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/gurpsgen/

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GURPS General

Over 9000 Edition

How do you figure out point totals based on the aesthetic you want? What are the starting point totals of some of your favorite characters?

Last Thread: >>49939691
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>>50030506

I usually go with either 100 or 150 points, 200 or more for superhero characters and whatnot
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I love Sorcery!
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Tangentially related, but what would a good starting point total be for Dungeon Fantasy games? All the class templates are 250 to start, and adding in races increases it even more. Starting at 300 points seems kind of high, though I am new to this game and wouldn't know that would be the case in reality.
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>>50032085
It's recommended that you buy racial templates by shaving bits off of your class, if I remember correctly. You're supposed to start at 250.
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>>50030506
Grimwyrd after action report
>The party investigates the shrine cavern in the aftermath if their bloody battle
>Roderick the duelist discovers he has sprouted an asses ears and tail! The Fey are blamed.
>Suthri the Dwarven engineer investergates a collapsed tunnel, and reveals a hidden room
>while I vestigating, Syviis speaks with Servant, the Mute they rescued
>the scarred man shows signs of mental damages and memory tampering, he answers few questions before a trigger forces him to tear at himself with one hand!
>The party intervenes, and Rod pries a creature from the whelps mouth! It speaks to his mind, and he promptly incinerates it
>Servant collapses; they speak with him, but he can no longer read or write
>Some further prodding of the hidden room; a sealed vault with dwarven locks, and an unfinished magic floor that levitates users. An old dwarven statue and an uninvestigated side tunnel
>In another nook, an illusiory ward hides a magic artifact! THE KEY
>both mages twinge as the thing is revealed, but Syviis' curiosity bids her pluck it from its hiding place. The party braces themselves
>IT speaks to her, reveals it's power, and she resist temptation. This is the key the vampiric woman spoke of before departing!
>the party promptly assembles at the magic circle carved in the temple floor.
>Suthri notices nearby, Servant
>more specifically, Servants corpse
>"he lies at an awkward angle, his arms up to his face, a pool of red below him. His thumbs are jammed knuckle deep into his eyes. He does not move"
>The party is filled with DETERMINATION
>THEY INVOKE THE TELEPORTER
>they appear in the Mines, and immediately set upon the Derugar guards!
Until next week...
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>>50030506
I don't use point totals. Point totals are practically meaningless if you're playing with anyone one step above "random stranger from the internet." I just build to concept, and it costs what it costs.
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>>50032085
It's a lot but they're supposed to be big damn heroes, man.
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>>50032432
That's an interesting theory
Whats a typical game with you like? Everyone at the table decides on a theme, builds their character to it, and within a few standard deviations of total you guys just play?
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Alright /gurpsgen/, I'm working on making a DOOMGUY analog for a sci-fi game. We're currently at 200 points; do you suppose I should dump into enough lifting ST to carry a small armory with me and wing around miniguns off the mounts and be middling with every weapon, or focus on one weapon for now and try to get as hard to kill as I can so I can properly slaughter the minions of Not!SpaceHell?
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>>50032826
You're essentially playing rocket tag. Speed and dodge are your friend. Wear only as much armor as you can still dodge with.
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>>50032725
Pretty much. Points aren't worth anything for balance. I've done this ( http://www.ravensnpennies.com/2016/08/gamemasters-guidepost-building-player.html ) as a GM for new players, and it worked quite well. It's also roughly how we do things, although we generally ignore even point ranges and just build entirely to concept. When players can focus on building a character, rather than focus on their character fitting within the point total (or scaling up to it, but that's not as common), it makes for better characters.

As an example, right now I'm building a mindwiped combat android for a TL10 campaign. If you know anything about high TLs, you know that DR and ST are practically worthless - and combat androids have over 300 points in ST and DR at TL10. This character will play just fine alongside the black-hat channer and the up-and-coming matrix idol. In fact, they'll be rather weak by comparison, outside of combat, but that's what I want to play.
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>>50032894
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>>50032826
Check Gun-Fu. There should be a one-point Perk (Waling Armory, I think) that has any carried guns not count towards encumbrance; you should still pump up ST for punching demons/meeting the ST requirements for hip-firing turrets, but you don't need to stack it exclusively.
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>>50032826
The problem with minigun is that ammunition for it could easily weight much more than the gun itself due to insane rate of fire.
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>>50032957
I thought about that, but I'm not sure if he's allowing the gun-fu stuff. Otherwise yeah, between that and hand cannon I'd be set.
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>>50033174
What's the tone of the game? Unless it's pretty damn cinematic, you can't put in a character even one-tenth as crazy as DOOMGUY; it's not even a point-total thing; GURPS uses cinematic perks/abilities to represent a lot of what DOOMEGUY is.
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>>50032957
>any carried guns not count towards encumbrance
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>>50033352
I really wish I was on my laptop with all my books; I'm 99% sure that's the quote they use on the page.
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>>50033254
It's more Star Trek than actual DOOM; like I said, it's more based on the character in general of being a mean streak motherfucker with big guns.
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>>50033395
Ahh okay, I see what you're going for then. Are exoskeletons/power-armor available?
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>>50032293
I don't nope very often, but the thing from the Servants mouth freaks me right the fuck out.

>>50030506

I like characters with modestly high point totals (200-300). This allows for people without much system knowledge to make dramatic, powerful characters. People with more system knowledge can go crazy, but I try to encourage them not to optimize as much and to focus on an interesting character they'd like to play.
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>>50033609
I aim to please with the freaky deekie shit Mang. Good to know I'm hitting the right notes in the chords.

I've been waiting for weeks to get the players to the flayers :D
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What do you guys think of the GM making characters for the players, based entirely on user input?
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>>50033442
Yeah, but they're so expensive. I might be able to convince the GM to let me build one myself, we have a pseudo-fabrication suite and I was planning on taking Armoury skills to upkeep his own gear.
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>>50033856
I think it's to be expected if the players are new/not the kind of total grogards who already know GURPS very well.

Plus, if you're a GURPS GM you've invested WAY too much time in the system to want to let a player potentially go for something like that. So if a player asks, you better do it.
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What would be a good point limit for combat only PC's for a pvp scenario to teach players the basic of GURPS combat?
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>>50032957

here it is
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>>50034116
>pvp scenario
No no no no no no no.

150~200 point characters, working together on the same side, on an adventure that includes combat.
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>>50034217

It's really just me and another player bullshitting around to learn the combat system, we've done the same with a few other systems
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>>50034276
Well if it's nothing but combat, 20~50 points should give you a decent idea of the average character's combat capabilities in a 150~200 point game.
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>>50034116
50 points if you want them to just go though an arena that teaches them about combat. I'd make the characters myself though, and make them all awful, terrible people with disadvantages like Sadist and Secret (Once ate a baby).

This lets them try things out and just laugh when Evil Pete gets his Area 11 shot off by Bastard Phil.
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>>50032085
>>50032202
Like this guy said.
Also, a lot of races and occupations have overlapping synergies that you can choose to ignore.

EG, if you have a race with +5 ST and a profession with +3 ST, you could get away with *only* the +5 ST because it eclipses, and therefore meets the minimum, for the job.
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What settings are you guys playing or planning right now?

I'm working on a pulp inspired campaign during the Second Sino-Japanese War
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>>50034789
High fantasy setting set in the equivalent of the Late Bronze Age, with the campaign slowly working towards the beginning of the Sea Peoples' invasions.
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>>50034789
Working on cyberninjas in a space noir setting.Have he generalities down but am waiting 'till I can get all the players together for session zero before all the details get decided on.
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>>50034825
>the Sea Peoples' invasions.
Fuck year. Hyperboric fantasy!

>>50034833
>cyberninjas in a space noir
Flip sided blade runner? Or GITS?
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>>50034789
I'm working on a space opera setting in a combination of the Caribbean and American Colonies c.1700 and Central Asia c.1450. I'm trying to evoke bits of Dune (Plans within Plans, pseudo-medieval combat, political maneuvering between Noble Houses and Mercantile Guilds) Revelation Space (Nanotech and tranhsumanism being a thing, borderline post-scarcity, super-high tech level, shittons of .8c space weapons) and The Expanse (nobodies(read:PCs) accidentally sparking a huge war and accidentally unveiling a bunch of conspiracies behind the scenes) in there as well.
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>>50034861
Probably more like GitS. Thinking they'll basically be elite cyborg mercs, getting hired for all sorts of jobs spread across the solar system. There'll be some overarching secret agenda to the ninjas and all sorts of shadowy scheming, of course, but not much of that is decided.

Also, there's cybernetic enhancement-based psi powers. Already know there's at least one character who'll be focused on PK.
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>>50034954
I did something less grand than that once, but roughly the same shape regarding the PCs.

They made whatever, but they had to be on X ship at Y time for session 1

That ship got robbed. By a guy in a super advanced tech suit. Punched right through the hull, walked out the other side with his cargo. The players just deal with the situation, or were framed.for culpability. It was fun just watching them squirm for sessions.
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>>50034789
Trying to worldbuild up a setting that's reached fantasy TL ~3 with open RPM magic. It's surprisingly difficult, since, as a GM, I can limit RPM to suit my needs. It doesn't express itself nearly as cleanly as Basic Magic does.
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>>50037210
Have you taken a look at Incantation magic? It's RPM, but tweaked for Dungeon Fantasy, meaning subtly is less of an issue and the rules are much more explicit. If your curious, the most recent DF book covers this (DF19 I think?).
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>>50037210
While some will frown on it I always find world building a bit easier when I think of something that I'd like in there then work backwards to justify it. This also can lead to other areas opening up as the implications for those justification suggest other things.
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>>50037545
Don't care to lose the energy gathering rolls. Its one of my favorite parts of the system.

>>50037731
That's what I am doing, but RPM makes the work slow going. I'm going to start by brewing up cultural rituals and see where that gets me, since obvious rituals like healing people and bolstering harvests would be common amongst several, if not all, cultures. Actually, just stating up rituals and coming up with interesting reasons a culture might not use them could work well...
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>>50037779

Remember that people in "bountiful" lands might chose not to use magic because of they are more concerned about critical failures on the cast checks then they are about not having enough food on the table.
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>>50034789
N-none ;-;
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>>50037779
>Don't care to lose the energy gathering rolls. Its one of my favorite parts of the system.
Makes sense, but can't you use the parts of IM with more clear divisons? Traditional RPM with IM's more rigid structure should be possible -- I personally much prefer IM's well-defined caps and Incantation Gift to RPM's Greater/Lesser divison.
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I'm thinking of making a weak character who has a sword possessed by a spirit which grants all his strength, dexterity, etc. What disadvantages/limitations would I need in order to accomplish this?
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>>50034789
I'm actually super excited because I've gotten my first group in like four years. Session -1 is this Thursday, and I have no idea what sort of game they all want; if I were a betting man, I'd put my money on high-power sci-fi, but we'll see.
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>>50038426
Ring/amulet/whatever of luck almost completely eradicates the possibility of critically failing. Those lands should still want certain big rituals. Like a large area luck bonus to crafting or surviving diseases.
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>>50039251
You can treat attribute bonuses as regular advantages; just slap the Gadget limitations on them like normal and have fun.

