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/gurpsgen/

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GURPS general

Bees Edition

What's the most effective (and cheapest) way to make a character that can store and control hornets at will?

Last thread >>50030506
>>
I always hear about any disad limit over 75 being terrible; can someone explain why? I'm considering having a 200 point game with 100 disads allowed, and want to know why that would be a bad idea.
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>>50132170

>What's the most effective (and cheapest) way to make a character that can store and control hornets at will?

Something with payload (flesh pockets maybe) that might be specialized for hornets.

Then your hornets can be allies. A more expensive option is to have mind control (hornets only).
>>
>>50132229

Basically, if the disad limit gets too huge, players can't really use it without gimping their character concept or making a thematically "busy" character.

Better then to just give them more points to spend with a lower disad limit and keep it clean and simple.
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Hey /gurpsgen/, what are some reasons to have chemically-propelled firearms as artillery or cannons in a TL11 setting that also has lasers and electromagnetic guns? Also, are there any reasons for a tank/walker to ahve multiple crew with automation, as present in TL11?
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>>50132229
You may unintentionally create circus freaks there are way more powerful than you intended. Or maybe just characters there are weirdly complex and have too much going on.

If you think you can handle it and REALLY want to allow this many disadvantages then do it, it's not the end of the world.
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>>50132170
>a character that can store and control hornets at will

What do the hornets do?

(It may be easier to just buy certain abilities and call the hornets a "special effect".)
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>>50132278
>>50132344
Thanks for the answers, anons. I suppose I will keep the point limit to be 200/75.
>>
What are other cool bee themed character concepts you guys can think of?

>>50132364
Stealthly sting, distract and carry small objects. Also scout and collect information.
>>
>>50132364
I imagine that it would be like Bioshock, and you can release hornets to attack enemies in swarms.
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>>50132229
>>50132278
>>50132229
I think the advice these anons have given is fine and dandy, but I'd like to offer one more viewpoint.
I don't think limiting the points spent on disadvantages solves the problem people think it solves.

The reason why things go badly with disadvantages is because some players think a "disadvantage maximum" is also a "you need this many disadvantages to play." So like the other anons said, this might encourage incredibly busy characters, extreme min-maxing, or cheap grabs for easy disadvantages.

Like everything else, it takes a teeny bit of experience and GM discretion to know what looks ok and what doesn't, so a disadvantage limit is decent training wheels I think when getting used to the system, but I think more important is GM discretion: look at the player's disadvantages and ask yourself and the player if what they put on their character sheet makes a coherent character that is fun and not confusing to play, and likewise, fun, and not mentally exhausting to GM.

Every single Self Control disadvantage at the CR-15 level is an abuse of the disadvantage limit.

Some very expensive disadvantages that reflect on an important life changing event might break the budget, but synergize perfectly fine.
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Is there a limit on the accuracy bonus you can get from using aim?
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>>50132442

I want to make a guy who uses modular powers (aspect: everything swords, limitation: weilding a sword) to become a master at "understanding" the essence of the blade.

He uses his modular powers to switch combat style to suit the sword and also to gain ki powers and stuff like that which are thematically appropriate to the blade.
>>
Does anyone have a bee/hornet/wasp template?
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>>50133134

Yes. Depends on the accuracy of the weapon:
"The sum of Acc and
all extra aimed-fire bonuses can never
exceed twice the base Acc of the
attack."
>>
>>50133134
Yeah, look at the rules for scopes
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>>50132330
Chemically-propelled firearms are pretty much always going to be more efficient than beams or EM guns in a realistic setting. Most things that can supply power to a laser or railgun can also create an explosion to push a slug down a tube. Realistic beam weapons are probably only useful for specialist purposes (sniping, anti-aircraft fire, point-defence) and electromagnetic guns are likely to beat chemical propellant ones only when projectile speeds get really fast. So basically, you can just nerf everything except chemical slugthrowers in the name of realism.

>>50133134
What exactly are you asking? Is there a maximum accuracy bonus you can get with any single weapon? Yes. Is there a maximum accuracy bonus that a weapon can give you? I don't think so, although that does seem rather counter-intuitive; the most accurate weapon in the world is still only as good as it's user.
>>
Sup, GURPSfirends. Just a quick question - where can I find rules for forging low tech weapons? Specifically, for TL3 steel blades.

