on a pirate template rather than a requirement, unless the template is meant to be skewed towards the romanticized version.
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>>49944979
code of honor is optional, but every ship has its rules, which doesn't mean that they are followed all the time

>>49944935
Enemy(Spain/England/France/Portugal) [-40] B135
Status(Outlaw) -1[-5] B28
Social Stigma(Criminal Record) [-5] B155

Optionals
Code of Honor(Ship Rules) [-5]
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>>49945066
That looks good. Nice touch with the Enemy disadvantage.
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Sorry if the answer is obvious but what advantage is good for emulating a full set of crafting tools/equipment? I want to stat a supernaturally great armorer who counts as an entire well-equipped workshop without the need to actually own any tools.
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>>49945570
is it for a npc or pc?
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>>49945948
PC, I probably wouldn't stat it out for a NPC.
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>>49946080
treat it as a bonus for a group of advantages, use it just like a talent, call it whatever you like
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>>49946510
>>49946080
Talent B89
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>>49946698
i have never seen this before, did you do this anon?
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>>49946772
Yes, but quite a long time ago.
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So, seeing how GURPS has various magic systems in place, is there a list somewhere that has all the magic systems and the books/supplements I would need to read to use each one?
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>>49947697
Not that I know of. There's a broad comparison here http://pastebin.com/4Wk6gB2D that covers the different types, but it's just an editorial contrasting them.

For Basic Set Magic (Magic as Skills) you'd want the Basic Set and Magic books.

Ritual Path Magic is introduced in Monster Hunters, but a better and more detailed take on it is in GURPS Thaumatology: Ritual Path Magic, a PDF.

GURPS Thaumatology covers other magic systems, I can't remember what off the top of my head. Sorcery has it's own GURPS Thaumatology: Sorcery book.
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>>49947782
Thanks, I guess I'll start with those.

I guess at some point someone should compile such a list. I'd do it but I'm still very new to GURPS.
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If I shoot someone with Sand Jet somewhere other than the face, will it cause damage?
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>>49942700
>On his second turn, the warrior does another full move, and the archer fires, forcing the warrior to dodge, does the warrior still get his sprint bonus on his next turn?

Yes, unless he retreated as part of his dodge.

>>49945570

This is actually quite a difficult build. Some options:

The Accessory perk lets you count as having one tool or a small kit. A wildcard version might let you have access to any tool (but only one at a time). Alternatively the Gizmo advantage could be limited to only allow tools.

The Improvised Weapons perk cancels any skill penalty for using a non-weapon object to fight with. It seems reasonable to make an equivalent perk for non-combat skills.

If you use alternative benefits from talents (power-ups 3), then the artificer alternative benefit lets you cancel improvised equipment penalties.

The Control advantage (from Powers) lets you reshape things. With suitable limitations it could possibly allow you to bend metal into weapons with your hands.

You could also try using magic. The reshape spell lets you mould solid matter into pretty much any form and ritual path magic specialised in a few path of matter rituals can produce impressive effects.

>>49947971
No.
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Using the spell limitations for Wizards set up in Dungeon Fantasy 1: Adventurers, if a Wizard learns a healing spell because it was required for a necromancy spell, can the Wizard cast the healing spell, or do they just /know/ it?
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>>49948518
Just know it.
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>>49948518

So long as they are allowed to learn it, they can cast it.
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>>49949004
That is explicitly incorrect.
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>>49949539
Can I have source? I'm a bit of a rules lawyer.
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>>49949564
Go figure, the one time I'm confident in my answer, it looks like I'm not as right as I thought I was, sorry. Looks like DF1 doesn't make the distinction between /knowing/ spells and being able to /cast/ them -- like how a character without Magery in a normal mana zone can technically learn spells but not cast them -- as clear as I thought it did. Wizardry Refined from Pyramid #3/60 also removes the ambiguity and edge cases by reworking prereqs, but that's moving the goalposts; nothing in DF1 explicitly states that wizards cannot cast certain Healing spells if learning them is the only way to meet another spell's prerequisites.

For the record, I still think my interpretation is the correct one (Wizards lack the necessary level of Power Investiture to cast the clerical spell), but your position is also defensible. I guess it comes down to the table/group then. Again, sorry about acting like an ass; egg on my face and all that.
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Needs more GURPS memes. I'd link this to one of my players when he asked for the N'th time how he should do basic combat stuff.
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>>49948386
I've done the any accessory trick as a limited form of modular abilities. Does that cover everything necessary for expert handloading and gunsmithing?

I guess I could do Control(Solids) as a Very Common category and limit it to only being useable for gunsmithing.

There{s no formalized magic in the setting. Only magical powers.
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>>49948386
A multi-tool counts as improvised equipment for major tasks (-5 equipment penalty), so that as an Accessory perk + Artificer Talent that gives a bonus AND reduces the penalty for improvised equipment is probably the most cost-effective combo.

And honestly the reaction bonuses are so situational as to be useless; the alternative benefits should be the default.
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>>49952033

I made this a while ago
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>>49952548

And there's this classic
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>>49952548
I prefer this version myself.
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shamelessly stolen idea from a DnD edit
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>>49952554
>ButICan'tEatABook.png
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Gamefinder isn't getting me many bites so I'll cast a line here too.

I'm running some short text-based alt-history battlefield campaigns in r20. Hit me up in discord on Mithrandalf#0706 if you want in or to ask more.
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>>49948386
>Yes, unless he retreated as part of his dodge.
The warrior can't retreat here since he moved more than his Basic Move. That's assuming the sequence is in the same order as the sentence: Warrior then Archer. Otherwise, you are right, if he dodges he can't get his sprint bonus.
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>>49954307
Ah man, I wish my spare time wasn't booked up, I'd jump at the chance. As it is, the wife has be cut back to one weekly game and a once a month thing. Even that's pushing it.
What's the setting blurb?
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Hey guys newish to roleplaying and wondering if gurps was worth jumping into and reading about early on.

I'm dming a small three shot with pathfinder right now which is working out okay. I'm also playing Numenera which would be boring if it wasn't for the company I'm playing with.

How accessible is GURPS as a relatively new GM, and is it something I can homebrew around effectively?
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>>49954640
GURPS is the definition of the Homebrewer game system. Certainly give it a read and get familiar with it. Once youre sick of classes and levels you'll have a breath of fresh air here :)
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>>49954640
It's accessible as long as you don't try to do everything at once. Just take what you want from it and ignore the rest.

GURPS doesn't need a lot of homebrew, that's part of the point. As long as you have the right supplements it can do just about anything without you having to tweak anything or make shit up. At least in terms of the system. You're encouraged to homebrew a setting when it comes to GURPS, it's just the skeleton, you add on all the meat.
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>>49954640
>Hey guys newish to roleplaying and wondering if gurps was worth jumping into and reading about early on.
Very. It was my second system after Red Box D&D.

>How accessible is GURPS as a relatively new GM, and is it something I can homebrew around effectively?
If you can do basic arithmetic then it's perfectly accessible. It was also designed to homebrew around. ALL the rules are optional and several of them already have multiple variations.
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>>49954640
>>49954732
Another anon, I want to reiterate what is said here.

The big rookie mistake a lot of people complain about is thinking that the entire book is gospel and you need to use everything at once.

I recommend either
a) using one of the out-of-the-box franchises that works without *as much* preparation, like Monster Hunters, After The End, Dungeon Fantasy, or Action.
b) If you want to be making your own custom built settings and games from the get go, start off as simple as GURPS Lite (even simpler maybe) and add maybe one or two really cool rules from the Basic Set or one of the supplements whenever you need a bit of spice
c) similar to b, run a bunch of short adventures, and add the cool new features after each short adventure.

Maybe for the first few sessions run straight Lite,
then add in grid combat if you don't like theater of mind, or putz around with the magic system if you do.

Maybe after you get used to that, look into adding some stuff from Powers or Martial Arts.

And so forth until you hit your comfort zone, turning rules on and turning rules off as you figure out which ones are fun for you and your group, and which ones are not.
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>>49954640
It depends on what you are doing, but it is a very smooth system that isn't hard to play. Use one of the series like Dungeon Fantasy or Action if you want something working out of the box if you don't want to spend too much time customizing things. You can homebrew a ton, but the official mechanics cover a lot already.
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>>49954624
Won't be a single setting, just a series of brief (3-6 sessions probably) dips into scenarios.

The first two will be supernaturally-influenced WWI commando mission followed by Napoleonic plus chemical weapons.
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>>49952724
>everygame.png
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One thing I've never gotten down is rapid fire hit location.
Do you roll seperately for each bullet that hits?

Also:
If you call a shot on, say, vitals, and score 5 hits. Is it feasible that all the rounds hit the vitals?

I've been just sorta winging it with multiple hits and it would really help if someone could point to somewhere in the rules that clarifies this.
>>
I've seen some chatter online about how one of the Transhuman Space books has some rules for hacking. But I've looked through my collection, and none of the TS books I own has any such rules. Is their actually a hacking system specific to TS, and if so, which book is it in?
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>>49950357
No, you're right. The rules are there to be interpreted. If a rule is vague and could go multiple ways, then that's just how it goes. In one game, the GM says "No Wizard can cast any of these spells, just know them." and in another the GM says "Go ahead."

I personally prefer the latter in a small party without a cleric, but if there IS a cleric then and healing spells should go to him.
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>>49957218
3e's Fifth Wave has it, and it was update in 4e's Changing Times; you'll need both for the full system. I believe it's also called "Computer Intrusion."