I'd advise you don't make your character too weak. If they've got 6 ST and 8 DX without the sword, you've sort of painted your GM into a corner: either they never take your sword away -- giving you free points because the limitation never comes up -- or they do take your sword away and you immediately die because you're facing down beasts meant to threaten seasoned badass adventurers while having the physical stats of a child. Go for "relatively weak" instead of "weak"; ST 11 and DX 10 isn't weak -- it's slightly above average if anything -- but it's weak for a dedicated swordfighter. If you lose your sword, you're going to be in trouble, but you aren't going to get insta'gibbed (probably).
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>>50039251
I actually made something like that, except I made the intelligent sword as a character who grants powers to whoever wields it.

For you, just put gadget limitations on a bunch of advantages and you're set.
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>>50039316
>>50039339
Thanks you two. I was thinking the "Accessibility" limitation could also apply, but the Gadget limitations apply better.
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>>50039253
Session -1? I can figure out what a session 0 do, but -1?
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>>50039425
If session 0 would be the group making the characters and deciding on campaign specifics, I figure the group meeting up before that to decide what sort of compaign they want would be session -1.
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>>50032432
Fuck, I really wish I had a group that could do this. One player is a flat-out powergamer, and the rest (with one exception) prefer WoW-style fantasy with bullshit shockwave attacks and glowy shit.
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I require help in deciphering on how is thrust and swing damage calculated
>inb4 use the table
i am programming a game based on gurps and i dont want to do a long code of
>if(ST=1 and swing=1) roll 1d6-5

please help
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>>50039797
ok got thrust damage
(13-ST)/-2 round up
and if +3 turn it into 2d-1
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>>50039797
It's 3 formulas actually, progression is different on higher values. Check GCS code if you can't figure it out yourself.
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>>50039797
Default of ST 10 is 1d-2/1d. Every +1 ST is +1 to swing, and every +2 ST is +1 to thrust. Instead of Xd+3, it's (X+1)d-1.

With that information, I can figure out damage from a human-scale ST score with just 1d Concentrate maneuvers, but I have no idea how I would write it as code.
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>>50039844
got it wrong
its round down
13-12/-2=1/-2=-0,5 = -1
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>>50034789
I want to do something based around a anime from last year called Kagewani. The basic premise is that in recent months a number of cryptids have suddenly appeared and started attacking people and the show follows a professor as he investigates these events (usually showing up after they happened and getting the story from the survivor) as well as his continued chase for a creature known as the Shadow Crocodile.

I plan to use this to run a one shot set in the US during this time. And I'm just dragging my feet on deciding on the first cryptid to use. But for sure I know I'll set the scenario in Wisconsin in a national park. The basic idea is that a couple hikers have gone missing and I'm leaving room for what angle the players want to approach this from. They can be law enforcement from a nearby town, park rangers, other campers or tourists, or a combination of these.
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I calculated damage for 12,7x55mm round, it's around 6d+1 pi+. Pretty good, I think. I wish I knew muzzle velocity of RSh-12 revolver or any data on two-bullet amunition (if I assume that each bullet has roughly half the mass and same muzzle velocity, then it would have 4d+1 pi+ damage).
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>>50032894
>Points aren't worth anything for balance.
>>50033609
>People with more system knowledge can go crazy,
It's true. Consider the following ability which only costs 50 points.

Allies (25%,1, Size, 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000, *1248, Always, *4, Costs CP, 1/5, Alternative Ability, 1/5)
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>>50041103
What's it an alternate ability of? Why the costs CP?
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>>50034789
I'm planning on combining the 3rd edition World of Darkness sourcebooks with Cyberworld

I'm a fucking madman I tell you
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Why does everyone think GURPS is a democracy? Whenever I say I want to run a setting in GURPS, the players always, without fail, tell me to add things to it, or start suggesting their own settings altogether. If I actually manage to somehow explain to them that I am going to run the setting that I have in mind, they still start demanding and negotiating for shit that doesn't make sense in the setting.

I don't use GURPS just because I like the system, I use it because I have a bloody setting in mind that I want to run with it.
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>>50041529
Dude, that's RPGs in general. Hell, look at any That Guy thread and you will, without fail see something along the lines of

>Okay guys, we're playing in Setting A with classes from books B, C, and D, plus this subsystem I liked from book E.
>lol so heres my character. he's a multiclass character that uses stuff from books U and V, three feats from book W, spell and gear from forum post X, and his race is from Setting Y. and i assumed you were using houserule Z.

Small changes and suggestions are fine as long as they make sense, but major changes (or the DEMAND of any sort of change) should be met with "GM it yourself." If they do, you get to be a player and everyone (hopefully) has fun. If they don't, hopefully they'll at least let the game go on.
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>>50041678
That kind of stuff seems more common with GURPS is all. Maybe it's because, more often than not, people will say they're running GURPS instead of saying "I'm running BLANK, with GURPS." That or I don't play enough games that have massive amounts of sourcebooks to notice it elsewhere
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>>50041103
But Anon, that ability costs 200 points, plus whatever the GM deems appropriate to activate it, and you need to cross your fingers that the GM allows it in the first place; then, when you do use it, it's unlikely that you'll be able to use your first ability again for a long time, because every single one of your allies would need to die or exit the game to switch again; and since your first ability this is alternating off of needs to be worth at least 999 points in the first place, that's a major power you're giving up.
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I'm having trouble finding advantages and disadvantages that would allow me to create a person trapped in an item. Basically something like a genie or pic related.

Any tips? Did I miss something in the book?

also pic related is a boy_
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>>50034789
Pacific Rim game, where players team up in a Jaeger, or have a kaiju partner
[Spoiler]If only my players liked GURP T_T [/spoiler]
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>>50041971
If this is an NPC that may or may not be released from whatever item he's trapped in then you really don't need to stat every little thing out.

Otherwise, stat them as the object they're trapped inside of and give them an Alternate Form with Accessibility so that they can only use it when certain conditions are met, like only useable after being rubbed for a genie.
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Hey /gurpsgen/ GMs you've always wanted to use the Accumulated Wounds rules (B420) and The Last Gasp (Pyramid 3/44: Alternate GURPS II) to subject your players to the fun horror of having their limbs hacked off while they're too tired to defend themselves, right?
But of course the book-keeping involved is just too much of a hassle even for the utter JOY it would bring to your players.

I have removed that obstacle. Now the book-keeping is mostly done for you with these new technicolor 1-page webapps.

https://legendsmith.github.io/technicolor-dream-GURPS/lastgasp

https://legendsmith.github.io/technicolor-dream-GURPS/woundtracker

Enjoy!

>>50041971
GURPS 4e Thaumatology page 116.
Under "WILLFUL AND SAPIENT ITEMS"
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>>50042228
>>50042341
Thanks guys
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>>50042341
Heads up, there are some issues with your Last Gasp app.

>At full FP, I'm at Mild Fatigue with -1 to DX/IQ/HT and -10% to ST. Increasing FP by 1 above the max value normalizes my stats (albeit with some rounding/percentage issues).
>Accidentally leaving a box blank and hitting Update sets the value to NaN until you reinitialize
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How do wound modifiers effect hits to the skull? If a weapon has pi-, does it change the damage modifier from 4 to 3? Does pi++ modify the damage by 6?
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>>50043208
No, everything's just x4
The modifiers don't stack like that.
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>>50041103
what the fuck is this even
no
that's retarded and doesn't even work, alternate attack requires that you still pay full price for the most expensive attack, and is designed for actual attacks
where the fuck did you get 'costs cp' from?

if you want an actual example of ridiculous shit done cheap just look up that 51-point universe killer, the modifiers of which actually fucking work and demonstrate a hole in the system which actually fucking exists

>>50043208
every attack type besides toxic just becomes x4
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>>50043208
Attacks that strike the vitals or skull (or similar "you're probably going to die" locations), you LOSE the wounding modifier of your damage type and REPLACE it with that location's wounding modifier - e.g. a strike to the Vitals with a pi- bullet is doing x3, and pi- to the skull x4.

Also note that, if you do not take No Brain and No Vitals, Unliving targets also suffer those locations' wounding modifiers.
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>>50043239
Hmm. I'm not entirely sure I like that all too much. Specifically, I'm running vampire the masquerade with GURPS, and it seems that despite them not having vitals and being unliving, the rules make headshots hyper lethal even for vampires. Maybe I should ask the wod general if vampires even do have brains to see if the no brain injury tolerance would work.
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>>50043123
Looks like starting out with penalties for impairment only happens when I set FP to 11, 12, and 16 (I'm sure other values will trigger this error, but I'm done counting up). Occasionally there are rounding issues with ST (e.g. at 14 FP, it says I've got 9.7 ST out of 10 but my other attributes are fine), but that's minor.

>>50043208
The wound modifiers are replaced, so every bullet to the skull, from pi- to pi++ is x4. Remember that there is no "normal" damage modifier*; huge piercing doesn't have a x2 modifier in general -- it has a x2 modifier on the torso, x4 on the eyes/skull, x3 on the vitals, etc. People just say things like "such and such large-caliber rifle has a x2 multiplier" because torso shots are the assumed default location of most attacks

*Exotic damage types like Toxic, Corr, Fat, or Burn notwithstanding.
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>>50034789
Sunless Sea campaign, and I may be running a Star Wars campaign soon as well.
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>>50043287
I haven't played WoD since before the edition change, but IIRC guns dealt bashing damage to vamps in VtM unless the shooter took a penalty to go for headshots, which made them deal lethal damage, so obviously brains are still somewhat important. It might not have been aggravated damage, but a bullet to the head's nothing to sneeze at, even for a child of Cain.
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>>50043260
Alternative Ability is from Powers, it's just like the attack version but it takes a concentrate/ready to switch from one to another. I don't remember where the other one is, but it's also a thing.

It's still retarded, though.
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>>50043349
I think Costs CP is from Supers. I remember something about dramatic one-use abilities.
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>>50033856
I know I'm late to this response but this is exactly what I do for first-time players in any system. After they've played a bit and have done some advancement they usually make the characters on their own and then send them in for a couple of rounds of optimization and tuning suggestions.
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>>50043260
>51-point universe killer
I lost it, you have it saved?
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>>50043260
>where the fuck did you get 'costs cp' from?
Not him, but it's in Power-Ups 8: Limitations.

>>50041103
Note that when I said points aren't worth anything for balance, I did not specifically mean built abilities. Here, let's take an example:

>DX +1 costs [20]
>DR 4 costs [20]

Just because each costs 20 points doesn't mean all are worth 20 points. In a low-tech game, that DR could very well be the better purchase at times. At TL5+, when guns become common? You would always choose DX, every time. And yet, they both cost 20 points, regardless of TL.