It came out of the blue from the player and I need it for tomorrow game, but I don't know where to even start looking, aside Low Tech itself.
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>>50134139

There's a LT supplement/companion book that lets you add custom stuff to weapons like hooks and the like I think. I don't remember which one.
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>>50134139
>>50134202

Unfortunately there's no steadfast rules on making things. I think the LT companions have some things on craft secrets and margin of success on crafting rolls, but nothing concrete on time or materials.
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>>50134139
>>50134487

No, there is a materials list and rules on how long it would take in Low-Tech Companion 3. Chapter 5: Manufacturing.
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New to GURPS here

l gonna play a LT6 game a week from now, and l wanna play a high skilled martial artist that focuses on non-lethal techniques and does not use weapons of any kind.

l have 140/50 to spend, but only 50 can be used to buy exotic advantages.

l know about GUPRS: Martial Arts and all the other supplements but l don't really have time to study everything, so l'm seeking help from you guys.

What should l get? What are interesting options? What's gonna save me from getting shot and dying in the first session?

l know refusing to use guns and other weapons is kind of risky in a game where those exist, but that's what l want my character to be all about. ls 140/50 too few?

Thanks in advance, any help will be extremely appreciated.
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>>50134877
>What's gonna save me from getting shot and dying in the first session?
Survivable guns and bulletproof nudity.
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>>50134877
weapons master; martial arts (karate, and related skills)
Then buy up a bunch of levels of it, and kicking, acrobatics, and jumping. Maybe climbing
"Non leathal" techniques likely eans youre breaking bones, disabling opponents, and not finishing them off.
Maybe buy up Judo, arm lock, neck lock and similar. Otherwise, targeted attack lets you buy off up to half the penalty of an area, so you can kick out knees and elbows like a mofo.

Regardless, a martial artist with a stick is twice as deadly as one without; Parry gets a +2 for staves, you can deal swing damage, and reach further than C. Invest in a heavy stick. I suggest hickory, or ironwood.
[Ive always felt a shot to the knee with a .45 was more 'nonleathal' than anything else, tho]

Good thematically linked disadvantages are vow ('unarmed'), Pacifism :Cannot kill/ harm innocents, and even good old Racism/Intolerance
>>
>>50134877
Definitely take the no weapons and no killing as vow disadvantages, and perhaps grab a code of honor as well. That will give you a healthy amount of points to spend on other things. Otherwise you are going to be spending points in the Judo and Karate skill, and anything else that can let you do crazy things like acrobatics.
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>>50134816

I'm quite happy to be proven wrong. I'll have to remember that chapter.
>>
>>50134971
>[Ive always felt a shot to the knee with a .45 was more 'nonleathal' than anything else, tho]
In movies, yes.
>>
I'm very new to GURPS (reading the basic books and ultra science right now) and I'm thinking up a world where "gifted" individuals can manipulate energy (and therefore matter). Supersciency stuff like force barriers (akin to overwatches barriers) and "infinite" energy generation should be part of it, although it should still stay at TL10. I have a few questions regarding the ruling:

1. What rule system should the "gifted one's" use? Psionics or magic? They should not be able to just manipulate everything nilly willy, so some kind of limitation should apply. They also should be tiered (Highest tier should be godlike, while lowest tier is not detectable by any means and could maybe just show by increased strength or so)

2. I want mechs very similar to Titanfall. Are the Battlesuits from the ultra science book something like that or did I misread that? If so, where should I look?
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>>50135066
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>>50135117
Use the book Powers, it's probably what you want.

Some of the battlesuits are kinda big, but the pyramid article "modular mecha" mightbe moreuseful to you. I don't have my pdfs with me at the moment, though, so I can't tell you the issue of pyramid it's in.
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>>50135436
Thanks!
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>>50132170

A character with a knack to let them use the Create Animal spell, which can make swarms.
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>>50135436
For those who need it: Pyramid 3/51
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How bad of an idea is it to not give players any base starting money, and instead tell them that they may spend 1CP for every $1,000 they want in starting cash?
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>>50135840
Kinda. Depends on how much they will need it.