Heads up, it's not super in-depth. It's not bad by any means, but unless your game is set in TS (or a *very* similar setting), it probably won't work. The system assumes every computer is running some form of AI and keeps things fairly abstract because of that; if, for example, you were planning on using it in your cyberpunk game where personal AIs are not omnipresent and you want things more detailed, it might not work.
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>>49957077
Rapid fire is treated all as one attack, with the margin of success deciding how many bullets strike. If you have RoF 5 with skill 12, and rolled a 10, you would hit with four bullets: RoF 5-8 gives a +1 bonus to hit, so your effective skill is 13, so you would land one hit for making the roll +3 for your margin of success. If you rolled a 9, you'd hit with all five. That's assuming the recoil is 1, of course. Otherwise you get an extra hit for every multiple of recoil you make your attack by. Likewise, when someone defends against a rapid fire attack, if they make their defense they avoid 1 plus 1 for each point on their margin of success.

All shots will hit the targeted area, but the smaller the area, the fewer shots are likely to land due to the fact that you're penalizing your to-hit roll.
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>>49957948
Don't vitals hit location have a rule like "if you miss by 1 you hit the torso instead" so if you were 1 away from hitting another shot would that mean one shot would hit the torso.
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>>49958000
Not the same anon, just want to say that I do it that way even though I'm not sure if I've seen it officially stated in any book.
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>>49958000
There's a lot of optional rules for locations that mostly amount to "miss by 1, hit torso". To my knowledge Martial Arts has just about everything about hit locations you might need; my group doesn't use all the extras, just the ones in the basic set.

It does make sense, but like just about everything else in GURPS it's GM call.
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>>49952033
>>
hey guys, does anyone have a link to that GURPS blog post where they did a combat scene, round by round out of a movie? It reminded me a lot of the church scene from kingsmen, but it wasn't.
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>>49958520
Gaming Ballistic did a couple of scenes after Technical Grappling came out to show how much detail the rules can get into. IIRC, it was one of Black Widow's scenes from the Avengers flicks.
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>>49958520
http://gamingballistic.blogspot.com/2013/10/technical-natasha-black-widow-in-iron.html

This is all I'm familiar with. If you find more, post em.
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What are some TL6 options to increase a mosin's accuracy. Already Very Fine(Accurate) and using hand-loaded match-grade ammo. Scopes and other such accessories aren't what I'm looking for, I want to boost the rifle's accuracy.

On that note, how about increasing range? Any way to do this without +P ammo? Like a custom barrel or something?
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>>49958520
Was it John Wick?

https://shootingdiceblog.wordpress.com/2016/02/04/tactical-shootingmartial-arts-john-wick/
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New draft on this guy, likely the final/ready to go version.


>>49958737
Is magic an option? That's the easy way. A RPM ritual or ehchantment is the way to do it.

If not a GM might let you get a Gageteer/inventor rebuild the weapon to increase Acc/Range. If you are using the 20" barrel carbine swapping it out for the 91/30's 29" barrel could help.

My last suggestion is to buy a Mauser, because if you need more range and accuracy then a Mosin then the logical thing to do is to get another gun, not try to move heaven and earth trying to make the Mosin something it's not.
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>>49959159
No magic, which mauser are you talking about though? In terms of TL6 rifles mauser seems to have equal accuracy and lesser range, unless you're talking about that 40 pound monster that's worth $10k, that is, average starting wealth for TL6.
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>>49959310
Ahh, here I thought they gave better range/acc to 8mm Mausers.

The 1918 Mauser anti-tank rifle might be the way to go. Money can't be much of an object if you are using a Very Fine rifle.
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>>49959402
I care more about accuracy than I do about range, and a Very Fine Mosin isn't worth even half as much as an antitank Mauser. A Very Fine(Accurate) Mauser T-Gew would be $47k or so, which doesn't just beat my weapons budget, it would require more than double of the total money I can spend, since all I have is comfortable wealth. Encumbrance would also be an issue.
>>
Do you get a dodge penalty if you are grappled? Furthermore, do you get an attack bonus if you grappled someone?
>>
>>49960103
You take a DX penalty and cannot retreat, so yes you effectively take a hit to Dodge. Similarly, grappling someone means they can't defend as well, letting you Telegraphic Attack without giving them a net bonus to their defenses.
>>
>>49958775
>https://shootingdiceblog.wordpress.com/2016/02/04/tactical-shootingmartial-arts-john-wick/

Yeah that looks like this is it. Excellent rebuttal to various complaints about GURPS combat
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>>49960322
Can I have a source on that last bit about telegraphic attack?
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>>49960900
Well, a Telegraphic Attack just trades a bonus to hit (+4) for the target getting a bonus to defend (+2). If you're grappling a dude (-4 DX translates to -1 Dodge -- Technical Grappling allows for larger DX penalties -- on top of no retreats), that +2 to defense isn't *actually* a +2 to defense; the defense penalties at least partially cancel it out.

That's what I meant by no "net bonus" to defenses; they still get +2 from Telegraphic Attack, it's just that they're also suffering -1 Dodge/-2 Parry as well and can't net that sweet +3 from retreating, so you can use Telegraphic Attack without them having the full +2 bonus to defend they would normally have.

I did screw up the math though when I said no net bonus; they have a final Dodge modifier of +1 (-1 from grapple, +2 from Telegraphic); it's less than a normal Telegraphic Attack, but it's not <0. I forgot how little a -4 to DX impacted Dodge.
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>>49961087
You are a good anon.
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>>49959625
Ah.. Well in that case, you are pretty much at the limit if you aren't willing to go to scopes. You already know about bracing to get +1 right?

Acc 7 is pretty damn good in any case! Not anything to shake a stick at.
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>>49962568
>>49958737

Get a Grubb refactor sight. Prototype, but not impossible in TL 6.
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Which traits should I get if I want to play as the technological version of a Devil as they appear in Kill Six Billion Demons (instead of the hot primordial black flame and a mask, its a utility fog and a control computer).
>>
Basic Speed +1 [20] is basically Basic Move +1 [5] and Enhanced Dodge 1 [15].
So, improving your turn order in combat would be merely a perk, right? I feel like I already saw it somewhere but can't find now.
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>>49962770

Seems like there's two obvious routes; build the core computer as your body and modify telekinesis to represent your foggy body or make your character diffuse with a limitation that their brain and vitals aren't.

Assuming that you meant a small core machine with a utility fog body.
>>
>>49963082
Sometimes package deals work out better than the sum of their parts (see how much you get out of HT), but a perk seems fair to me.
>>
>>49963082
If the turn order is all you want, you can pay 5 points for a 1/4 step for Basic Speed. Dodge is not affected, Move is not affected, but now you go faster than people who are .25 slower than you. 20 points for basic speed one nets you a huge deal, yes.
>>
>Player A is holding the BBEG from behind
>Player B shoots a culverin at BBEG
>BBEG dies
>Player A dies
B-BUT...

Sometimes i hate my players. What the fuck did he expect?
>>
>>49963521
Wouldn't cannon ball deal less damage because BBEG's body essentially acts as armor?
>>
>>49963521
A heroic and awesome death?
>>
Actually, nevermind, I just saw how much damage this shit deals.
>>
>>49963521
Now you have to send them on a quest to gather the Dragon Balls.
>>
>>49963568

Less, sure, but that's possibly not enough, especially in the late stages of a BBEG fight.
>>
>>49963521
Why didn't you just offer a dodge roll to Player A for a last second save, or at least the chance to walk away missing a hand or something cool?
>>
>>49963664
You can't have your cake and eat it too.
>>
>>49963521
Should have grappled his leg while remaining prone.
>>
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>>49963684
Different styles then. I'm more interested in keeping the players dramatically alive than just sticking to raw and letting numbers kill them with no out. Plus any excuse for a roll means any excuse for a crit, which then means any excuse, period.
>>
How does one build to "take back" at one's whim the effects caused by the ability?
>>
>>49964288
Check out Cancel Spells from Thaumatology - Sorcery.
>>
>>49964288
Depends how you are doing it. If it's a beneficial affliction, you could add Switchable to anything you can't normally turn off or just turn it off if it's inherently like that (remember that you control the advantages granted by afflictions).

For something that causes a permanent change like Healing, you might need to build a linked ability which cancels the effect (an Innate Attack in the case of Healing) with a triggered delay.
>>
>>49962770
Don't have my books with me, so the names may be wrong, but get Morph with the Improvised Form (or whatever it's called) enhancement; that lets you have a pool of points you can rearrange for physical traits. Modular Abilities with the right modifiers also works, but I prefer Morph as it lets you get creative with disadvantages too (e.g. improvise a template with -2 DX and Striking ST 8 for a clumsy powerhouse that has a net cost of 0; negative Appearance also works wonders).
>>
>>49964288
>>49964381
I believe there's also the Reversible enhancement if you're only talking about a single ability. Paying for an ability just to end your other abilities is only cost-effective if you have multiple abilities you want to be able to reverse.
>>
>>49962568
Yeah I'm taking that into account, and it's really 9, due to handloaded match-grade ammo. Also, the reason I'm not looking at scopes is because the character already has telescopic vision that beats any scope he can access. Along with precision aiming, bracing, AoA and the fact that his vision is a targeting sense he's rocking a +28 to his skill. Having a rifle with Acc 10 would push that to +30, though, since it would also allow him to make better use of his telescopic vision.
>>
>>49966612
Soooo you're looking at the long aim bonuses in Gun fu right? Because damn.
>>
>>49958737
Ask your GM if you can use the rules for Tripods in Tactical Shooting (p.75), fit a tripod and get +2 for bracing instead of +1?