Let's take another example.
>Mind Control costs [50]
>IQ +2 costs [40], throw on Visualization, costs [10], for [50]

Mind Control will always beat out another 2 IQ and Visualization, unless you're in a game with no NPCs (or none vulnerable to mind control). IQ +2 makes you considerably smarter, and Visualization lets you get some nice modifiers with a roll and a minute of concentration, but that's pennies compared to being able to just control whoever you need.

Can the GM just ban mind control, or make taking it useless? Sure. Could he lower the cost of DR per level? Absolutely. But that doesn't change the fact that points are not a balancing factor, because they aren't really meant to be.
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>>50043460
I gotcha fampai

Munchkin's Universe-shaking Nondirectional Cosmic Hyperluminal Kinetoelectromagnetic Interference Neurodisrupter (M.U.N.C.H.K.I.N.) (+5190%):

Toxic Attack 1 point (Affects Insubstantial, +20%; Area Effect, 2475880078570760549798248448 yards (about 74 gigaparsecs), +4550%; Cosmic, Irresistible attack, +300%; Emanation, -20%; Rapid Fire, RoF 300, +300%; Selective Area, +20%; Underwater, +20%) [53].

Notes: It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from Earth. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points.
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>>50043460
you can find the thread with a quick google search, there's a whole bunch of weird 50 or so point abilities in it, http://forums.sjgames.com/showthread.php?t=13861 and the munchkin is on p22
also it turns out the munchkin is actually 53 points, but that's only 2 points more
>>
>>50043583
>>50043591
Thanks anontachi.
>>
>>50043591
oh, you can also build a version for 159 points by changing 'toxic attack' to 'corrosive attack', which is vastly more powerful because it'll melt away DR and affects stuff with 'immunity to metabolic hazards', like robots and shit
>>
>>50043591
Emanation is incompatible with rate of fire, though.
>>
>>50039502
But shockwave attacks and glowy shit is awesome.
>>
>>50043760
It's not super necessary anyway. With an AoE that large and Selective Area, he can fire it at the ground beneath his feat and still have the same effect; no matter how far each attack scatters, the distance is irrelevant in the face of a 74 gigparsec diameter.

And removing it brings the cost up to a round 55 points, so there's another bonus.
>>
>>50043518
What are points meant to be, then?
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>>50043932
Not that anon but points are guidelines and only really comparable within category.
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found in gurps lite and made this.
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Doesn't ROF 300 mean you get 3d6+8 hits, not 300?
>>
>>50043904
Yeah but then your damage falls from 300d/s to 1d/s.
>>
>>50044104
Anon what the fuck.
>>
>>50044495
Okay so what I meant was without emanation you make ranged attacks (at the ground under you say), with rapid fire you will get a +8 to your attack roll with RoF 300 and get a number of extra hits equal to how much you succeed by up to a max of 300 because your innate attack has Rcl 1. I said it in a retarded way because I'm new.
>>
>>50044567
Ah, without emanation, yes, you have to roll and it works as normal.

It's emanation that takes out the attack roll and leaves them only to defend (which the Cosmic Irresistible prevents).
>>
>>50044606
Which is why >>50043760 seems like a big deal.
>>
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Ignored /tg/s advice and bought this cause it was 12 bucks. I've GMed a lot of 4e and I almost like this more. My biggest concern is dodge being reduced by 3, should,I just housewife it? Also any other advice for running,3rd ed? I don't know why I did this. It's just such a cute book and I wanted it. It's also all in one book,which I like.
>>
>>50045956
Dodge might be reduced, but there's PD, Anon.
>>
>>50045956
I would like to see an all in one version of 4e sometime, perhaps with different art. There is an all in one PDF, but it just isn't the same as a physical copy.
>>
>>50045974
PD just seems like extra rolling desu. Does it really help balance things out? Makes things more armor,dependent as well it appears.

Should I housewife it?
>>
>>50046181
PD is added to defense rolls, you tit. Like the Defence Bonus of shields in 4e.
>>
>>50046234
Oh so it's like armor,class. Alright.
>>
>>50044567
Yes *EXCEPT* that AoEs and explosives still scatter and have to go SOMEWHERE. Even if you somehow manage to miss the ground, the attack goes off and all 300 universe-encompassing waves will wash over and wipe out all of creation. The only thing an attack roll controls is where the center of those waves are, and like I said before, when the diameter is 74 gigaparsecs, it doesn't really matter where the center of it scatters to.
>>
>>50046934
But if you're making attack rolls you don't get all 300 area effects, as far as I'm reading. You get a +8 to your effective skill and a number of hits equal to your degree of success up to 300 at maximum. You still get the effect if you miss, but you get one pulse of damage as far as I can see, not 300. If I'm wrong I'd like very much to be pointed to the right rules, I'm still learning them.
>>
>>50046934
Okay so, I think I get what you mean. You get your degree of successes as hits, and the remainder as scatters?
>>
>>50046989
Lets look at it this way:
I have some souped-up grenade launcher. Some real Quake 3 Arena shit. It has RoF8 and Rcl 2, and each hit deals explosive damage. I fire off all eight shots but only pass my roll by 4, meaning 3 out of eight hit. However, those extra five grenades I fired didn't disappear. They will land *somewhere* and explode, possibly close enough to still catch my target in the explosion. That's what the Scatter rules on p. B414 are for, though I will admit there's no explicit mention of high-RoF shots in excess of Rcl, but I feel it's implied.

When the area is that big, the distance they scatter is inconsequential.
>>
>>50047123
Yeah, I'm inclined to agree with your interpretation, though I wish there had been explicit mention.
>>
>>50044678
>>50044606
>>50044567
No, missing means the attack hits soem point other than where you intended, the AoE still happens, the one that encompasses several times the visible universe. So aslong as you hit somewhere on earth everyone will still be hit.
>>
>>50047459
>somewhere on earth
Somewhere in the universe you mean.
>>
>>50047751
Well, yeah, but it wouldn't have the range to hit anywhere off Earth as long as it's where you are, I guess. Basically you'd want to aim it somewhere so that even if it does scatter it'll hit something before running out of range.
>>
>>50047915
The range is unmodified, so 100 yards or so. Even if the 300 shots missed, they would land somewhere within 100 yards of Target.

AND THEN THE AREA EFFECT IS BIGGER THAN THE KNOWN UNIVERSE, YOU FUCKS SO IT DOESNT MATTER
>>
>>50043295
Thanks for the issue report. It was a rounding error that made the calculated penalty intervals weird for some numbers. It's fixed now.
I've also made basic lift round properly.
It'll take a minute or two for these changes to appear online, since Git doesn't instantly push changes to the repository, but they are fixed.
>>
>>50048349
What happens if you shoot straight into the air? Do Innate Attack shots fall back to the ground or do they just disappear?
>>
>>50048719
/IT DEPENDS/
INNATE ATTACK IS THE SAME AS SAYING [GENERIC THING]. It all depends on the exact nature of the thing in question.
>>
>>50034789
1870's wild west game for my first time
>>
>>50034789
Planning a fortress defence RPG set in a TL4 world w/ magic;
RPM High Craft (energy gathering)
and Threshold Limited RPM with my own paths, because the default ones are balanced for TL8 but not TL4 imo.

The defence is against otherworldly invaders, basically imagine a force that discovered inter-world travel and now just conquers and expands, using magically enslaved soldiers where they can't enlist them willingly.
You might wonder why the place can even hold out. The first is that the place the portal opened was not favourable, and the the 2nd is that this inter-world Empire has a constantly expanding front, they can't divert to much to that one world, but it does get a steady stream of reinforcements.
>>
>>50049699
Nice. That is a great era for adventure.
>>
>>50051638
I remember someone saying that late 19th century is one of the best time periods to set games in; a Wild West cowboy, wandering samurai, pirate captain, and Victorian detective are all kosher and could even be in the same party.
>>
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>>50034789
Still enjoying Grimwyld, a game set in dark fantasy world that's reached the early modern period and had some Elf Problems that resulted in the south being turned into a daemon and monster infested hellhole.

Very swords and sorcery, but there's a decent amount of character development too and a lot of world building and setting stuff that ask a lot of interesting questions.
>>
>>50034789
We're playing a homebrew setting which I'm pretty proud of desu.
The world is comparable to 5th-6th century europe complete with a big decaying empire, barbarians trying to get a piece of the slice and magic users are very rare.
>>
>>50052785
Seems cozy senpai
>>
>>50034789
Adapating a Dwarf Fortress world with a focus on a Dutch Golden Age esque society
>>
What's y'all's favorite resource for dungeon maps? I'm prepping for a DF game and plan on running the party through a fortress that's been taken over and I want something to crib from.
>>
>>50058694
Google dungeon tiles
There's a ton of free resources online from cartographers and folks that upload to roll20. The free stuff rocks and the paid stuff is even better
>>
>>50058694
The maps themselves? What >>50058741 said. There are scans of a lot of the official D&D dungeon tiles as well as a lot of other professional and fan made resources.
>>
Anybody done horror stuff? I know there's a book about it, but I'm wondering about people's experiences. Planning to do a horror oneshot in the near future.
>>
>>50059152
I ran a horror one shot. Elevator pitch is:
>A group of scientists in a near future mars colony are exploring a cave system following the distress beacon from an autonomous drone; they find evidence of biological activity and intelligence. The drone has been compromised by techno-organic parasite thing that has lured them there to study them. It can mimic them "The Thing" style.

Basically inspired by 'Waking Mars' but if the lifeform was malicious.

Characters had a bunch of technical equipment, the closest thing resembling weapons were prybars and a magnetic piton gun. I designed all the characters and gave them mental disadvantages that I knew I could play on, but let the players give them names and some personality. Six characters for four players, and the leftover ones became NPCs.

I used constant disturbing background sound effects, starting very low but gradually increasing the volume. In game, it was being broadcast by the drone and if the characters wanted to use their radios to talk, they had to hear the sounds.
>>
>>50059960
Separating the group, and inserting a mimic as NPC was a big part of it, as they didn't initially know about the parasite. Because they were in environment suits, i could play with technical malfunction to hide the mimic. Almost all of them were separated from the group at one point, so the moment when they realized that there was the possibility of a mimic in the group was great.

I also started passing notes to the players, with various paranoid observations about each other that I had prepared. I told one of them had been compromised using a note, and they played along really well.
>>
>>50059960
>>50060061

I used audio from radio signals produced by the magnetic fields of planets, recorded by Voyager. Good white noise for a horror game.

https://www.youtube.com/watch?v=X_JAvVjKeWI

https://www.youtube.com/watch?v=e3fqE01YYWs&feature=player_embedded#!
>>
are there some alternative rules for attributes?
>>
There are so many GURPS blogs nowadays. Which ones do you read? Have you ever used any content from the blogs? What kind of content do you like to see?
>>
>>50060455
Sure. Some people like to unlink IQ from PER and WILL so you can raise and lower it without effecting a person's willpower and senses.