Players already have an option to spend points on money, so l don't see why you would do that. Unless you want to fuck up players who don't have any points to spare.
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>>50134877
>ls 140/50 too few?

It depends. Is it too few to walk into a typical GURPS gunfight and expect to come out on top? Hell yes. Is it too few to make a decent martial arts character who can thrive under the right circumstances? No.

A lot will depend on your GM and the options he is using in the game. If most NPCs are 'mooks' with low skill and the game uses rules to enable melee characters like Survivable Guns, Flesh Wounds and Melee Etiquette then you will probably be fine. If he hates the concept or just treats the game as a very detail wargame, you're probably fucked.

Between those extremes, there's the grey area where the right choices can keep you alive and the wrong ones kill you quick.

First of all, do what you can to avoid gunfights. Take Observation and Tactics to spot potential trouble. Use social skills to negotiate with people you can't fight or at least get close enough to use your hands. Get your Dodge and Move high enough that you can survive a short dash through enemy fire. Get techniques which allow you to neutralise weapons (disarming or fucking up the weapon hand), get Acrobatics to make acrobatic dodge rolls and recover if you have to doge and drop. If you're part of a party, find ways to help them in a gunfight which don't involve charging at people with guns; be a medic, or an ammunition caddy, or a spotter.

Try to work in roles where being unarmed is an asset. Be the infiltrator who gets through security. Have enough social power that the authorities will be happy to side with you when they see that your enemies threatened an unarmed man. Do what you can to look like a non-combatant type.
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>>50134816
Thank you! You can't even imagine how important it is for me.
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>>50134971
>Ive always felt a shot to the knee with a .45 was more 'nonleathal' than anything else, tho

Assuming nothing hits the popliteal artery/vein, maybe.
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>>50132442
>Stealthly sting, distract and carry small objects. Also scout and collect information.

Advantages: Innate Attack, Affliction (Disadvantage), Telekinesis, Clairvoyance.

Modifiers: Enhancements and Limitations which make the powers/attacks susceptible to things/attacks/conditions which would affect a real life hornet/swarm of hornets.

FX: Hornets!
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>>50136222
Are skills like Blind Fighting worth the points? l feel like putting the lights out before a fight might grant me a big advantage if l learn this skill.
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>>50134139
What exactly do you need to know about forging? ie What's the issue you need to adjudicate.
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>>50134971
>Using guns with intent of being non-lethal
>Ever
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>>50135840
I would give at least a small amount of starting money. After the end gives $500 and $250 per point.
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>>50136935
Time needed to forge a specific type of blade. Already figured it out with the use of Low-Tech Companion
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>>50136222
Good post man.

I'd also suggest a little lateral thinking. If someone has the drop on you with a gun it's best to go along with them and wait for an opening, if you are unarmed a lot of people are going to hesitate before they shoot you.

>>50136879
It can be! Though in a pinch I'd note that if you have sharp senses and can take out the lights you can locate people by sound, eat the penalty to get your Grab on, then take advantage of the fact that you don't take any penalty to grappling for not being able to see. Dark rooms are also relatively easy to hide in, get close and launch your attack.
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>>50138761
I was going to suggest looking for blaksmithing forums and just asking.

But of course GURPS has it already written down somewhere.
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>>50135135
They sort of lampshade that in the Human Revolution DLC, where the opposing force leader you end up working with complains bitterly that you've put a bunch of people in the hospital with concussions and fractures.

In GURPS there are limited options for non-lethal take downs. Much like IRL, dead is MUCH easier to do quickly and quietly then disabled.

Risking life-altering injuries by shattering limbs works. So does grabbing someone and choking them, though you are likely looking at holding them for at least 20 seconds before they pass out. A silent, non-lethal take down takes that long or having someone with you that can gag them and bind their hands while you keep them from making noise or escaping.
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>>50132170
How good is GURPS at representing Shadowrun or other cyberpunk? Has anyone here tried?
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>>50139418
If you use the cyberware from 3rd Edition's Ultratech-2 book, it's not terrible. I think the chipslots are really great, since not only can you slot skills, you can slot Advantages and Disadvantages with personality chips.
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>>50132170
I'm new here, and would appreciate the collective thoughts/opinions/help of /gurpsgen/.