The only other way I can see to improve Acc any further would be rangefinding. At TL6, that probably means either pre-measuring the area and setting up markers and range cards or having a skilled spotter with a co-incidence rangefinder (probably only good enough to claim +1 to Acc, since it's very difficult to get an exact range as you would with a laser). A very generous GM might allow a character with the Eye for Distance perk to claim this benefit.

Extra range really requires more power behind the bullet. The nugget's barrel is already long enough to get the most out of it's standard load.
>>
>>49968036
Rangefinidng is covered by his vision being a targeting sense, from Powers - Enhanced Senses. I didn't know tripods could add Acc beyond that for bracing, I'll look into that when I get home. I wonder if I can get match-grade ammo that's also +P. Or maybe mod the Nagant to fit bigger bullets?

>>49967375
Those are the same as the precision aiming rules in High Tech, right? I think so but I don't remember and I'm away from my books.
>>
>>49970044
>precision aiming rules in High Tech
Yes! Do the thing! Become the sniper of doom!
>>
>>49970044
Yeh, I'm using them. Too bad 5 is the maximum bonus for precision aiming. I think I'm stuck at +28(or 29 if this tripod thing works out) until I can get my hands on some TL8 rifle.
>>
>>49970237
Oops, that was meant as a reply to >>49970156
>>
>>49965548
Where is this enhancement?
>>
>>49970044
>I didn't know tripods could add Acc beyond that for bracing, I'll look into that when I get home.

Sorry to tell you that bracing bonuses don't seem to count towards 'basic accuracy' for rules purposes.

>I wonder if I can get match-grade ammo that's also +P.

According to High-Tech, no.

>Or maybe mod the Nagant to fit bigger bullets?

Unfortunately, there don't seem to be any suitable rounds which get better range available.

I think you've maxed out what can be achieved with the tools available.

Is Zen Marksmanship an option?
>>
>>49970550
>zen masksmanship
not that anon but this is the first time i've seen someone trying to apply this
>>
>>49970237

What are you planning to shoot with this ridiculous level of accuracy? Your gun reaches out to 4,800 yards, which is basically the horizon for a standing guy, and that's only a -20 range penalty. Assuming you have a decent Guns skill, you can easily soak up that plus the penalty to hit an eye.

Are you using the Bullet Travel rules?
>>
>>49970751
I figured that if you are allowed to buy Targeting Vision and ten levels of Telescopic Vision then all options are on the table.
>>
>>49965548
>>49970390
Yeah, I don't think it exists.
>>
>>49970550
Sorry, I just misworded the bracing thing. I'm aware it's just +1 to effective skill, not to the weapon's accuracy.

I totally forgot about Zen Marksmanship. I'll definitely look into that, thanks.

>>49970757
All I know is that I have a cowardly marksman with supernaturally excellent eyes and I want to put his sniping over the top. What exactly I'm going to shoot remains to be seen.
>>
>>49970822
>All I know is that I have a cowardly marksman with supernaturally excellent eyes and I want to put his sniping over the top.

Well, over-the-top seems to have been achieved.

If I was you, I'd trade some of that telescopic vision for stuff like night vision, robust vision and acute vision. You need to spot the threat before you zoom in on it and do your best not to have your ability taken away by blinding flashes and shit.
>>
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>>49970757
Well, you could try to shoot a bomb fuse (SM -5) on a Fw109 moving at speed (200 yards per second/ -12) at 3000 feet (-16).
>>
>>49970976
You add the speed to the range before you look it up on the table, so a target moving at 200 yps at 1,000 yards distance is only -17.
>>
>>49970912
Oh, I've got hyperspectral, microscopic, 360, robust, several levels of acute, and probably some other shit I'm not remembering. I'm pretty sure I've invested about 200 points into vision-related advantages, some of them are alternate advantages, though, can't use it all at once, but they're still some damn fine eyes.
>>
>>49966612
Double check whether your GM is using Minute of Angle from Tactical Shoot, p. 32. If so, you'll be capped at skill 40 total before penalties. With your +28 that means any skill beyond 12 doesn't help make the shot hit.

But, let's say you have a skill of 12 with a total of +28. If you fire at someone at your extreme max range of 4,800 yards you have a -20. So now you're rolling an effective skill of 20. If you're also using Bullet Travel (TS32) you'll not want any further modifiers because you're already at an average 50/50 hit rate. Otherwise shoot at the vitals, effective skill 17, to maximize critical chance and increase knockdown, or the skull, effective skill 13 or 15 from the front of back respectively, to maximize damage and knockdown.

If you could, and I can't see how, get your bonus up to +30 by adding +2 Acc somehow your max skill becomes 42. Now you can hit the skull on 15 or less at max range.

Since you will almost never be actually taking shots at that range let's assume you're shooting at just less than 1/2D range of 1,000 yards. Base skill 12, +28 (Acc, etc.), -16 (range), -7 (skull) = 17 effective. Even with the Bullet Travel optional rule you can pretty much count on full (7d+1-2) x4 headshots every damned turn.

Rather than up your accuracy I'd suggest branching out. Get Camouflage and Stealth so they can't find you. Get an Ally so they can't ambush you when they find you anyway. Max your Precision Aim and Targeted Attack techniques. Convince your GM that Fast-Firing can apply to bolt-action rifles and turn them into RoF 2 (offer to spend 5 points on an advantage or super perk if that'll help) then max Quick-Shot to headshot two people every turn.
>>
punt
>>
Fuck, I would do anything for a catgirl nanovirus.
>>
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>>49974945
>>
>>49974968
>spaking with hand
>ass has lines as if it was hit with a whip
Get this unrealistic shit outta here.
>>
>>49941133

Which one? If you think it will be useful that is:

I'm homebrewing up with the Spaceship book to make it useable for my campaign and GCS.

Alternate Form: Spaceship

Personally, I find my eyes glazing when I read Spaceships, numbers, balance, no worksheet, etc. Note: designing a star system doesn't do this to me.
>>
>>49974982

Those are...Hash lines I think? Not whip lines, just indication of color
>>
>>49974968
Ha. Hardly.

Far to normy looking. Not enough neck beard, and not enough dick-girl.

Fucking weirdos.
>>
What disadvantage is the closest way to mechanically reflect the downsides of being a black guy in a 1950s detective noir campaign?
>>
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I want to get into GURPS, how do I do this?I don't want to be over whelmed with hundreds of books and I'd prefer some sort of guide.
>>
>>49975534
#3/94 Spaceships III's "So You Want to Build a Spaceship."

Honestly, it sounds like you're bored doing it. If handling lots of variables is fun, try diving into the madness that is 3e Vehicles. Other than that, try thinking up some outlandish concept and put it to paper. Spaceships 7: Divergent and Paranormal Tech has a lot of fun, weird things that might spark the imagination, and Pyramid #3/34 Alternate GURPS's "Alternate Spaceships" expands the system to cover more standard ground-, sea-, and atmosphere-based vehicles.

>>49974982
>Not taking Supreme Control and any of Burning/Chilling/Cutting/Fatiguing Strike to become a Master of the Nine Fistings.
L O W E F F O R T . I bet you don't even have Sadism (6).

>>49975619
Social Stigma (Minority Group) or Social Stigma (Second-Class Citizen), depending on the specific setting and its tone. If you're working with police/govt., you may also have a negative reputation as a sellout amongst radicalized blacks, which again is dependent on specific setting and tone; it could range from "Large class of people, x1/2" to such a small group that it's worth 0 points and is instead represented by NPCs having relevant disadvantages.
>>
>>49975871
Luckily for you, the book "How to be a GURPS GM" exists. Check OP's pic. If you want tips on which books to look at for specific settings and such, ask her and someone will know.
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>>49975906
*Here and someone will know.
>>
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>>49975906
I'm not looking to be a GM, but I'll look at it anyway.
>>
>>49975955
As a player, just read up on the basic set at first. Ask your GM what books will be relevant for the specific games you'll be playing.
>>
>>49975955
If you're just looking to play, then it's best if you find a campaign first. GURPS has a *ton* of options -- that's basically the point of the system -- so without a concept in mind, yeah you're liable to get overwhelmed. Stick to the Basic Set and possibly a -Tech book or two for now.
>>
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>>49975990
>>49976021
I'd like to have a basic understanding of the system and maybe be able to make a character before joining a game, I don't really want to be that guy that always says "Wait what can I do again?Which die do I roll?" etc.
I'll read the basic set then
>>
>>49975955
Just read enough of Lite to understand the basics of the rules. All you really need to know is how to make a skill or attribute check, what the basics of combat looks like (attack, defend, damage, armor, etc.), and how to figure out what damage you do with a melee weapon.

All the rest your GM should help guide you through when making your first character.
>>
So, this is a weird question, but is there any way to make a magical character that cannot sense magic?
>>
>>49976073
>Which die do I roll
Well, this one is easy - unless you are rolling for damage, most of the time you will be rolling 3d6.
>>
>>49976073
3d6 for just about every roll (like Skill rolls, which is what you'll be doing the most).
1d6 (with a modifier based off Tech Level) for most medical rolls.
Weapons rolls for damage are noted on the weapon.
>>
>>49975871
Read the basic set with the caveat: not everything will be applicable all the time.

Just all the way through them, back to back.ost systems are like that.

Otherwise the hundreds of books are all setting splats or alternative rules to the ones in the basic set. Hence, read the basic set firstx before anything else.
>>
>>49976073
There are really only like seven different mechanics to learn. Total. Everything else is modifiers to them or builds on them. After that you'll never worry about "which die to I roll."

The "what can I do again" is harder. You can try anything. It's up to your GM to tell you what the modifiers are for the attempt.