Others like to unlink HP from ST, allowing people to buy however much HP they like. There's a lot of rules for this, like the Special Exercises perk from Martial Arts.
>>
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>>50060160
>>50060061
>>50059960
Holy shit; Waking Mars was a GURPS GAME?! FUCK YEAR
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Ok so my book arrived today and I'm having trouble with the "wealth system."

Can anyone break this down for me in an easy way. I'm coming from DND and its making my head hurt.

- Do the characters get there wealth with points?
-Do they have to spend points later on to get more wealth? What if they rob a bank, how do I spread that out using the system?
-What the hell is "status" mane??
shit, i want to play but this bugging me.
Everything else looks cool as hell though, can't wait to run my first campaign.
>>
>>50061653
Good rule of thumb, if you don't like something or find it unnecessarily complicated... don't use it.

I've run GURPS fantasy, weird west, cyberpunk, science-fantasy. I've never used the wealth system, I prefer to just handle it ad hoc as it comes up.
>>
>>50061653
Its essentially a system for characters being able to spend points to have an income. Its a lot more realistic, and worth it if you are trying to run something where your characters have jobs,etc. But for adventurers without serious assets you can safely ignore 95% of it.

Its there if you want characters to have jobs in downtime, or if someone wants to play Tony Stark or Batman in a supers game, and wants to spend points to have crazy amounts of money.
>>
>>50061688
so just use money outright, count out dollars and cents?? I'm thinking of just doing that honestly.
>>
>>50061653
This is literally the hardest and least intuitive part of the whole system.

1. Yes. They get their wealth with points. If the game is TL4 (DnD-like technology for the most part) and a character wants to be Wealthy he starts with $10,000 gurpsbucks which cost 20 points.
2. Depends. Wealth as an Advantage isn't just available money but money management ability and credit all rolled together. If they get a windfall you are well within your rights to say something like "You blow through all your extra loot reward on hookers and blow. Now you need to go pillage again in order to pay rent." Or you could not bother and just have them earn what they earn and spend what they spend. It's your choice as GM.
3. Status is social standing. The king is Status 8. A mayor is Status 3. Most people are Status 0 (which costs 0 points). See the table on p. 265.

I hope this helps. Keep in mind also that all of this shit is optional. If it bugs you, skip it. The gaming police won't show up. I promise.
>>
>>50061731
Just tell the players what their starting wealth is, and hand out money to them when they earn it in game.

You can safely ignore the system as long as your players don't buy advantages that rely on it.

The system is cool, but I find that it is generally more book keeping than it is worth unless your game is a political thriller, or some kind of trading empire \ kingdom building game with merchant characters.
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>>50061815
Ok cool, gotta keep in mind too if I don't like it fuggudi about it.
>>50061780
>>50061725
thanks bro bros
>>
>>50061780
Also what does the gaming police salary pay out? Do they have benefits and a pension? ;)
>>
>>50051638
>>50051738
Hope so dudes. Any advice for a first time GM'er of Gurps?
>>
fnord
>>
>>50061883
KISS
Keep It Stupid Simple

Don't use anything you don't need. Don't add anything you don't understand. Don't allow anything you don't want to.
>>
>>50061883
Read How to be a GURPS GM.
>>
>>50061932
cool. (could be a rule for life too)
>>
>>50034789
Reading Atomic Horror and wishing my players weren't afraid of GURPS.

I just want to be cheesy, 50s-style.
>>
>>50061883
Run a practice combat for new players to teach them the combat system. A lot of people find the pacing slow if they are used to DnD and get frustrated that they can't just "charge" and fight effectively.
Or realize that they need to aim to hit the broad side of a barn.
>>
>>50061780
A point for #2: Whether you need to pay points for gaining enough cash in-game is by default determined by how you spend it. Blowing it on a huge party, or on enough guns and ammo to recreate that scene from The Matrix, or on a tank or something obviously requires no points -- the cash is gone anyway -- but doing something like hiding it away in a safe also wouldn't require points. If the cash were to be stored in a bank, however, or used to buy stocks and bonds, or to invest in real estate or an industry, then it would justify spending points to increase the character's Wealth advantage. The Wealth advantage also has an aspect of social appearances; it's not *just* starting funds, it also affects future income and even Status. Note that cash "spent" this way isn't necessarily spent: you convert bills and bullion to other forms that you liquidate when you need to spend it.

Basically, if you spend/"spend" the cash in a way that keeps it financially liquid and affects social perspective, it's assumed to cost points. Like you said, though, nothing's really lost by ditching it if it's too much of a hassle.
>>
>>50062038
see that sounds good and all. but damn they're probably going to be playing a couple thieving bandidos. I highly doubt the PCs will be buying up stock and bonds. But hey, you never know. Thanks though.
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>>50030506
Stat me, /gurpsgen/.
https://www.youtube.com/watch?v=pLuE_olJpPM
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>>50062159
Style familiarity for multiple martial arts styles, including Praying Mantis and a style that includes Broadsword, Pressure Points and Pressure Secrets, and Esoteric Medicine combined with a lenient GM or a perk that allows you to roll for instantaneous treatment at -10. May also have 360-degree Vision with the enhancement that makes it closer to hyperawareness than anything physiological and the technique for attacking behind you.
>>
>>50062062
If they pay points then their wealth is laundered and above board. Otherwise someone is going to ask questions about why street scum is cruising about in a private jet.
>>
>>50062364
I dunno about the first aid thing. Popping out someone's joint isn't something that takes 10 minutes to put back in in the first place.
>>
>>50062822
Polo was paralyzed by that neck hit, which I consider a use of Pressure Points, and I think it would make sense to have bullshit kung-fu paralysis be countered by bullshit kung-fu doctorin'.
He also un-crippled his arm in combat, and the damage looked more intense that simple dislocation.
>>
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>>50061780

In my games you get the Cost Of Living for your status and 10% of your Starting Wealth per-month that you are employed.

Windfalls and adventure rewards aren't penalized for low Wealth characters, but especially at lower TL you can't afford to live beyond your Status forever.

IE:

Sam the thief has Wealth (Struggling) and Status -1 in a TL 4 game. She starts play with $1000 in equipment and gets $400 every month that she works in jobs that suit her status, like being a thief, servant, whore, or sidekick to a mercenary.

She can afford to spend $300 every month for Status -1 lifestyle, getting her a place to live and food. She also has $100 every month for disposable income.

If she gets $2000 she can afford to live a Status 0 lifestyle at $600 a month for 10 months before her money runs out and she has to go back to living like a servant again, or she could live her normal lifestyle but take 5 months off of work.
>>
>>50042341
>>50043123
I've made a lot of changes to the Last Gasp Assistant, it's a helluva lot prettier now, more functional, and it includes rolling for various things with random.org 's true random numbers.

https://legendsmith.github.io/technicolor-dream-GURPS/lastgasp
>>
>>50064566
Thank you man, This is a very cool thing and makes me want to play a game where these rules are used.

>>50060492

http://pseudoboo.blogspot.com/

Is pretty good. It's fun in any case.

http://gamingballistic.blogspot.com/

A firehose, but useful information.
>>
>>50061849

Which law enforcement institution is better: the gaming police or the fashion police?
>>
>>50065546

>a firehose

What does this mean? Too much content?
>>
>>50065546
Thanks. I'm also working on a version for GMs that allows them to easily keep track of multiple monsters/mooks when using TLG.

I'm still in the planning phase so any suggestions are welcome

Current design goals are:
>Easily add new monsters
>low visual clutter, no unnecessary info.
>use the last gasp's guidelines for monster behaviour, automatically roll [virtual] dice to see what they do.
Any other suggestions are welcome, especially for what should be displayed/tracked. Should I track all stats? Just strength/damage, move, HP. and FP and then just display a modifier for the other stats?
>>
>>50060492

My two favourites are Mailanka's Musings (mailanka.blogspot.com) and GURB (gurb3d6.blogspot.com).

As a shameless plug, I also run one called Hard Maths, because of supreme memes: hardmaths.blogspot.com
>>
Are there some handy occupation tables for a modern-day campaign?
>>
>>50065929
The grammar police are the best; the pay isn't great, but the benefits are good, and it is one of the oldest and most respected pedantic policing institutions ever developed.
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>>50066475
Well, a LOT of content. Sometimes you need a fire hose, but if you need to water your plants or get a drink it's a bit overwhelming.

>>50066490
I feel l like just displaying the modifier would be okay.

>>50067134

I will have to check those out, thanks.

>>50069730
>>50065929

Fashion police represent.
>>
Little thought experiment;

You know Ritual Path Magic (about what the Thaumatology supplement say, with some stuff added in from Pyramid, if you wanna) and you're living on TL 8 modern Earth, with technology to match. What kind of dirty magical tricks do you have up your sleeve? Assume that the existence isn't a secret, but most people know only some basic facts about it - on part with, say, modern physics knowledge?

So, rituals...Defences? Murder weapons? What's in your go-bag?
>>
>>50041529
This isn't a GURPS-ocracy, it's a GURPS-tatorship! I am the GURPS-tator, and I make the GURPS-cisions, and I bear the GURPS-onsques!!
>>
Is there something with the Technique Master perk I'm missing? What's stopping someone from combining several techniques, all with technique master, and more or less getting higher skill at a discount? I get that it's situational and doesn't help parrying, but it's very cheap for what it is. Improving kicking, pressure strike, counter strike, low fighting, and dual weapon attack gives you +20 at the relatively low cost of 45 points and whatever dignity it takes to turn your primary combat style into a deadly kossack dance.
>>
>>50061981
Atomic Horror is in my top ten list of the best GURPS books of all time.
>>
>>50071106
>What's stopping
The GM

Also the fact that improving more than three techniques is inefficient. Instead of imprioving Karate (Kicking), Karate (Counter Strike), Karate (Low Fighting), and Karate (Dual-Weapon Attack) for four points total, just spend those four points increasing Karate by one level; that increases the listed techniques by the samage amount, improve all other techniques as well, increases parry, and may provide side benefits like Karate's bonus damage at higher skill levels.
>>
GURPSfriends who are also 40k fans, how good is spaceships at approximating 40k ships? Is this good for a lunar cruiser?