I have a few vaguely-connected campaigns in mind. They all take place in the pre-, during-, and slightly post-Napoleonic era. This will include some alternate history in the form of mostly secret magic, some cultist stuff, and few things that go bump in the night; to add an extra layer of mystery, conspiracy, and potential fear. Players will be soldiers, explorers, mercenaries, poor civilians, nobles; many representatives from the era here.

Now, I'm thinking of what system to use for such campaigns; I am stuck between GURPS and Call of Cthulhu. I have never played either of these systems, and have only glazed over the core rulebooks for each.

A variant of this question will also appear on /ysg/, but for you guys: would you suggest your system for such a campaign? Does it have a splat-book that would cover the era of history I'm looking at in a great deal of depth? How is the lethality and relative capacity for heroism or--on the other side of that coin--cowardice and potential insanity? If you do not mind, please sell your game to me, at least in regards to how it handles what I have in mind in comparison to its immediate rival in this matter.
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>>50139418
The answer to the question 'how good is it at running x?' where x is your dream game, is 'really good'. The question you should be asking is 'how much work am I gonna have to do myself?' and in the case of shadowrun, quite a bit. Don't get me wrong, generic cyberpunk is handled competently and readily in the basic set and high-tech/ultratech/biotech, but shadowrun is pretty particular in the mix of technology, magic, and digi-space bullshit and would require some patience and know-how to emulate.

If straight-up shadowrun is what you're after, maybe I'd look at the SR system itself, 5e is my rec. If GURPS SR is what you want, load up on the -tech books higher than low-tech, have some patience and create your own beauty, better than those hacks at CGL can churn out with a year of embezzled paychecks. Some ideas include a limited version of Jumper (World) for Matrix and astral space shenanigans, and quite a bit of points for everyone.
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>>50139543
Well this is the GURPS thread so there will be understandably some bias, but I would say that GURPS does a good job at what you are looking for. It is by default pretty lethal and realistic, but the game is easily tweaked for crazy cinematic things (Pic related). The GURPS Horror book includes a lot of what you are looking for for the spookier bits, including Call of Cthulhu esque sanity mechanics. The Low Tech books have all the Napoleanic equipment that you would need and some splats like the Swashbucklers 3rd Ed. book have a lot for the era. Mechanics wise most of what you really will need for the game will already be in the basic set. It isn't hard to do early 19th century dudes, and the basic rules for magic already let you do crazy occult things, along with let you stat up monsters.

I don't think that CoC is a bad system, but it is focused on the mythos rather than whatever you want to stat up, doesn't have much for the era, and doesn't have the depth and grit that you can have with GURPS. In the end it depends on what you are trying to do.
>>
>>50139543

You want basic set, GURPS high-tech and probably GURPS Ritual Path Magic (this is the most "ritual" magic, though it is also a bit complicated/advanced compared to other magic systems).

High-Tech will have technology of the era. If there's a splatbook about the Napeolonic era, I wouldn't know. Check the OP (it's not a picture), maybe there's a 3e book there about it.
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>>50139418
I've had a lot of fun playing a game where the characters helped build cybernetic items they'd like their characters to get in the form of Advantages, with the understanding that they'd also see other people with them.

It works pretty damn well. For Shadowrun style mixed magic and cyberpunk, it works better then Shadowrun by a long shot, if only because the rules aren't crazy.

>>50139543
GURPS low tech/high tech have the Napoleonic wars kinda fall though the cracks, as it's very early High Tech and just a bit too late for Low Tech, but you can certainly make it work. From the perspective of combat early TL 5 is an interesting area.

By default, GURPS is heroic realism but highly lethal, especially in the face of early modern period firearms like you'd face in the Napoleonic wars. A Baker rifle can ruin a man's day in an instant. You can make heroism likely to avoid sending you to heaven quite so quickly by suggesting the Luck advantage to players, allowing them to force Critical Hits to be re-rolled ageist them.
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>>50134971
>vow ('unarmed')
How much would it cost? -15?
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>>50139889
What skill would you use for a sword bayonet?
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>>50134877
>>50134971
>>50134979
>>50136222
Okay so l'm taking the Trained by a Master (30) and Extra Attack (25) advantages. Assuming l get the full 50 points from disadvantages and 5 from quirks, l would have 140 points left.