Building a character has so many options that you can easily get overwhelmed without guidance. On the other hand, once you've built a character or two, thumbing through those options is great inspiration that can drive the character in a way you never would have otherwise considered.
>>
>>49976108
Delusionaly? Or blindness (magic only)?
>>
>>49976161
There's a lot more than that. For example, al the options for combat presented in basic set, such a Step, Retreat, Acrobatic Dodge, Aim, several versions of All-out-attack and All-out-defense, etc. I know not all campaigns use detailed combat, but It's safe to say that most use it at the level of basic set at least.
>>
>>49976108
It's odd that's not one of the modifiers for Magery in Thaumatology. I'd treat it as a quirk; you're missing out on a side-benefit of the advantage that can be replicated by a spell (the Detect Magic spell in the default system, a Detect (Magic) ability in Sorcery, a Sense Magic ritual in in RPM, combining the Sense verb and Magic/Mystery/Fate noun in Symbol and Syntactic, etc.)
>>
>>49976316
I'd call it a full-blown disadvantage, albeit a minor one. You are after all missing one of your senses, but not a very important one.
>>
>>49975900
>#3/94 Spaceships III's "So You Want to Build a Spaceship."

Hah!

>Honestly, it sounds like you're bored doing it. If handling lots of variables is fun, try diving into the madness that is 3e Vehicles. Other than that, try thinking up some outlandish concept and put it to paper. Spaceships 7: Divergent and Paranormal Tech has a lot of fun, weird things that might spark the imagination, and Pyramid #3/34 Alternate GURPS's "Alternate Spaceships" expands the system to cover more standard ground-, sea-, and atmosphere-based vehicles.

Ooh, nice the ground-sea-sir thing.

I'm not bored with it, exactly. I'm building up a GCS advantage library for the homebrewing of it, and I can only do like 4 advantages at a sit down, ADHD is a bitch.

>>49976073

Give GURPS Lite a read through, simple stuff.

The big 'problem' is that it's all front loaded so It can get too big for your eyes on first glance
>>
>>49976265
And everything you listed is a modifier on a mechanic and supports what I said about "The 'what I can do again' is harder."
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>>49976335
So maybe [-2] then? Bumping it up to [-5] is too much in my opinion; that's the cost for Magery 0, which grants both the sense and the ability to cast spells at all!
>>
>>49976352
Fair enough. But if a potential player wants to get a better grip on the options that's a good place to start.
>>
>>49976391
Magery 0 only being 5 points is a good point, I forgot about that. Maybe Quirk is appropriate.
>>
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On a scale of 3-18, how much did this man roll on camouflage?
>>
>>49976425
Natural 2 on 3d
>>
>>49976425
I was gonna say just hiding under an object you find doesn't count as camouflage, but it looks like the box is actually modified to blend in with the background better. Cammo seems well done, but doesn't cover the whole box. I'd say a good roll but little time spent.
>>
>>49976425
Well, he seems to be fairly close, out in the open, and totally unnoticed despite the equipment penalty he's GOT to be rocking, so I'd say he rolled quite well to get it under his low ESL.
>>
>>49976395
Absolutely. And for mastery or even real proficiency all of what you listed and more is damned near mandatory. It's also stuff that a cheat sheet and a session of play will drive home far better than slogging through the books will from what I've seen introducing new players to the game.

The guy asking seemed to just want to not be completely clueless for his first session. Lite is more than sufficient to get him through his first session and then some even if he only skims it. Let's get him hooked before we overwhelm him. You know, just a little taste and then a nudge about called shots. Then maybe a bit about rapid strikes. Then maybe some pointers about long reach weapons, steps and retreats... You know, the gateway rules before the hard stuff.
>>
>>49976425
Well, he wasn't seen by the guard 18m away (a -6 to the guard's Per and a +10 for the box being in plain sight so the guard is probably rolling against 14).

He must have made his roll by at least 5 assuming averages. No one with a Camouflage skill would hide in a box so he's defaulting, that's IQ-4. Assuming human range IQ he rolled somewhere between 2 and 11.
>>
>>49976670
>No one with a Camouflage skill would hide in a box so he's defaulting

Maybe not 'would chose to' but a cardboard box isn't the worst hide in the world. It's angular (bad) but not at all human-shaped (good) and fully obscures the body (very good). I've seen many, many worse hides and if a cardboard box sized to hold your body was laying around I'd certainly use it.

The thing about concealment, stealth and camouflage is that it's the art of half-assed and crude measures. Using anything, no matter how stupid, in your environment goes a huge way to improving a hide.
>>
>>49976989
Isn't just Stealth "using anything, no matter how stupid", while Camouflage is what you do with proper prep time and materials?
>>
>>49977015
I've always run it as
Stealth: Make sure you're not seen
Camouflage: Make sure you're not noticed, even by someone staring straight at you.

If a sniper ducks behind cover after making a shot, he's rolling Stealth. If he stays very still and relies on his terrain-colored ghillie suit to not be "seen," he's rolling Camouflage.
>>
>>49977015
Camouflage is used to prepare and hide when you will be within line of sight. Someone could see you, but won't because you blend into the environment. You can do it with yourself or another object. It's an action. You have to use a turn and roll BEFORE someone looks at you.

>>49977099
Like he said, a ghillie suit would provide a bonus to camouflage for yourself. A carefully prepared camo netting above you filled with dirt, local leaves and foliage would be better. A stupid box would also work.

Stealth, on the other hand, is your ability to avoid line of sight and making sound. It's the art of avoiding attention when moving, especially. If you are well camouflaged but fail stealth you might be heard, but not seen.
>>
>>49977099
Shouldn't a sniper in a ghillie suit roll both Camouflage and Stealth? Camo to avoid being seen and Stealth to avoid being heard and stuff like that?
>>
Does anyone have a PDF of "Robin’s Laws of Good Gamemastering?"
>>
>>49977271
If you're sneaking about, actually moving from place to place then sure, roll stealth. If you're sitting out in the open and relying on blending in to avoid notice, then it's just a camo roll ahead of time to set yourself up.
>>
>>49977271
Depends. The Camouflage skill (a mental skill, I might add) represents character knowledge in using things around them to hide their body in plain sight, while Stealth is a physical skill for just being sneaky. Minimizing noise, and moving in a way to take advantage of the shadows.

You could say that just standing in the dark to hide (making no sound is assumed) might be a Camouflage roll, though that's rule interpretation.
>>
>>49977448
Forgot the add that if you fail a Stealth roll, you can still win a Camouflage roll to prevent being seen.
>>
>>49977428
Yeah that's what I meant.

However if I was running a section like All Ghillied Up from COD4, the section where they're crawling through a field of enemy soldiers would probably require multiple camo and stealth quick contests.
>>
>>49977271
If people are close enough to a sniper that they can hear him laying there and not moving, he has already lost.

You want to be not moving when relying on camouflage, so I wouldn't call for a Stealth roll as that skill explicitly covers *moving* silently; I'd just assume he is silent. If it was a super-tense situation, maybe Will or HT to avoid fidgiting/breathing, but that seems unnecessary unless the sniper is suffering from a Fear check or a disadvantage like post-combat shakes.
>>
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>My homebrew hacking rules are nearing completion
Now all I have to do is not notice some key flaw in the core concept that makes me start all over again.
>>
>>49978555
I did some homebrew hacking rules. What I ended up going with was using Computer Hacking to analyze systems and develop exploits.

Used on the Metropolitan Security System (MetroSec),
exploits were basically disposable attacks. Each could let you perform a task like loop the film on cameras, open a locked door in a 'smart' building or car, delay police response time, shut down power to a building, ect.

Adaptive security would eventually detect and overcome a given exploit. The more dramatic and powerful abilities would be detected faster. Even if you didn't use an Exploit it might get detected and patched out. They don't last forever or age like fine wine.

Hackers could also infiltrate systems the slow way, without burning an exploit. Useful if they had the time. Hours, if doing it the old fashioned way, or minutes if they had a neural interface.
>>
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New to GURPS, my group I play with is fine with the crunch, anything else we should take into consideration before we start using GURPS?
>>
>>49980671
Try not to use too much books. In GURPS, you do not ban books, you allow them.
>>
>>49980671
Play a short game with GURPS Lite. Some genre you're all familiar with that doesn't require magic or superpowers or shit like that. Think "farmers drive out kobolds from their fields."

Then, pick up and read Basic Set. Skip the parts that you don't need to read (you don't need to read every advantage/disadvantage/skill). Look at the title/heading/etc. and decide if you want to read it. After you've done that, and perhaps your group has as well, start small. A modern/space game that uses the Psionics chapter, or a low-tech game that uses the Magic rules. Don't do "modern supers that use everything."

Try to not add more books until you feel comfortable with the base mechanics. You can get pretty far with Basic Set alone and GM rulings.
>>
>>49979989
Sounds good.
>>
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>>49980714
The light combat rules in the back of Basic Set (Characters) are a solid thing for players to look over too.

>>49980671
You might wanna use the free Gurps Character Sheet program, it makes building characters much easier.

Keep a cheat sheet with commonly used tables on it handy. there's several online. At least Range/Speed, Rate of Fire and Hit Location should be there.

GURPS is, compared to many games, very dangerous. The assumption is that in combat if you get hit you are likely to take significant damage, but much of the time when attacked you will resist with an active defense, Dodge, Parry or Block.

Combat Reflexes and Luck are very, very useful advantages for all characters that will be involved in combat. Being outnumbered is quite dangerous, do your best to make sure nobody can attack you from behind.
>>
>>49952724

anymore of these GURPS memes?
>>
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>>49981379
There's a lot. Most made in this general.
>>
>>49975900
>#3/94 Spaceships III's "So You Want to Build a Spaceship."