Lunar Cruiser
Size +16
Front Hull
[1-2] Advanced Metallic Laminate Armor (600dDR)
[3] Medium Weapons Battery (3 Fixed 112mm Missile Launchers)
[4] Cargo Hold (500k tons cargo)
[5] Hanger Bay (300k tons cargo)
[6] Habitat (36k bunkrooms, 12k cabins, 750 cells, 150 briefing rooms, 300 minifacs, 300 offices, 750 establishments, 3k-bed sickbay, 6k tons steerage cargo)
Central Hull
[1] Advanced Metallic Laminate Armor (300 dDR)
[2!] Secondary Weapon Battery (8 Fixed 300GJ Lasers, 10 300MJ RF Laser Turrets)
[3!] Secondary Weapon Battery (8 Fixed 48mm Electromagnetic Guns, 10 16mm RF Electromagnetic Gun Turrets)
[4!] Light Force Screen
[5] Habitat (36k bunkrooms, 12k cabins, 750 cells, 150 briefing rooms, 300 minifacs, 300 offices, 750 establishments, 3k-bed sickbay, 6k tons steerage cargo)
[6] Control Room
[Core!] Stardrive
Rear Hull
[1] Advanced Metallic Laminate Armor (300 dDR)
[2-5] Fuel Tanks (10 or 50 mps)
[6] Plasma Torch (5G or 1G acceleration)
[Core] Super Fusion Reactor (4 Power Points)
Design Features: Artificial Gravity
Design Switches: Lacks Automation, Force Screen Variant (Reality Stabilized), FTL Comm/Sensor Arrays
>>
>>50071028
Stun charms are stupidly cheap for how effective they are; apply Area to them and you can easily flee from (or take out) a large number of combatants.
>>
>>50072856
Looks good. You'd need to tweak a few things to make the weapons more '40k-ish' but you've got the Lance batteries, Macro-Cannons, Torpedo tubes, turrets and about the right number of passenger cabins.

The SM is a bit awkward. 40k ships are gigantic to the point of absurdity, technically at SM +16 it would too small.

Lunar class also have 6 forward tubes, not 3.
>>
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Is there anything on sailing ships other than what's in the basic set?
>>
>>50075094
Low-tech, Low-tech 3.
>>
How would I go about making a drunken brawler character?
>>
>>50074868
OK, I changed the front hull medium battery to a secondary battery with missile launchers and made the extra launchers 200k cargo space. As for GURPS size to 40k lore size, I'm using Rogue Trader sizes. In that game, it says the Lunar is 5km in length. A unstreamlined Size +16 spaceship is can be 5000 yards long which is roughly 5km long.

Does this Tech Level accurately describe the Imperium's worlds?

TL0-2 Feral Worlds
TL2-4 Feudal Worlds
TL5-6 Industrial Worlds
TL7-8 Imperial Worlds
TL9-10 Hive Worlds
TL10-12 Forge Worlds

The Imperium seems to be safetech as a whole but has wildly varying tech levels depending on the world.
>>
>>50076476
Addiction and a high brawling skill. Add some high pain threshold, more hp, and hard to subdue at your discretion.
>>
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>>50076476
Take this perk from Martial Arts.
>>
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>>50076653
That is what I am looking for, thanks anon!
>>
Quick!
How do l make a slime girl?
>>
>>50076928
Just use the recommend advantages for goo in Dungeon Fantasy Icky Good but without homogenous so you still have a shape.
>>
>>50077028
Homogeneous just means you're the same material all the way through; an animated statue is Homogeneous but very much still has a distinct humanoid shape.

>>50076928
No matter what, don't forget Double-Jointed for those sweet bonuses to Erotic Art.
>>
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>>50076624
Sounds about right, though I'd say that as a whole the imperium is more TL 6+X then honestly reaching TL 7 or higher. They don't understand physics or engineering enough to qualify for TL 7, past that it's all magic tech.
>>
>>50076298
Thanks. I was hoping to find rules for movement above the normal vehicle rules, but I guess that might be too specialized.
>>
>>50077264
Well I consider TL7-8 accurate because the Imperium fights mainly using TL7-8 tactics (riflemen carry automatic weapons, body armor is standard, there is mechanized warfare, jet not piston-engine planes are used, etc). As for understanding, I think that really depends on the interpretation of the observer. From my point of view, behind the AdMechs ritualism and adherence to tradition they do have some understanding of what they're doing. That's why I give them a TL of 10-12. They have TL10 down and have a patchwork understanding of TL11. TL12 represents the uppermost limit of their knowledge, tightly held by the Arch Magos who aren't too keen on sharing their secrets.

So yeah, I see the Imperium's ground forces as widely using TL7-8 technology with TL9-11 weaponry. Some worlds (hive and forge worlds) and forces (stormtroopers and space marines) have a higher base technology. This advanced weaponry is imported from the Forge Worlds and to a lesser lesser extent Hive Worlds.

Anyway the reason I was asking about spaceships was because I trying to do a conversion of Rogue Trader which seems daunting when the smallest void ship is Size +14 (making the poorest Rogue Trader Multimillionaire 2)...
>>
>>50077989
There's a Pyramid article that talks about buying a spaceship with points as a Patron; the majority of the time, a ship doesn't actually *do* anything, it's just a background detail that explains how the party moves from adventure location to adventure location, so it may be fairer to buy it with points.

Alternatively, aren't Rogue Traders *supposed* to be stupid wealthy? Multimillionaire 2 doesn't sound too far-fetched for someone that's considered poor by the standards of other rogue trader dynasties that are probably rocking MM5+. If all else fails, check out the volume of Spaceships that covers traders and transports; it includes rules for cheaper/crappier ships, which would fit a RT that's fallen on hard times -- all his has left to his glorious name is a Writ of Trade and a ship that's falling apart at the seams.
>>
>>50077989
>TL 7-8 tactics

40k is all about armor scattered in penny-ante packets for infantry support like it's world war 1, no communication between air and the ground, no personal radios, no artillery above the company level and no proper logistics or support.

It's very world war 1 Italians.
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l'm new to GURPS and plan to make a character with pic related. l still have 100 points to spend on human-level traits and skills, what can l get to complement this ability?
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How colud one make a character that drained the strength/energy of other characters?

What method would require the fewest/no source books?
What would be the easiest method?
>>
>>50079189
Leech with steals FP, or steals ST. Powers 96

You should get Powers if you don't have it. it covers everything like that.

>>50079174
Skill Brawling with the perk Biting Mastery!
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>>50067134
I really like the gravity weapons. The stats could just as easily be used for high fantasy magic weapons, like the mace thing that Sauron uses in the LOTR movies.
>>
>>50079134
Depends on what group you are talking about.
Space marine do not operate like that, nor do elite ops.
The line grunts, to a point, but artillery/armor is parceled out to battalions as dictated by battlefield needs piecemeal, and the logistics issue is overstated; the majority of conflicts in 40k are settled fairly quickly and with little administrative fuck up.
But those don't make good stories, so they are glossed over. It's like space marines; when they are introduced, they come in as a hammer blow, fuck up the chain of command, maybe stick around for mop up or support in key areas, then bugger off. This is the vast majority of their actions.
>>
Anyone made a maid/battlemaid type of a character? Trying to think what would be fun and enjoyable for advantages/disadvantages/skills. Entomophobia/Mysophobia immediately stood out to me.
>>
>finally found a group to play with
>don't know shit about gurps
Any tips for new players? The rules seem so complicated I don't even know where to start with my character
>>
>>50079412
Come up with a good concept, and ask your GM to help you build it.

If they don't suck, they will come up with something like a template to help you get going.

Also, get the character builder software. Shit makes playing around the advantages soooooo much easier.
>>
>>50079412
GURPS Lite.
And who is GM? Unless everyone is new to the system, it's always better for GM to stat characters for players.
>>
>>50079527
>>50079557
The GM is a friend of mine. I'm not sure about the other players, but at least half of them have played before.

The rules are we have 150 points to spend (+50 from disadvantages), but only 50 can be used for exotic (supernatural) abilities.

We're playing a League of Extraordinary Gentlemen game with original characters.

I have no real idea for my character yet, but I wanted something useful, simple and efficient. Also I usually like to play good aligned characters.
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>>50079704
Points are a little low, but it's totally doable. Low point games tend to be more fun anyway, in my experience.

At that point budget you will get a relatively well trained but not extraordinary person, with one or two supernatural 'edges'.

Relatively simple stuff that you could build on that budget:
A cat-burglar with supernatural dexterity and senses.
A charming gunslinger with uncanny aim.
A boxer with incredible tolerance for pain, who can shrug off blows that would take out lesser men. (or some other kind of cinematic martial artist)
A lesser magician, in a world that doesn't use magic.
>>
>>50079704
Okay! Welcome to GURPS. I hope you have a lot of fun.


Some options..

Getting HT 12, DX 12 and Combat Reflexes. This cost 75 points all told and gives you a quite good 10 for your Dodge defense and makes it likely you will past most HT rolls if wounded badly, and a good basis for DX based combat skills.

Spend the full 50 points you can on your 'powers', then the last 25 points on Skills.

I'd suggest 4 points in Observation and Stealth, 8 points in a combat skill like Guns, Brawl, Knives, or Innate Attack, then scatter the rest of the points around to skills you like and think fit the character.

As to Powers, there's endless options here. A powerful Innate Attack could let you blast many foes away, or you could become extremely hard to kill with Injury Tolerance, DR or even Unkillable.

Movement powers, light flight or teleportation, could be great, if a little hard to squeaze into your point total.
>>
>>50080032
>well trained but not extraordinary person, with one or two supernatural 'edges'.
Isn't that what the League of Extraordinary Gentlemen is, in essence?
>>
>>50079134
The IG have a radio for every platoon (some units may have a radio for every soldier). They have automatic weapons (no bolt action weapons here). Body armor is standard. They aren't just using tanks to break up defensive lines, they're doing massive maneuvers. They have lots of artillery, which includes guided missiles. They have jet fighters and bombers. They use the equivalent of tactical nukes, i.e. death strike missiles, regularly in large scale conflicts. They have advanced tactical programs at the command level. They have airborne troops. They have drones in the form of servitors and servo-skulls.

At the very least the Imperial Guard are TL7 and you could reasonably argue that they're TL8. What that averages out to considering their access to TL9-11 weaponry is maybe TL9. Other forces like Space Marines, Stormtroopers, and SoBs are at least TL9 (more likely TL10)
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>>50080082
Well, you can build a realistic well trained spec-ops soldier or secret agent for 200-250 points without any supernatural stuff.

For the game described, max supernatural points is 50, meaning they'll spend 100 points on 'normal' stuff. A 100 point character is pretty normal...and not that extraordinary. I see the League characters as having a bunch of polished mundane skills as well as their 'edges'.

If I was GM i'd run it at 150 for mundane, 50 for supernatural, -50 max disadvantages. But i'm just talking out of my arse.
>>
Are there any rules for scaling up guns to larger people?
>>
>>50077989

>making the poorest Rogue Trader Multimillionaire 2)...

Sounds reasonable for a Rogue Trader. If you want a Rogue Trader campaign in GURPS, you either just give one of the players this bonus template or you stat the Rogue Trader as some sort of Patron or shared Ally.

Though considering that the Rogue Trader going to be mostly bankrolling the other characters, I think most will be ready to accept that someone starts with a higher point total thanks to bonus wealth.
>>
>>50080439
Radios are optional at the platoon level and a lasgun is a semi-automatic TL 6^ heat ray.

As far as tactics goes, in the books things like vertical envelopment are considered TACTICAL GENIUS that only one general out of millions might think of, instead of obvious things they'd teach you in the first month of command school.