This is funny, because I went to my go to Mega for all things GURPS, and not only was this not there, but they also uploaded some D&D5E.

Anyways, basically if the current Mega ever goes down, I know where a back up is for the community.
>>
So, guys, are there any repositories for GCS stuff? Like, I'd assume there is, because it's so open source and good, but I'm not finding anything.
>>
>>49983652
There is a semi-official GURPS discord now that a lot of the writers and app devs hang out in, and they are trying to get a GCS repo started up.
Here's the discord link:
https://discord.gg/pez8U4s
Here's the google docs for the potential GCS repos:
https://drive.google.com/drive/folders/0B8bQIdMd9T3bUTh5Vm5BUEE3bVE
>>
Hey, making a game world/setting where Ritual Path Magic is a public part of our modern world - since about the middle of the Cold War, people know magic exists.

If you knew RPM in real life, what kind of conditional rituals, charms and elixirs would you prepare for everyday slice-of-life on modern Earth? (Assume the law has restrictions on magic just like with guns, of course.)

Any advice on world building this?
>>
>>49985521
How do you restrict magic if anybody can learn it? preparing a ritual isn't like buying a gun, it's like a 3D printer you control with your mind.

On a lighter note, I'd try casting intelligence/knowledge boosting rituals everyday, also rituals that eliminate my flaws, like sloth. I'd also put a portal in my lower intestine to avoid having to poop.
>>
>>49985620
>How do you restrict magic if anybody can learn it? preparing a ritual isn't like buying a gun, it's like a 3D printer you control with your mind.

Grimoires, charms, elixirs, symbolic materials (especially rare or expensive ones), places of power, etc. are all magical resources that can be restricted - even if the knowledge of spellcasting is never well-controlled, raw skill can only get you so far so fast.
>>
>>49985683
A small cult or gang, some kidnapped victims(give me your energy or I'll kill you) or even some people you've just payed off to help you with your illicit ritual casting can chip in energy and reduce the need for high ESL. You also can't control people defiling the land for energy, which would be an effective form of terrorism by itself without even using that energy to cast.

I'd control magic by setting up huge, nationwide counterspells against certain rituals. Maybe you can set it up so that certain people can be exented from the ban, so if you're a professional demolitions mage then you can cast your explosion spells freely.
>>
Speaking of magic, does anyone else get the impression that magic resistance (or susceptibility for that matter) is undercosted? Unless I'm getting something wrong, magic is a quick contest between the caster's skill and the resisting attribute; magic resistance not only gives a bonus to the resistance roll, but also penalizes the skill of the caster. For 2 points you're getting a net +2, that just seems huge.
>>
>>49986154
You can be immune to magic for 30 points, so 1 point to shift the contest in your favor by 1 isn't that weird. Also, that's assuming the target gets a chance to resist. Magic resistance doesn't protect against fireballs, greasy floors, polymorphed claws, conjured weapons or large things dropped by telekinesis. It's protection from a subset of a specific power source and does nothing unless you're targeted by those specific things. On the other hand, if magic is very important in your setting, add an unusual background to bump up the cost.
>>
>>49975900
>>Not taking Supreme Control and any of Burning/Chilling/Cutting/Fatiguing Strike to become a Master of the Nine Fistings.
>L O W E F F O R T . I bet you don't even have Sadism (6).

Cutting is ugh, but I think a perk level electrical attack would be worth the points.

Alas this is a Blue Board, else tg would get something done.
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>>49986425
It's also balanced by forcing you to chose between Magic Resistance and Magic Ability, with an explicate cost bump if your MR doesn't shut down your own ability to cast.

But mostly yeah, it's balanced by the fact that it only works on direct spells.
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I am going to be running a game where flashlights play a key role in exploration. I understand the gist of what they do (lower darkness penalties to spot/attack things and potentially blind enemies with eyeballs), but there is some ambiguity in my mind about how they function in combat. So, if anyone here could could answer the following question, I would appreciate the gesture.

(The assumption is that the character is wielding a high-end TL8 model).

If the target you are focused on is within the cone of the flashlight, the darkness penalty to spot/hit it is lowered to -3 (or -1, if using Tactical Shooting). This requires an Aim maneuver. Should the target move outside the cone, you will have to spend another Aim maneuver to focus the light on them. However, you first have to know just where to point the flashlight. I assume this will require an appropriate successful Sense roll (typically Hearing...though a Vision roll which is penalized by any darkness level besides "total" or "pitch black" should also do the trick).

The problem with this is that an Aim maneuver will eat up the entirety of your turn/second. Basically, Aim can only be utilized when it is your turn to act. You could potentially use Aim as part of a "Wait" maneuver, but that is a different context altogether which usually involves a camera or telescopic sight with something you can already clearly see.

Unless that which you were trying to locate stops, spinning to face the correct direction is ALL you will be doing. If, on it's turn where it is concealed by darkness, it decides to charge at you or lob something at you, you can't suddenly swing the flashlight to illuminate it. In other words, you will always be playing catchup with "it" until it decides to remain stationary within a hex.

Am I reading the rules wrong?
>>
>>49987457

Second question. Some sort of ranged Leech seems like the best Advantage to represent the classical horror monster that gobbles up the energy from electrical power sources...namely batteries...but I can't quite figure out how much "FP" equivalent a battery cell would possess.
>>
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So I'm doing Cyborg Ninjas in a Space Noir setting limited to the solar system. I'm thinking I'll go with TL10, but prototypes higher TL may be available(especially cybersuits). Also, psi is possible with the right implants.

I'm having one big issue, though. Is it weird to allow power armor on cyborgs that might already have cybernetically augmented strength or durability? This is the first thing that comes to mind, but it's a general question about equipment vs advantages for cyborgs, what do you guys think?
>>
My gm and I were arguing the last time about health rolls and if a pj under 0 hp had to keep rolling every second outside of combat to do anything. He argued that it was every minute once combat ended but that doesn't sound right to me. Any anon can help?
>>
>>49987639
Without looking at the book, I *thought* outside of strenuous activity, provided you aren't bleeding out or anything, you never have to roll HT to not pass out.
>>
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>>49987639
>>49987675

Is right.

In or out of combat makes no difference. Any second you take strenuous activity, like moving faster then 1, talking loudly or attempting most actions you have to make a HT roll to keep from passing out.

If you don't make any strenuous activity you don't pass out from just being at negative HP.

>>49987457

Once you Aim at a target you automatically track it unless it breaks Line Of Sight. IE: If you Aim, be it with a flashlight or gun, a person can't just move one yard to no longer be aimed at.

Oh, and a flashlight reduces the darkness penalties to visual sense rolls for a dark room. You can look around with the flashlight, so you don't take the full penalties to search the room. If you hear someone with a sense roll you can also aim the flashlight at their location and start tracking them.
>>
>>49987525

I think it'd be weird not to allow it. As the lines between flesh and metal become blurred, so to do the lines between body and armor blur.

A cyborg with enhanced muscles wearing a heavy carapace armor is as logical as a cyborg with improved eyesight and tracking capabilities making the most out of his rifle, if it was my setting that's the sort of thing I'd encourage.
>>
>>49987525
I honestly think the strength-enhancing aspect of power-armor is dumb. If anything, it should be strength-replacing; its the armor's hydraulics and servos doing the lifting while the meat and bone is simply directing the motion. I'd add 10 to the ST bonus to find the final ST for the power armor.

>>49987639
I think it's once per second if you do any significant movement. I'd say taking a Step (and no more than a Step) would count as not doing significant movement, so no HT roll. You would have to roll HT if attempting something more strenuous (e.g. picking yourself up after a trip, attempting to force open a door, etc.).
>>
>>49987884
>Once you Aim at a target you automatically track it unless it breaks Line Of Sight. IE: If you Aim, be it with a flashlight or gun, a person can't just move one yard to no longer be aimed at.

Where, in a rulebook, is this stated at?
>>
>>49988058
Not that anon, but how about the fact that you don't lose your aim bonus just because things move?
>>
>>49988058
Under the rules for Aim in the basic set.
>>
>>49987457
You're also assuming here that the flashlight spot is the size of the object you're pointing it at. The illuminated area might very well cover several or even dozens of hexes.
>>
>>49987363
>It's also balanced by forcing you to chose between Magic Resistance and Magic Ability

More importantly, it's balanced by the fact it makes it harder for friendly casters to buff you.
>>
>>49987525
I ran a cyberpunk/ESWAT/future crime game for my bros, and we stuck cyborgs in Mecha all the time. Kinda superfine to slam into someone at 100mph, with a superfine vibrosword and chop for 10d.
>>
Is GURPS' static initiative good? I am thinking of using something similar for a homebrew I am making to avoid init rolls.
>>
>>49992286
It works because it assumes the whole turn order spans a single second, keep this in mind. If your homebrew uses a different time scale it could be different.
>>
>>49992286
gurps static initiative is based on pure speed of someone on a 1s scale(also if someone has the double of you speed he can act twice if i remember correctly)
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Has anybody played or run a game set in a crusade? How'd it go? I'm considering running some gritty, harshly realistic crusading.
>>
>>49992498
Can't say I've ever run a game in that setting, but I did read through GURPS: Crusades for inspiration when writing up my own knightly orders for a fantasy game. The book was really well written, and I'd assume the "heroic realism" nature of GURPS would lend itself well towards a Crusades-era campaign.
>>
>>49992408
Nope, at least not in 4e. Extra turns requires Altered Time Rate; no amount of personal speed grants an extra turn (though high DX and skill lets you eat penalties for multiple attacks/parries and skitter around, so effects can be similar).
>>
My FLGS has the GURPS 3rd ed book in hardback for 12 dollars or softcover for 6. Should I get it? I really want it. Might finally be able to convince someone to play GURPS with me. How good would this system be for a gritty zombie apocalypse game with lots of permanent injuries / crippling consequences from getting shot or hurt?
>>
>>49993494
Skip the 3e books and check the OP
>>
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>>49992498
There's a good Crusade book.