They also don't have anything comparable to divisional level organisation, much less corps, meaning they'd have tactical and logistical systems inferior to TL 5 and the madness of generals in charge of regiments.
>>
>>50081432
Well, you can have guys with laspistols and CCW instead of lasguns. That doesn't that is the norm. Same with radios. Radios are early TL6 tech. There is no way the average platoon doesn't have at least one.

As for tactics, everything you mentioned is based off of the lore which may or may not be accurate. I'm making my assumption based off their TECH. They have MBT, body armor, handheld automatic weapons, etc. From a GURPS perspective that puts them at a higher tech level than you're suggesting even if their commanders are idiots (which most of them probably aren't). Remember what makes a good short story or codex entry doesn't necessarily transfer well into a rpg. Players immersion will be worn thin when everyone they encounter is a blatant imbecile. Thus, my job as a GM is to smooth over the inconsistencies so they can actually roleplay characters in 40k.

P.S. As a sidenote, I'm going to disregard the organization and logistical problems of the IG. There is simply no way single regiments can conquer whole worlds. In all likelyhood, it would take tens of MILLIONS of IG to conquer a single well populated planet. A force that large could simply not function with all the problems the lore says they have. They would STARVE to death!

TL;DR Somethings have to be modified or disregarded to maintain verisimilitude in a rpg. 40k has a lot of problems stemming mainly from author ignorance.
>>
>>50080066
>>50080032
Thanks guys.

I think I'm gonna make a paranormal investigator of some kind. Gonna pick Invertebrate as a disadvantage. Also stealth, a gun and something IQ related (like occultism or something). Imagine imagine young Dr. Broom from Hellboy but also squeezing through tight spaces.
Not sure if I should buy anything else supernatural or if I should just focus on my specialties, as I feel like I'm gonna need both DX and IQ.
>>
>>50081784
Also Professor Broom is not a doctor
>>
>tfw you realize you don't need autistic simulation to enjoy the game
And I always thought it's a bad wrong fun.
>>
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https://legendsmith.github.io/technicolor-dream-GURPS/lastgasp.html


FUCK ME I WAS DOING A CALCULATION WRONG THE WHOLE TIME RESULTING IN THE MILD TO SEVERE FATIGUE THRESHOLD BEING WAY TOO LOW.
Fixed now though and also incorporated fitness bonuses into time calculation.
The other major feature is this FP bar that automatically shows you how much time per FP recovery period. It took WAY too long to code because I didn't realise how javascript draws rectangles.


>>50082369
No, use the autistic simulation, just get computers to do it for you.
>>
>>50084136
Just added calculation for dodge now too. It's terrifying how fast it craters when encumbered. I love this so much.
>>
Looks like there's a new pdf for DF out today. Denizens: Swashbucklers.
>>
>>50084136
>>50084400
You're awesome, thanks for this.
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>>50081432
A regiment in 40k is typically the size of a division, to my knowledge. It's probably just authors for the setting knowing nothing about military structure that has it seem like entire regiments are composed I one type of unit (armoured regiments only having tanks, etc). I'm willing to bet in 40k that each regiment (division) has all the support brigades and such that you would expect.
>>
what is the combat use of ht and iq?
i am making a swords and sandals ripoff game based on gurps and need help
>>
>>50085907

HT contributes to your speed.
HT when standing on it's own lets you shrug off wounds and injuries that would knock out or kill lesser men, allowing you to remain conscious and kicking at negative HP. A few levels of HT will increase your survivability a lot more than raw ST (and thus, HP) would.
It is also used to resist and recover from physical stuns and many (most?) debilitating effects.

IQ is the base for several exotic "Eastern" skills, like Breaking Blow, Flying Leap, pressure points/secrets.
Spells are based on or linked to IQ in many systems.
When on it's own, IQ is used to recover from mental stun, including the stun from surprise attacks.
It's also used for misdirection and dirty tricks, depending on context it could be either to carry out the trick or to see through it. For example if you're strangling someone, and they play unconscious, it's a contest of their Acting VS your IQ.
When "quick thinking" is involved, an IQ-based skill-check is often called for. Clearing a gun that's misfired for example calls for an IQ-based Guns roll.
>>
Alright I need to get something straight with dragging grappled victims. So you can't drag someone without taking the time to lift them, having twice their ST or pinning them. If you do so by pinning them you have to be prone to keep them pinned right ? So you can only drag them at move 1 with this method correct?
>>
>>50087240

I think only your opponent has to be prone.
>>
>>50081596
Good point. The authors in 40k really have no idea what military organization is like. 1000 man regiment can't be independently deployed.
>>
>>50087909
The rules for grappling say that you must be at a foes posture, is that only when you initially grapple , do you not have to follow your foe to the ground when you takedown him in order to maintain the grapple.
>>
>>50081596
>>50088044
IG regiments can have different sizes, but most aren't actually modern regiment but equivalent to divisions. And yes, they do starve to death rather often in long campaign, though usually the fleet and administratum are competent enough to keep the troops fed.

The Imperium mostly works well, but the lore focuses either on what went terribly wrong or what went oh so right, there isn't really any middle ground. Hence the couple absolutely fucking terrible moronic officers, as opposed to the normal people facing dumb enemies, because writing actual smart people is hard.

As for radios, I don't know man, I don't doubt there's a bunch of worlds that export nothing but lasguns or powerpacks, and that the administratum and lord-generals would rather have everyone have a functioning lasgun and ammo rather than a radio and no gun.
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>>50088816
Nope. IG regements are not 10k personnel formations will organic support, intilgence, artillery and logistics elements.
>>
Can anyone give me a good list of the "standard" set of sourcebook/supplementary material for GURPS?

Listing them out would be nice, there are just so many books, i'd would like to know which ones would come most in handy. (I know it would depend on my setting, but im going for a multi genre scifi fantasy supers)
>>
>>50089955
Strictly speaking, the 'core' is the Basic Set, and all other supplements are completely optional.

That said, GURPS players will typically read through books even if they don't intend to use them, and the big names are Low/High Tech, Powers, Thaumatology, Martial Arts, Action, Ultratech, Biotech, and probably a lot more. They're fun reads, contain useful information to run and play games with those themes, and often contain new and clever uses for rules you already know.
>>
>>50090262
Thanks, I've downloaded the trove and do plan a lot, but like you mentioned I would love a raw list of the "big names" in the collection.

So:

- Basic Set
- Low/High/Ultra/Bio/Shell Tech
- Magic
- Martial Arts
- Powers
- Thaumatology
- Action

Anything else anons?
>>
What's a good source for some GURPS ship/boat statblocks?
>>
>>50090306
Low Tech, High Tech and Basic Set page 464. Between them you can more or less get by most games, though there's a limited number of ships a small group can handle.
>>
>>50090297
Oh, if you're just looking for stuff to read, you might want to go through the two big alternate magic systems. GURPS Magic is mostly just a big collection of spells for the basic Magic system, but Ritual Path Magic, and Sorcery are fully developed alternate magic systems, and Thaumatology also contains a few fun ones (still aching for a game that uses Symbol Magic myself).

There's also the product lines, like Monster Hunter, and Dungeon Fantasy, lots of short PDFs for running quick and dirty games with those themes, urban/modern fantasy and dungeon crawling respectively, very popular.
>>
>>50090400
thanks, but i was more looking for books with character options that i can introduce to my players instead of just letting them loose in the sea of printed material. I'd like to be able to say "you are free to choose options from any source material, but refer to these few books first as they will have the vast majority of stuff you may want to pick"
>>
Odd question: is there a mechanical benefit in gurps to multi headed flails? Or are they just a flavor description of mechanically the same rule(penalties to parry/block etc.)
>>
>>50090425
Oh shit, you should've led with that! I listed a whole bunch of things without even thinking if it would be of use to you, my bad. Expand a little, anon, what do you mean by 'multi genre scifi fantasy supers'? Though with that tagline, maybe only like Low Tech would be out of place.
>>
>>50090425
Psi-Powers has a bunch of pre-made abilities and new advantage modifiers. On that note, check out the Power Ups series; they're all really cool and very useful.
>>
>>50090484
Plan on doing a typical "cataclysmic merger of worlds" a-la forgotten realms. Where multiple planets from different worlds have been transported to the campaign universe.

The PCs will be a group of characters which may have originated from one of many possible worlds (e.g. a world with superheroes/mutants, a high-fantasy world, a modern scifi world a-la shadowrun, a space opera world, I'm even allowing an anime style world).

The campaign would revolve around the PCs becoming an unusual band of adventurers that go exploring the cosmos (the "merger of worlds" occured very recently so the universe has become a "wild west" of new things to explore, new weapons to discover, interplanetary empires will form etc.)

As such I'll be needing a list of relevant character options books. Since the scope for character creation will be so large I want to avoid having every single option books to bog down my players, and instead be able to guide them towards a select few good books
>>
>>50090585
>As such I'll be needing a list of relevant character options books.
Alright. With such a potpurri of genres, I'd advise to the opposite. Not because of your players, since they'd only really read what they need, but because of you, who'd probably need to read through quite a lot. The Basic Set will cover quite a lot of character options for a lot of those worlds of yours, then you could 'unlock' the more specialized books as the game progresses. Some of those books are more generally useful than others and I'd definitely recommend a read through Martial Arts and Powers, if you decide to use the basic set Magic then GURPS Magic is a very safe choice since it's mostly just a collection of spells, and wouldn't get in the way. The other anon is right, Power-Ups is a good collection of rules that will see use. Martial Arts I think is never out of place, I'd say it's The Combat Book, and Powers is extremely flexible even if it will be most useful to your Supers world. Depending on the level of detail awarded to the scifi and space opera world, High Tech and Ultratech might see use? But keep this in mind: GURPS doesn't attempt to keep tech levels equal in the least. A bullet WILL beat an arrow, every time. Decide on a 'base' TL and make use of the High/Low TL advantages to balance things out slightly. You could also turn on some of the cinematic play options to level the playing field. Yes, the game will be very unrealistic, but I don't think you're going for that. In general, though, keep it simple. Your game is very daring, loading books upon books of content on it from the outset will only make it harder for you.
>>
>>50090834
Thanks anon. I have a lot of time in my hands and a great passion for finally running a campaign of this scale. I'll take your advice and make sure strike a balance in mechanics for the sake of play
>>
>>50091211
you might want to read this guy's GURPSday post; its relevant to what your up to

https://kendelyzer.wordpress.com/2016/10/19/game-mastery-or-how-i-learned-to-love-the-story/
>>
>>50090441
Yeah man, you're on the right track: flails don't get any additive benefits from multiple heads on flail.
>>
Traits for paranormal investigators?
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>>50093157
My favorites are telemetry, esp/danger sense and straight up TK

Maybe a bound spirit that helps out but needs to be bartered with? Like Bob the Skull from Dresden Files?
>>
>>50094347
Hey guys, I want to introduce a Basilisk-like creature to my game, as sort of a mini-boss.

I'm thinking a large, poisonous lizard (similar to the HOMM3 Basilisk) with lots of HP, high DR and speed.

I'm quite new to GURPS, and this will be my first time designing a non-humanoid enemy.