>How'd it go?

It's pretty brutal. With Edge Protection rules a knight clad in mail has a huge advantage over lesser warriors, even without his horse, because he will suffer few open wounds and avoid infections. HT is is a very powerful stat here.

I suggest Templar Knights, ca 1130. This avoids the need for a large amount of Wealth, instead you get a Patron (the order) that provides equipment and a Duty to protect the pilgrims in the holy land.

If you wish to be a knight you will still need Status, to be someone's son and have a knight's training. (the order would generally not take commoners).

I had a lot of fun with escorting pilgrims though the Kingdom of Jerusalem while Templar chapter houses are being built to provide safety and security, with plenty of wicked types to prey on pilgrims to fight and the pilgrims themselves offering interesting NPCs.
>>
>>49994652
Maybe it's just me but it feels more heroic to go into battle when injuries can be crippling or become infected and lead to a terrible death. The contrast between the hardships and the sincerely held idea that god's called them to travel to the holy land is an interesting one even before you get into the clash of people that are honest, good and godly but are on opposite sides of the conflict.
>>
>>49944578
The default rules are based on real-world physics. After a certain energy level, offense SEVERELY outpaces defense, to the point where realistic space battles are kind of like eggshells swinging sledgehammers at each other.

Of course, this doesn't do a very good job of capturing the "Fight Planes and Battleships in space" feel of Star Wars, or the "Age of Sail plus technobabble" feel of Star Trek, so you'll need some design switches for that. A good first step would be to make gun and missile damage fixed, rather than based on relative velocity.
>>
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>>49994873

>The default rules are based on real-world physics.

Nope. KE projectile damages allow a 24cm projectile (an SM+5 craft can carry 35 of these) traveling at 5 miles per second to deal an average 31,500 damage.

That's a projectile fired by a 30 ton object that can totally destroy, at 5 miles per second, an object made from 3,000,000 tons of steel, fly though it and kill another one behind it.

Now you might think "a 24cm projectile must be pretty big, and five miles per second is pretty fast! I'm sure that could do it."

Nope. This is one of those sci-fi writers have no sense of scale things.

Never mind the projectiles. How much damage could the whole SM+5 30 ton ship do if you hit someone with it at 5 miles per second?

A lot! That's 96 gigajoules. It's the energy of 23 tons of TNT.

And it would barely scratch the paint of a three million ton object made of armor grade steel, forming a crater about a quarter meter deep.
>>
>>49995190
Gurpsgen does the math
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>>49995190
Gripes, rants and madness aside the rules in Spaceships more or less work at TL 9-10 with energy weapons only. Anyway you knew they weren't trying for anything like realism when you see range: Close on kinetic weapons in space.

>"This, recruits, is a 20-kilo ferrous slug. Feel the weight! Every five seconds, the main gun of an Everest-class Dreadnought accelerates one to 1.3 percent of light speed. It impacts with the force of a 38-kiloton bomb. That is three times the yield of the city buster dropped on Hiroshima back on Earth. That means: Sir Isaac Newton is the deadliest son-of-a-bitch in space! (...) I dare to assume you ignorant jackasses know that space is empty! Once you fire this hunk of metal, it keeps going 'till it hits something! That can be a ship, or the planet behind that ship. It might go off into deep space and hit somebody else in ten thousand years. If you pull the trigger on this, you are ruining someone's day, somewhere and sometime!"
— Drill Sergeant Nasty, Mass Effect 2
>>
>>49997016
Sounds like it's close against spaceships, Anon. Probably easier to dodge from 299000km away than a laser that comes in a hundredth the time, or a guided missile.
>>
>>49997016

You missed:

>"That is why you check your damn targets. That is why you wait for the computer to give you a damn firing solution. That is why, Serviceman Chung, we do not 'eyeball it'. This is a weapon of mass destruction, you are not a cowboy shooting from the hip!"
>>
Guys if I wanted to make an avatar of a god/goddess how much skill points would I give him or her ?
>>
>>49997854
Depends on the setting, erm, I mean god. Great God Om had only a few points in acting and intimidation at the beginning.
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>>49997933
I'm trying to go for seemingly omnipotent but still beatable.
I was thinking 1000 points would do the trick I would give the character around 20-30 points in most attributes.
Also this god is meant to be more manipulating instead of forcing.
>>
>>49997854
Skill points? Gods (and, by extension, their avatars) tend to border on effective-omnipotence, so you may be better off amping up attributes or giving them something like ten levels of a relevant Talent, if only to reduce the level of bookkeeping required.

Honestly, it's probably better to give them a final skill level and work backwards from their. Either set it to some arbitrarily high level (30? 40?), or consider what penalties they would need to overcome to do godlike things (e.g. not!Hestia should have the Housekeeping skill at a high enough level she can routinely eat a -10 for haste, -5 or worse for difficulty, etc., seeing as she's the goddess of the hearth, home, family, and domesticity).

If you're talking about auxiliary skills not related to the god's/goddess's theme, like how well should they be able to intimidate someone or the like, I'd just stick to high attributes and leave individual skill investments as normal; Will 20+ and a measly four points in Intimidation makes a *scary* motherfucker.

This is all assuming you're talking about Greek-style Olympian gods that both have a focus and are powerful but not totally omnipotent. A truly omnipotent god in the Judeo-Christian style would take literally infinite points or just have the Demiurgy ability from The Weird and something like Dreaming-30.
>>
>>49998047
I was going more for greek and other european styled gods who dwelt among mortals from time to time.
But thanks I think I've got an idea on how to do it now.
>>
>>49998101

Greek gods could be fairly weak. Scamander fought for the Trojans in the Iliad and he wasn't seen as some kind of decisive superweapon but simply as an exceptionally good warrior. The mortal Diomedes kicked the shit out of Athena, a fairly major goddess and wounded Ares who isn't just a major god, but a war god.
>>
Does anyone know if there is any pyramid or official book with a TL 10 APC? I need one.
>>
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>>49998500
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This thing is Xelor's Dial.
It's summonable.
When you stay on digit tile you can move to another as simple step.
It also enables some special effects for other spells.

For movement, I think Warp with some combination of Anchored and Special Portal would be fine.
But I have no idea how to represent creation of those special tiles. Any ideas?
>>
>>49998799

>anon asks for an APC
>smugly point out an ATV

Can you spell?
>>
>>49998938
Some abilities are just so weird and specific that it's pointless trying to come up with a build based on existing traits. Just define what it does and pick a cost which seems right to you.
>>
>>49998938
I would think the special tiles would be a 'special effect's of the summoned portal. Thats just the visual representation of the effect. Like if my portals were flaming rings through hell, they would look like what I define them as, regardless.
>>
If my DR reflects damage, and I punch something hard, does that something take extra damage because I would've gotten hurt for punching something hard if I didn't have DR?
>>
>>50000083
Oddly enough, yes, your logic is sound. Assuming the dr is on your hands.
Force field? Or magic suit of plate?
>>
>>50000083
>>50000402
Pretty sure it's outright stated that gauntlets add +1 punching damage somewhere in the basic set.
>>
>>50000402
>>50000486
Forcefield, advantage based DR. The concept of using the damage from punching that my fist should take and inflicting it on the enemy is pretty fun to me.
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>>49939691
Did /tg/ ever play this?

What was it like?
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>>49997854

There's an article in Pyramid called "The Lonely God" that has a neat look at such a thing. At base, it's impressive, but gains character points based on the number of followers it currently has.
>>
>>50002250
It's "The Sad Lost God" Took me a bit to find so I thought I'd correct you, making it easier for others.
>>
>>49997096

Another no sense of scale thing..

That's about a light second. At that range the target wouldn't need to evade an energy weapon attack. Simply slowly rotating would prevent a beam from focusing tightly on one point. A directed energy weapon with a telescope large enough to focus at a light second would be extremely fragile.

A guided missile might take, with a reasonable amount of delta V, days to cross that distance. A projectile at a remarkable 10% the speed of light would take around ten seconds to reach them.
>>
I like Italian fencing school!
>>
So I'm guessing TK move in space works just like space flight, but can I throw myself through space instead, with infinite range since I'm moving through a vaccum? Can I throw myself again to accelerate further?
>>
Hey guys, I'm going to play a game of GURPS soon, and I know my GM is a bit fond of anime and movie cliches and the like, as well as long winded BBEG speeches and a sprinkle of ambushes and diplomacy devolving into combat.

It's going to be a short TL2-3 campaign, somewhere between 200 and 300 point total, maybe 50-75 disadvantage points if the previous games are to go by.

I want to build a character that shut downs bullshit, so I'm thinking of making a high damage ranged attacker, get the best bow I can afford, pump up Bow, Fast Draw, various perception abilities and advantages, all that cool stuff, maybe pick up a Quarterstaff for close in fighting if I have remaining points. I'm still quite new to GURPS so I'd like to keep it as close to Basic Set as possible (but I'm not opposed to using other books, even if my GM might be). The game is going to be without magic but full cinematic powers.

So to that extent, I have a couple of questions.

Am I right in going for an archer given my requirements (killing people in the middle of their speech, surviving ambushes unharmed, putting down powerful enemies with apparent ease, etc)?