So I have a couple of questions.

How do I handle attacks with the tail? Is there an advantage I should give the creature to have a tail that can attack?

Also, where can I read up about poison and how to handle it? Particularly I'm interested in petrifying poison, but I might consider something else, as long as its more than just damage over time. I also want it to spit the poison for a ranged attack, so some pointers about that would be nice.
>>
I'm dying for an S.A.S. template (or even just a generic "Special Forces" template can be molded to represent an S.A.S. chap). Does anyone here have a hookup?
>>
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>>50094347
Sorry, didn't mean to reply.

>>50094618
Also forgot to include image.
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>>50094620
Take a look in the Action books, you should be able to tweak some of the templates there.
>>
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>>50093157
If you can get your monster on then something like a werewolf's heightened senses can be used to rip off the Witcher and Batman's 'detective vision' bits.

Magic detection items could work too. Again stealing from The Witcher, because I'm a hack, but a amulet or other gadget that reacts to the presence of magic and magical creatures could serve as a very useful tool.

>>50094347
These are great suggestions too. If you can get Ritual Path magic then it's easy to make a charm that can track someone if you can get a item of theirs or a bit of their hair or blood to target them.
>>
>>50094618
>How do I handle attacks with the tail?
Striker with limited arc, B88
>petrifying poison
Affliction with Paralysis (if target should be able to snap out on its own once effect ended) or just use cost of Coma (+300%) as it was recommended in Powers for petrification.
By default it's ranged attack, so you might want to reduce range.
Alternatively, you can make toxic Innate Attack with Side-Effects, so it will deal damage as well.
For poisonous biting, I guess best way would be take same attack but with Follow-Up (Teeth) as Alternative Attack, so cheaper attack will only cost x1/5.
>>
>>50094699

Are those not cinematic by default?
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>>50094620

TL 8 Elite Solider

ST 11, DX 12, HT 12, IQ 11

Basic Speed 6, Move 6, HP 11, FP 12, Will 11, Per 12.

Advantages:
Combat Reflexes
Fit
Fearless (2)
Rank (2+)

Disadvantages:

Duity (Special Forces, Constant, Hazardous)
Sense of Duity (Squad)

Likely to have..
Fanatic (Nation)
Code of Honor (Solider)
Bad Temper
Bully
Flashbacks
Paranoia
Callus

Skills:

8 points in Rifle
8 points in Solider (TL8)
8 points among Brawl, Weaseling, Boxing, Judo, Karate
2 points each in Knife, Gesture, Stealth, Camouflage, Parachute, Observation, Navigation (land), Strategy (Land), Tactics, Throwing, First Aid, Survival (By nation), Savoir-Fair Military.
>>
>>50095435
Those attributes look a little low, don't they?
>>
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>>50095435
After this, it's down to specialty. Many will have Traps, Demolitions, Teaching, Linguistics (Farsi, Urdu, Arabic), Intimidation, different weapons skills like Rocket Launchers and LMGs, Leadership, Physician, Engineering, ect.
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>>50095470
Not at all. Those are '100 men tested, one passed' stat requirements and keep in mind represent the MINIMUM to make it though training without ringing the bell. The very best would have higher. ST, notably, is something where many get rather higher then the minimum requirement. (To the point of absurdity in the case of some gym rat SEALS).

By the same token, they aren't cinematic. This isn't a super solider, it's a well trained 20-something with the determination and desire required to do something very hard and the rare mix of will, endurance, intelligence and wit to make it though.
>>
>>50095258
These people are cinematic IRL, Anon.
And there's a SEAL in Vietnam book with templates and lenses.
>>
>>50095509
Huh. Looking in Cyberworld, non-cybernetically enhanced special operations soldiers tend to have at least one point higher in everything than what you suggested. Who knows, maybe it's just high-balling it.
>>
>>50095541
Cyberworld's pretty cinematic, friend.

>DX 14
.. That's nearly peak human and is an absurd requirement, literally nobody would pass.

>DX 14
Nothing SF does requires you have started gymnastics at 7 years old and spend six hours a day in yoga. If anything DX 10 and HT 13 would make sense.

>DX 14
That's the stupidest way to build a solider and a giant waste of points.
>>
>>50095609
What's wrong with DX 14, huh?
>>
>>50095609
Anon, that's 3e, when DX was 10/level.
>>
>>50095634
It's 80 points, putting it out of reach for many characters. It's +4 in DX based skills and +1 Speed.

It's pretty damn unlikely that character will have enough DX based skills to make this a desirable way to up them and that +1 Speed is nice, but there are other ways to get it.

If you aren't cinematic, you also run into the problem that DX 14 is very rare in the wild. Anyone with DX that high is likely going to make bank as a athlete, dance in the ballet or waste their life on Ninja Warrior instead of trying for the Green Beret.
>>
>>50094979
Thanks man, those look like good places to start.

Another question: I want my Basilisk to normally move at quite regular speeds, but be capable of sudden bursts of speeds, should I just give it a high move and in play not use it fully as fluff, or should I model that behavior mechanically through some advantage?
>>
>>50095919
You can by extra Basic Move as advantage with some limitations like Costs Fatigue, Takes Extra Time or Takes Recharge.
>>
>>50095472
>>50095435
All elite ops should have at least a point in launcher and smg.

I'm also not sure about bully, they don't want unstable types in elites. Many of them ARE fanatics though.

Furthermore, in the special forces (at least in Australia) there's a lot of engineers and similar high skill professions. I don't mean combat engineers, I mean that they have also done degrees in chemical engineering and things like that. High IQ (in the real world sense) is common in special forces, and might even be a requirement.
>>
>Wants to run a military campaign with guns and shit
>doesn't know the first thing about guns
>gets a bit iffy when the numbers get high in damage and all that good stuff

Fuck.

You guys know where there's a good guide for GURPS marines? Not space marines, USMC.
>>
>>50095541

3e was a lot more liberal with stat points than 4e.
>>
>>50096906
Who're you talking about? Also survivable guns in pyramid 3-44. I think it's one of the best ways to do guns in GURPS.
They have high damage because guns penertrate really well, but that doesn't and shouldn't translate to raw damage. What survivable guns does is basically halves the damage of all rifles but adds an armor divisor of 2. (If a gun already had an armor divisor it becomes 4)
>>
>>50097058

I'm talking about myself. And I don't want survivable guns.

It's just that I have a lower 'biggaton threshold'. Numbers start becomign nonesence to me at a lower level than most other people, so like modern guns? I start freaking out
>>
>>50097220
You can just cut the number of damage dice of all guns in half the drop modern armor DR by half. In some ways this is more realistic as GURPS overestimated firearms lethality by a lot.
>>
>>50097220

If it helps, think of every 1d as 3.5 points of damage. So for example 6d+2 is (6*3.5)+2 = 23
>>
How do I convince my players that they don't need 15+ in every skill to be effective?
>>
>>50097969
Say them youll get new, if they wont staph
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>>50097969
Start using (positive) Task Difficulty Modifiers, p. B345. +4 for non-stressful rolls, +4 for rote/routine skill rolls, +1~5 for taking extra time. Balancing accounts for a small business would be at +8, with possible time spent bonuses for taking extra care with the numbers, as long as you have the luxury of time. If you're an accountant for a mobster who's keeping you at gunpoint (stressful) to cook the books (we'll say this isn't routine) within a week (we'll say it won't take longer than that normally), you're rolling at skill. Point this out to players, and make liberal use of them.

Also, try to include complimentary skill rolls so people can boost other people's rolls with their own. If you feel +1 isn't enough, just double all modifiers, giving +4 for a critical success, +2 for success, -2 for failure, and -4 for critical failure.
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>>50098533

Routine/non-stressful are the same thing, I don't think you can stack them.
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>>50098582
His point still stands. +4 is huge on the bell curve
>>
I wasn't smart enough to figure out how to upload to the archive. It said I didn't have write access, even though I was logged in with the u/p from the pdf. In any case, have some new hotness.
>>
>>50094620
Have you had a look at GURPS Navy SEALs?
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>>50101281
>Error
>Valid document was not found in the cache and only-if-cached directive was specified.
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>>50101880
I'd put a SpecOps soldiers at a minimum of 12 ST, 12 DX, 12 IQ, 12 HT, and 13 Will. Give them combat reflexes, fit, and boatload of skills/perks and you're ready to go.
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>>50030506
25/25=Realistic
75/50=High-Adventure
120/80=High-Fantasy

Personally I like to run Fantasy-Adventure and give players 30/25, but tell them they can only buy a supernatural advantage/disadvantage three times (multiples counting individually), but they have to have a reason for them in their back story.
Basic Rules+Magic, anything goes.
It's technically humans-only, but if they want to use arcane bloodlines as part of their supernatural explanation they're welcome to; so long as they don't leave it at, "because elf-blood."
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>>50102421
>Fantasy-Adventure and give players 30/25
>120/80=high-fantasy
>>
>>50102421

The thing that horrifies me isn't the point totals (those are technically speaking fine), but the fact that you have your players picking -80 in disadvantages.

Though I guess that if you intend your players to write their own Enemies it's fine.
>>
>>50102605

Yeah, -80 could even be a bit low if you're running something like Game of Thrones.
>>
>>50102507
> can't process fantasy that isn't high-fantasy

>>50102605
>>50102605
It was much more of a soft cap on how many disadvantages you were allowed to take; which, sounds redundant, but you know what I mean. 50 or less and players go out of their way to take full advantage of the disadvantages, but what I've found is, much over 50, very few people are willing to gimp themselves that much. To which, it sort of just makes character creation that much more free-form.
>>
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>>50102421
>>50102507
>>50102605

I don't know. That 'realistic' characters are pretty locked away from a lot of potential concepts, like knights, nobles, experienced soldiers, merchants.. Well, pretty much anyone that would be Status +1 or higher.

Not to mention, if you can buy Exotic or Supernateral advantages it won't be realistic anyway..

Point totals have almost nothing to do with how realistic or unrealistic a character is, that's far more determined by the options they have to spend their points.

A 16th century Hanseatic League trader might take 200 points to build, but would be perfectly realistic. A goblin, on the other hand, is fantastic, but needs nearly no points to build.
>>
>>50102994
Shouldn't one then assume that if it was intended to be actual realism the GM would also ban exotic/supernatural advantages?
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>>50102421
regular guy is like 50 points, guard captain or meh knight would be around 75/25, 150\/50 would be heroic realism that is default for gurps. is your group a group of power gamers or something?
>>
Which GURPS book has the My Little Pony quote?
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>>50101281
Thanks anon. Looking forward to seeing how the new templates compare to the existing swashbuckler.
>>
>>50103382

Depending on your definition of "meh knight", he could be much higher.

Remember, for an authentic knight he doesn't just need a bit of ST and HT, he also needs status and wealth as expected of his position in society.
>>
>>50102421

You're totally wrong, by the way.