Is there a good guide somewhere to building and playing a GURPS archer competently?

What do I do about undead? I haven't ever player against undead in GURPS but I recall that in other systems archers tend to have trouble with them, and I'm certain this game will have undead.

Any tips or tricks I should be aware of?
>>
>>50006827
Yes, and yes. Essentially you Chuck yourself, gain some ∆V and if youre not being pulled by any specific gravity wells, you can keep doing it.

Psyker in SPAAAAACE ?
>>
Grimwyrd GM here; amped to play again tomorrow.
Last week saw the new SpellDuelist join the fray and start hearing voices from his weapon. The party slaughtered Derugar by the dozen, blew up a mind flayer, and freed a toungless prisoner alchemist. On the morrow they loot, investigate, and delve deeper into the Mines...OF MADNESS!!!
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>>50007595
Archer definitely seems good for what you want, aim for the vitals, or eyes if you're feeling confident, and people will go down pretty quick.

For extra damage without it being to expensive get Strongbow(from power ups 2, which isn't basic, but it's pretty vanilla) and arm or striking strength.

Playing an archer is fairly simple, just make sure people don't get to you(shoot from far away, put some obstacles between you and them) and take your time shooting. Make sure to have some method of running away or becoming hard to reach just incase, caltrops are a nice portable obstacle, climbing, running, jumping and acrobatics skill as all useful for escaping pursuers.

Undead don't take bonus damage from your arrows so they could be an issue. Can you get arrows tipped with phials of holy water, maybe? Fire or blunt arrows from Low-Tech may help depending on the type of undead. Besides that, maybe just hope they can't climb and shoot from high ground.
>>
>>50008283
Yeah, I'll do that.

Seem we'll be able to use Martial Arts, so I'll thumb through that.

Is Zen Archery any good?
>>
Is GCS missing a lot of databases? I can't find the DF Artificer or Ninja anywhere, even though the site says that there are databases for those respective books.
>>
>>50009349
>>49984362
If it doesn't exist, you can put it together probably and add it to the collection. Doesn't look like they have either of those books put together yet.
It's not a ton of work, but it is work.
>>
>>50006827
>with infinite range

Well, if you can TK yourself your range won't be limited by propulsion, but you'd still be limited by reaction mass. An unprotected human with no other advantages in space would die in about 30 seconds, for example, limiting your range significantly.
>>
Anyone looking for any players? I've been itching to play ever since I've heard of the system. I'd prefer to play over Roll20, but any method works.

I'd prefer a low-tech game, however literally anything works.
>>
>>50007595
>>50008816

Archer is definitely a good bet for what you want to do.

If you take weapon master anyway (you probably should in a 300p campaign) it can be worth putting a few points in to Zen Archery for hardcore sniping, but don't expect it to be all that useful in normal combat, it takes a lot of time.

If you have Martial Arts, it's a good idea to keep several quivers, I played an archer with 3 quivers, IIRC there's a hip quiver and a compartmentalized back quiver somewhere, basic set at least has hip and back quiver. It's a good idea to carry and easily draw from as many types of arrows as you can, so you always have the best one for the task at hand.

There's regular Impaling arrows.
Martial Arts offer Blunt and Willow Leaf heads (both of which are good VS undead, changing your damage to Cr and Cut respectively).

Also note Bodkin Points in Basic Set p.277. piercing, and adds an armor divisor of (2). Great for targeting vitals through thin armor or targeting taps in hard armor. Personally I prefer these over the Impaling variety.

If you have Low-Tech you get some cool options not in Martial Arts, like Panjagan (sheath for firing many arrows at once, turning your bow into a low-tech shotgun) and the explosive Fire arrow (also good against undead).

Ask your GM about Heroic Archer, it's introduced in Dungeon Fantasy 1 and I think shows up in books like Powers and what have you later on. As the name implies it's really good for heroic archers,
>>
>>50009930
>Heroic Archer
Shows up in Martial Arts too, so I can use it.

Is it worth it putting points into another weapon (I was thinking Quarterstaff) or will the archery work for everything since Heroic Archer doesn't get penalties for close combat?
>>
>>50009969

It's a matter of personal taste, really.
With arrows in every flavor and no melee penalty there's rarely any point in not using your bow.
Quarterstaff has the improved parry which is nice, but if you go for (acrobatic) dodge or rapier or something you get improved retreat which is equally nice, and a weapon like a dagger is infinitely more concealable than a bow if you're into that.
>>
>>50009969
>>50010013

Nothing wrong with quarterstaff. It's defensive, brings a damage type you can't get with arrows to the table and fits well with a certain type of character. With an agreeable GM you might even be able to get Weapon Master for Quarterstaff and Bow as related weapons.

Other popular choices are buckler and axe or sword.

You've spent a LOT on Heroic Archer though, that should be your first choice round-to-round.

Every character should have a point in Brawling and Knife if they can afford it.
>>
>>50009349

It's more that it's just up to how long the contributor can be bothered to add templates.

If you check out the Discord link, there's a google drive now for donating database files.
>>
Anyone ever build a mage using the magic asskills book and used winged weapon? I'm thinking of doing throwing knives that way.
>>
>>50010509
>It's defensive
There are more defensive options, such as buckler and fencing weapon.
>brings a damage type you can't get with arrows
What damage type? Aren't quarterstaffs crushing only? You can easily get crushing with arrows.
>>
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>>50001514
I loved the game as a kid, and the GURPS book is a very faithful adaptation, expanding logically on the lore. They statted out the faction leaders, which may have been my favorite part.

As a matter of fact, I wrote up an 8th faction leader, and I would love if you guys could give some quick thoughts on him. He was inspired heavily by Franco-Iberia from Beyond Earth, but given a bit more of the unapologetic ideological edge that the SMAC leaders.

The GURPS stats are on page 2. I averaged the original seven leaders' point scores and multiplied by 1.5 for 4e to get his total.

Thanks, /gurpsgen/. And boy, can you do a lot with 280 points...
>>
>>50012779
Try and replace the "Faith" with something about work. "Work, Family, Homeland" was the motto of Vichy France. That can only make him worse. Also France is a motherland (mère patrie, like the soviets') not a fatherland.
I don't remember an Islamic Republic of France from SMAC. Plus, in the case of a direct invasion, it wouldn't last long and if France itself falls, allies would push them back, and why the fuck would Islamist hordes stop at France and not conquer Spain too? If it's some more of that "great replacement" racist bullshit, I doubt a Free France would have enough clout to get anyone on the Unity.

I don't think an openly luddite faction would last long in SMAC. What are you going to do when other nations that have factories filled with drones produce hovertank after hovertank, armed with graviton guns? Throw peasants with pitchforks at them? Or hey, even if you have modern weapons, are you going to line-up infantry like Napoléon did and wait for them to bombed while they make a pretty target?
>>
Ok, what's better, GCS or the official character design program?
>>
>>50013365
I didn't know that about Vichy France. I'll definitely look into it. Thanks.

No reference is made to Western Europe in SMAC, but the unifying theme of SMAC Earth was that everyone's nightmare, conservative and liberal, all happened at the same time somewhere. The GURPS book mentions both a left-wing coup murdering the UK royal family and a 'Christian States of America'. There's something to appall everyone.

We had three pastiches of 90s American conservatism and three pastiches of 90s liberalism (and Yang) in the original game, so I wanted a rightist character for balance. As for Free France not having clout, good point, but I also partly imagined it as him just using that IQ 18 to somehow get him a position on board.

The Luddism I debated for the same reasons you brought up, but if Miriam can make it work, than so can Alexis. Her technophobia is respectfully nuanced and well-argued in the game, such as the Self-Aware Colony.
>>
>>50013767
Miriam is no luddite, she welcomes tested and safe tech. She doesn't want a return to the past.
>>
>>50013647
pros and cons for each; you have to pirate/pay for one and the other is free. both UI's are a piece of work. Neither is 'bettter'
>>
>>50013816
I'll rework the fluff reasoning, but research seemed the most obvious penalty for such a faction. If you have a better suggestion (seriously) for the penalties, I'm open to it.

My main worry is that the seven factions, while you could see how their culture informed their ideology (most obviously Miriam and Yang), they were pretty abstract, universalist philosophies, even Miriam's Christianity. The Crown has a racial, cultural undertone brought in from Beyond Earth that doesn't quite fit in with the original SMAC aesthetic, but I don't see how it can be reworked without gutting the faction's entire shtick.
>>
>>50010655
Swing/Crushing is a damage type you don't get from arrows. Thurst/Crush with no modifier for arrow quality is somewhat less impressive.

>More defensive options.

Not if you have to stand your ground. Buckler + Rapier only beats it for defense if you have room to retreat, and has the vulnerabilities you get with fencing weapons. The staff also comes with serious reach.
>>
>>50014147
>Thurst/Crush with no modifier for arrow quality is somewhat less impressive.
How?

Bow is Thr+3, you'll always have AT LEAST the strongbow perk which gives you +2 effective ST, resulting in +1 damage.
Quarterstaff is only Sw+2 Cr.

Even without Weapon Master for the bow we're comparing Thr+4 Cr to Sw+2 Cr. A strong archer build would probably have ST 13.
Bow is 1d+4, 7.5 damage average.
Staff is 2d+1, 8 damage average.

The bow is marginally, and I do mean MARGINALLY less damaging on average, but bow-skill is going to be way, way higher than Quarterstaff and the damage is still more reliable. This is with the least damaging arrow as well.