50 - competent everyman (plumber, builder, truck driver)
100 - well-qualified professional (doctor, scientific researcher)
150 - internationally recognised (movie star, olympic athlete)
200 - pinnacle of realistic achievement (elite spec-ops soldier, Stephen Hawking)
>>
>>50103382
Everyone always uses all of their disadvantages, so they're going to have 55 points in the end. Even if they don't 30~40 is more than enough to build a competent farmhand, tavern bouncer, woodcutter, or what have you. I always discus this stuff with my to-be players though, so they either agree to whatever numbers I'm feeling or I tweak it a little bit.
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>>50103487

Sorcery, the quote is by Trixie Lulamoon.
>>
>>50103977
Eh, that's not right either. There are plenty of real life people with 200+ points.
>>
>>50103977
You can build completely realistic, true-to-life people even at 400 points, anon. you'd be surprised just how quickly points rack up when you dedicate time to putting every single advantage a character has on their sheet, especially social ones.
>>
>>50088816
Yeah, but most IG regiments have a decent amount of home produced gear. That gear would be TL7-8. The rest, like lasguns and heavy bolters, would be imported from Forge/Hive Worlds. Of course, some regiments would have to import almost everything, i.e. regiments from worlds with less than TL6.
>>
>>50104366
>>50104448

Those values are literally what Basic Set says, friendos
>>
>>50104730
GURPS has evolved my friend. While a basic spec ops soldier may just barely be 200pts, a PC spec ops soldier, one who stands above his peers, will be in the 200-300pt range. See Seals in Vietnam. Hell, look at tall the old 3e spec ops templates. They all translate to the 200-300pt range.

Plus, how do represent millionaires and people with lots of social resources who are also physically capable? These people are going to be in the 200-300pt range easily as well. Some might even be in the 300-400pt range (war veteran president who is also a millionaire).
>>
>>50104366
>>50104448
Those numbers are accurate, assuming the normal distribution of points you usually see in PCs. A character can spend 300+ points on social traits and modest attribute improvements, but PCs rarely do. A 250-point character built the way most players do does strain a sense of realism due to either overly-broad competency or impossible mastery of a narrower field.
>>
So I've been kind of interested in getting into GURPS, or at least reading about it, since that whole Dungeon Fantasy thing got out.

Is Dungeon Fantasy any good? What would I need to read to use it, as someone who is completely new to the system?
>>
>>50105103
It's very good at what it does. It's OSR-style dungeon crawls but in GURPS. The templates do a lot to speed up character creation, and the rules in DF2 show exactly what to you need to do what you want. You'll still need the Basic Set (plus Magic for spellcasters) for all the rules, but in-play you probably won't need to refer to it too often.

>CAPTCHA now requires you to play with the Polygonal Lasso tool to post.
yayyyyyyy
>>
>>50105103

If you plan on getting the DF box set, that alone should give you all the material you need.

Otherwise for a general how-to-GURPS
>Start with GURPS lite (it's free) for the basic mechanics you will be using
>Then GURPS Basic Set for the system (this is 90 of your average campaign)
>Then once you start world building your own setting you might want the GURPS tech books (Low Tech, High Tech, Ultratech) for equipment and possibly some of the magic and powers supplements such as GURPS Sorcery
>Finally you might want to supplement with more specialized rulesets such as GURPS Martial Arts, Social Engineering or Action

In the case of DF, the system uses GURPS lite/Basic Set (you don't really need basic set for DF), the DF supplements and GURPS Magic (for spell casters).
>>
>>50097350
>GURPS over estimates firearms lethality by a lot

What? How?
>>
>>50097350
If you use the rules from High-tech regarding wound limits for the torso, it becomes a lot more realistic.

Also, remember, a 9x19mm can in fact "break" a bone, contrary to what many state. It definitely has enough power to chip a bone to the point where it's not usable.
>>
>>50105386
Not the dude you're responding to, nor do I 100% agree with what he's saying, but I believe guns are much more likely to cause death from bleeding out rather than a sudden death (assuming they don't hit something like the heart or brain, of course). A single round from an assault rifle deals 7d damage; that's as much as an axe swung by an ST 40 giant, and that seems like overkill.

There are, however, rules to change that up. There's the rule for guns dealing half damage but rocking an armor divisor like Anon was talking about. There's also a rule from High-Tech that caps injury from torso shots at 1xHP, but continues to track "excess" damage for the purpose of bleeding rules. Armor as Dice also makes body armor much more effective, but that's not a solution specifically for guns turning people into chunky salsa. I personally use all three to keep my players alive.
>>
>>50105710
Realistically, most people will be disabled after one or two rifle shots, so that part is realistic, I would say. Using High-Tech's damage cap, along with all the other damage caps, makes firearms fairly realistic. The reason why an axe swung by an ST 40 giant has the same damage as a 7.62x51mm round is because of penetration, which is mostly what the damage roll is meant to shot.

Slightly tangential, but mentioning the HT torso wound rules; what if something doesn't bleed? I'm running a game where most player character have Unliving; Doesn't Bleed; No Vitals; No Brain. How do I handle that?
>>
>>50105752
>Unliving; Doesn't Bleed; No Vitals; No Brain.
Sounds like guns wouldn't be effective against that.
>>
I just found a GURPS game on Roll20, but I think the GM might be new because when he presented the base equipment loadouts, he wrote: "Not entirely historically accurate, since Gurps isn’t that extensive."

Help?
>>
>>50105877
called shots to the limbs. Hands and feet shot out
>>
>>50105879
there is no help for that GM; only pity and sorrow
>>
>>50105752
7d is more than enough to kill in a single round, not disable, so yeah it needs to be dropped at least a bit. And the halve damage/add divisor is meant to address the issues that more penetration =/= more injury (armor as dice also helps with this).

The rules also say that the cap increases to 2xHP if you aren't using rules for bleeding, so maybe make that the cap?
>>
>>50104858
Seals in Vietnam specifically states that it's designed for high-speed heroic action, it doesn't strive for realism.
>>
>>50105919
>The rules also say that the cap increases to 2xHP if you aren't using rules for bleeding, so maybe make that the cap?
Damn, I missed that part. Thanks anon.

Also, if you put the cap on it, you have to remember that the only way to deal more than HP damage is to hit the head, vitals, arteries, or face. 7d is still realistic.
>>
>>50105913
I just hope he meant it in a different way. I hope.
>>
>>50105752
>Realistically, most people will be disabled after one or two rifle shots, so that part is realistic

IRL deep stab wounds are much more likely to be lethal then intermediate rifle round, or to put it another way, an assault rifle should do less Wounding then a large knife.
>>
>>50105676
GSW can cause serious soft and hard tissue damage and shouldn't be ignored..

But if you get stabbed by a large blade, it's over. GURPS confused energy with wounding, when cross section is vastly more important.
>>
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>>50106101
But piercing damage is capped at HP. Knife wounds are not. And that is likely to the torso. Gunshot wounds don't fuck around when dealing with the brain or vitals. Imagine pic related, but with one's heart.

>>50106133
Blades in GURPS aren't capped. Let's say you have a 7.62x39mm rifle (5d+1 Pi) and someone with ST 12 and a Broad Axe (1d+5 cut).

With the 7.62x39mm, you have an average of 18-ish damage, but that's capped at HP, so let's say, 10. With the Broad Axe you have an average of 8x1.5=12 damage, with no cap.

The caps and wounding modifiers really do sort things out once you think about it.
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What are some important traits and equipment for people going into space? What sort of people would be sent on a mission to investigate a space station that mysteriously lost contact with everybody? What's some important equipment to take on such a mission at TL9?

I need some simple pregens for a horror/mystery one-shot in a space station, and for that I'd like some help with these questions.
>>
>>50106344
The advantages/perks for being able to handle high acceleration come to mind, assuming your setting still has those sort of launches.

Beyond that, or if your setting has easy space travel, there's not that much for space-specific traits. Take whatever template best fits the character/occupation and add on 4-8 points in Freefalling and Environmental Suit.
>>
>>50101281
Thank you, based anon.
>>
>>50101281
I had this problem before. I think you have to log in from the main page of MEGA. You then go to "your" owned folder, and it should let you add it in.
>>
>>50106204
What do you mean by capped?
>>
>>50107714
Shit, I've never had to explain what the term "Capped" means.

It's the maximum, more or less. So if you could only deal damage equal to the target's HP (Let's say 10 for example purposes), your damage would be "capped" at 10.
>>
>>50107758
Where are those "capped damage" rules at?
>>
I'm thinking about running a Metal-Gear-inspired balls-to-the-wall espionage/military conspiracy type of game, I first thought of FATE since the aspect system would probably work well for the bold kind of characters you get in Metal Gear, but I'm thinking I'd rather do something with just bit more crunch because I'd like the players to have a lot of options when it comes to gear.

Are there any essential GURPS supplements that you guys can recommend, outside of any generic military ones?
>>
>>50107945
high tech for your gun and device porn
Thats about it
>>
>>50107945
As >>50107968 said, check out High-Tech.

If this is your first big entry into GURPS, check out the Action series as well. It comes with templates that *greatly* ease character creation and a streamlined collections of rules meant for cinematic action-packed games.

>>50107887
High-Tech, in the chapter on weapons. Don't have my books on this machine, so I can't give a page number, sorry. It should be near either the beginning or end of the chapter, though.
>>
>>50106344
Almost everyone will have the Freefall, Vacc-Suit, and Spacer skills. Computer Operation goes without saying. First-Aid and a Weapon Skill (Guns for example) may also be likely, especially for military crews. Specialists will have one or two operation or repair skills, i.e. Piloting or Mechanic. Officers will have Leadership, Administration, and Writing. Enlisted officers will have Teaching and Intimidation. Commissioned officers may have some skills from their college education (pick one or two Hard skills to be competent at), Strategy (Space), and Intelligence Analysis.

As for advantages, almost everyone will have Fit and G-Experience. Military crews will also likely have Combat Reflexes. Officers will have rank; Merchant Rank for private ships and Military Rank for military ships.

GURPS: Space has a some good templates but they may be very general for what your asking.
>>
What system of magic works best for a shaman in a DF-esque game? I'm thinking of using a re-fluffed Divine Favor, and thankfully there's already a lens for Clerics that swaps out the Default magic system for Divine Favor. The other options are keeping Default -- it works well enough, and that'd be one less potentially confusing change -- or using Sorcery because it can also be easily re-fluffed into shamanic spirit-dealings.
>>
>>50108424
Forgot to say military officers will also have Tactics. Space Marines will also have both Spacer and Soldier. Force Entry is also likely for space marines (that and more weapons skill + battlesuit if your setting has those).
>>
>>50108691
Did you take a look at DF9: Summoners? 'Shaman' is a template there, you could rip the PDF off for ideas.
>>
>>50108970
Yeah, it's just a different spell list, right? If I end up sticking with Default, I'm definitely going to use that. The only issue is that there's only going to be one kind of magic in this game, so having a restricted specialty spell list might be a bit too strict.
>>
Farewell, GURPS thread. :(
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