>Not if you have to stand your ground.
So don't?
If you, the dedicated ranged character, gets backed into a corner and there's no one around to assist you you dun goofed. Similarly, if you try to go up against the flail-wielding knight in melee you're fucking stupid.
>The staff also comes with serious reach.
Staff reach is 1,2. Same as a rapier.
>>
Is there anywhere in GURPS that lists the prices for Ethanol, Methanol, Diesel, and Gasoline?
>>
>>50015139
Just use real life prices, dude. High-Tech used real life prices for ammunition, and that's about as important as gasoline.
>>
If you use Rapid Strike and All-Out Attack (Double) together, does it apply to both attacks (for a total of four attacks) or just one (for a total of three)?
>>
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>>50015986
Read the fucking book.
>>
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>>50016026
I was just making sure I was reading it right. I'm tired man don't fuck my asshole please
>>
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>>50016069
Sorry for fucking your asshole. It's a question that pops up and I always feel like the people asking it haven't actually read the entry in full.

You could've phrased your question better by saying "I read the rapid strike rules, and I want to make sure I'm reading them right:" at the start of it.

General tips for understanding GURPS/Asking for help (with GURPS):
>1. Read the text in full. The entire text, from the first sentence to the last. This is because there's little "fluff" in GURPS text. The majority of the words you are reading explain what the mechanic is and the rules behind it. Make sure the text didn't get cut off and spill over to another column/page.
>2. GURPS is information-dense, which means the wording matters a lot. Understandably, people can be confused by the wording, especially if English isn't their mother-tongue. Explicitly indicate you've read the rules and are asking for clarification, with page numbers if necessary, and whatever is making you confused (Opposing arguments with players/GM, forum posts, the rules themselves, etc.).
>3. If you're asking how to do something in GURPS, try to make your question as explicit as possible. This will help a lot, as there are many ways to achieve effects in GURPS. It helps us help you if you narrow down what you want as much as possible, so we don't need to drag the necessary information out.

Please don't cry. I'm only mean because I love you.
>>
>>50016228
I have a better question

I read the rules, but it's not all too clear. If I'm using Extra Effort rules as on B357, and I use Flurry of Blows, would I expend 1 FP or 2? I know it says /per attack/ but Rapid Strike could technically be treated as one attack that is just split into two.
>>
>>50016457
Rapid Strike is an option that gives you two attacks (or more, from MA), and says that it is "a melee attack executed swiftly enough that you get one extra attack.", and states that you "make two attacks." So, you would pay 1 FP per attack, including each attack in a rapid strike, which is 2 FP.

MA131 provides clarification on this, if you need an official source:
>For instance, a Weapon Master making a Rapid Strike for four
>attacks would have a basic -18, halved to -9 for his advan-
>tage. He could use Flurry of Blows to be at only -4 for one,
>two, three, or all four attacks. This would cost him 1-4 FP.
>>
>>50016567
Makes sense to me. Thanks.
>>
Guys, I'm using the GURPS Character Sheet program to build my character and I have a question.

My character has Arm ST and Striking ST. Does GCS automatically take that into account when calculating damage or is it best to do the damage calculations myself?

For example I went into Arm ST features and it says "+1 to ST for lifting only" while in the notes it says "+2 to ST when attacking with arms"
>>
>>50018330
Your Thrust/Swing damage should update with striking ST. I don't think it does with arm ST.


>>50015139
Yes. High Tech page 16.

>>50014393
>Archer ST 13

That's a pretty big investment.

>Never back up

A nontrivial tactical limitation. Getting forced out of an advantageous position sucks.
>>
>>50018583
>I don't think it does with arm ST.
So what I would have to do is take the Thrust/Swing damage from the character sheet and add the Arm ST bonus?

Or does Arm ST not provide a bonus to thrust/swing?
>>
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>>50018745
Just checked Arm ST in GURPS Character Sheet..

It's bugged! It gives you ST for Lifting only, with a note that says +2 ST when using arms for attacking.

That's not right, of course. Each level of Arm ST gives +1 to damage when attacking with arms and provides no Lifting benefit at all.

You could set it so it applies only to Striking. This would give you the right numbers for attacks using arms on the sheet, but the easy way might be to just remove all of the effects, make a note, then adjust the damage yourself in the PDF/Text character sheet.

To get the right level, just add your ST and Arm ST to find the right Thrust/Swing damage for your character.

The easy way would be to just not use Arm ST. It's a terrible advantage.
>>
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So been trying to find this unsuccessfully, how many spells do you start with, or how do you purchase into them in character creation? I can't seem to find the answer to either of these, I am assuming you start with 0 and have to purchase them but how do you do so since the only thing I can find referencing that is you should use learning checks to do so which doesn't really work for creation.
>>
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>>50019349
They're bought just like skills, assuming you're using the system in Basic Set.
>>
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>>50007945

This week..

>More exploring Found a crazy road that makes things hover above it. (Dwarf magic maglev train track?)
>Located a warp whistle!
>Roderick the new guy pulls a horrifying creature out of the throat of the scarred and tongueless alchemist captive
>Whom goes insane and dies later.
>Elf takes the team though the teleport to the Mines.
>SM-1 Dwarf in a SM+2 armor suit challenges us immediately. There's giant spiked things hanging from the roof covered in glowing runes.
>Eat cannon bitch!
>17 on roll to shoot cannon
>FUCKING MALF
>Stoppage. At least it didn't explode.
>>
>>50019381
I was looking at the basic set magic yeah. But buying them like skills seems more confusing, which scale do they use?
Also are there any other systems to recommend for it? Open to trying new things just hard to track down stuff from the various books more or less going in blind.
>>
>>50019421
When you look at a spell's description, it will be marked as either Hard (1 point gets you IQ-2) or Very Hard (1 point gets you IQ-3).

Bear in mind that your Magery score adds to your IQ for this purpose. We recommend getting your IQ+Magery up to one of the critical thresholds (12, 17, 22, etc.) so as to get the most benefit from 1-point investments (effective skill 10, 15, 20, etc.)
>>
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>>50019421
>which scale do they use?
Read the book (B242), under Spell List, or see the image.

>Also are there any other systems to recommend for it?
There's a lot of magic systems for GURPS. Basic Magic is fine for starting out. OP should have a review of magic systems in it, can't speak for how accurate it is.
>>
>>50019467
>>50019453
Thank you both.
>>
>>50019421
>Also are there any other systems to recommend for it?

Yes. The biggest ones are Ritual Path Magic (a noun/very system that only requires investment in nine Path Skills and one Core Skill, and let you make up spells as you go along), and Sorcery (a Spells-as-Powers system. It uses Modular Abilities to let you make up minor effects as you go along, and buy major effects as advantages, with a discount for alternate abilities).
>>
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Conditioning on Mind Control says that the subject needs to be conscious, Hypnotism says that a successful roll puts the subject to sleep. I'm using Conditioning Only so I can't rely on the base mind control to keep them cooperative.

Does that mean I can't use Conditioning on someone who's hypnotized? Would you just allow it to work since it's pretty appropriate? Would it take a Cosmic modifier to make hypnotized subjects targetable? Would a +0% feature that makes it only work on unconscious subjects be reasonable?

On a related note, would Telesend be an appropriate "sense" for the Sense-Based limitation?
>>
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>>50019831
Sounds perfectly reasonable. I'd say that hypnotic conditioning would be an interesting design switch.

Don't unwilling targets get to roll Will vs Telesend?
>>
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>>50021008
I don't think it's ever stated that Telesend can be resisted. Though in Psionic Powers it's mentioned that a reciever can effectively lower the volume of your Telesend down to a whisper without a roll or action. This keeps you from using other Telepathy powers through the link, but doesn't inhibit communication, and so would probably allow for hypnotism.
>>
>>50019831
>On a related note, would Telesend be an appropriate "sense" for the Sense-Based limitation?

No. The Sense-Based limitation is built into needing to be heard or make eye contact and it's balanced around the idea you can protect yourself from a sense-based ability by blocking that sense.

You could slap the psi (-10%) and an accessibility limitation (only by Telesend) for (-5%).
>>
How do I increase a skill level in GCS?
>>
>>50022369
Ctrl+=
It's in the menu.
>>
>>50022394
Don't spoonfeed somebody too lazy to explore software.
>>
>>50018583
>That's a pretty big investment.
Yeah, I agree. But I have to assume that's the scenario the other guy proposes, because ST 11 (ST 12 is pointless as an archer) gives you 1d+3 Cr Bow and 1d+3 Cr quarterstaff, the damage is exactly the same, the staff is never more impressive damage-wise until you hit ST 13.

>A nontrivial tactical limitation.
Personally I'd say it's pretty trivial.
The vast majority of the time you'll be using the bow you dedicated your character to, the majority of the remaining time you can safely retreat, the majority of the remaining remaining time it's not so disastrous to not be able to retreat, the +2 from a quarterstaff probably won't make the difference compared to the +1 you get from shield.
>>
Does anyone have experience with the Situational Awareness rules in Tactical Shooting? Play examples? Extended rules that describe when you'd use them? I've heard that they're great, but after reading them, I'm not too impressed by the rules. I feel that they should have some sort of forum post expanding them, but I can't find any, although I didn't search very hard.
>>
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Can anybody change the rpg in pic to gurps?
On phone right now.
>>
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>>50025743
Just a quick attempt.
>>
Does Unliving include No Vitals and No Brain like Homogeneous does? It's sort of vague when it says "Unliving is like Homogeneous, but not quite as resilient."
>>
>>50027845
Nope. Brain shots are the best to deal with unliveing
>>
>>50027845
Unliving assumes that the vitals hit location is some sort of "magical organ" or the like that keeps the undead functioning. Brain is still there because it needs a CPU. Blood is still there to carry shit around. You need to buy all of them separately.
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