How much should l spend on stats? l have a many skills l'm interested in (mostly the ones with Trained by a Master as a prerequisite), but l'm not really sure how to balance everything.
>>
>>50140564
DX and HT are your brea dand butter, as they up your primary attacks, and your initative/move/dodge

I'd say 100 in stats/basic advantages, 40 in skills. Give or take

See if your GM will allow low level basic DR from martial training. Crushing only, 2-3 points should save you from most fisticuffs
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>>50140564
>>50140678

I always suggest 12 DX, 12 HT and Combat Reflexes. This adds up to 75 points and provides some excellent survival and defense, along with combat ability.

Picking up 12 points of ST would bring you up to 95 points, then it is down to whatever you like. Special Exercises (Tough skin) as a one point perk and DR 1 (Tough Skin) is quite nice.

Drop 12 points into whatever you skill you will be using most, like Karate.
>>
>>50140564
Targeted Attack (Karate Kick/Foot) and Kicking (Karate) techniques could make you the guy that defeats people by fucking up their feet.
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>>50140564

I wouldn't go for extra attack and trained by a master with your budget. At least skip one of them (TBaM probably isn't value at your point values. Extra attack though might not be terrible because of some combos you can set up). You can ask your GM if you can get an aspected TBaM (unarmed only) if you really want it.

Combat reflexes and Luck are better value, then invest to have a very superior speed and judo skill.

You want to start the fight when already at grabbing distance and then you want to finish the fight before they even get a chance to act (preferably before they can even react). You want to disarm them as fast as possible, either by taking their gun from them with a boosted disarm technique or by simply throwing them and breaking their hand.

A simple thing you can do with extra attack is to grab their right hand (perhaps invest in targeted attack:hand) and then punch them using your extra attack (if you decided to keep it). Because they are grabbed them can no longer retreat from you, meaning they can't clear enough space between you and them for them to shoot at you unpenalized. Your opponent will have a bulk penalty and you can start parrying their gun.

Try to not fight against multiple opponents on your own. If this happens anyway, try using a grapple to place an opponent in between you and a shooter. This means the shooter might hit the wrong target, giving you a bit of cover.
>>
Ask your GM if you can grab enhanced dodge too.
Or see if you can buy up your basic speed to the next level to get extra dodge if he says no.
>>
>>50135117
There's multiple systems for "Magic", some which seem more magical than others, and there's also Psionics and Powers. Your best bet is probably Psionics or Powers: Sorcery.

Keep in mind, just because Sorcery (for example) is "Magic", it's only so defined by how it's presented. If you wanted to use that system for Psi powers, you'd simply rename the core 'sorcerous empowerment' advantage to something more appropriate, and make sure the individual abilities did things you felt were appropriate for Psi powers in your setting.
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>>50140394

Spear if it's mounted, usually knife if it's held in hand (typically using the large knife or long knife statline) but the largest ones probably qualify as shortswords.
>>
>>50138910
See, I know how long it takes to make a sword. Having an uncle doing artistic blacksmithy has it's perks.
Thing is - I know how long it takes when three guys are working at it. And I need an approximation for single person. When I've explained it to my uncle, he openly stated it would be pointless waste of time to do things alone, hence GURPS went as final answer.
Especially since we are playing GURPS anyway.
>>
>>50139668
Everything this anon >>50139668 said. If you are willing to spent something around two or three days assembling pieces, you just can't go wrong with GURPS and will get the most competent cyberpunk game around, with room for variety of options and weird shit.
Thing is - most people don't have enough patience for this, as they apparently suffer from ADD
>>
Sup, gurpsgen, how would I go around creating a character who can take off his head and throwing it, also allowing it to be regrowable?
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>>50143729

GURPS powers page 52 (detachable head) combined with regrowth from Basic Set.
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>want to make a character with ATR and ETS
>that's 145 points
>GM set the base points to 150
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>>50144776
Just slap some limitations.
Did he actually make "everything goes" in 150 points?
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>>50144931

Essentially, yes.

There also isn't a disadv cap, so my current plan is to just double my points in disadvantages to be on the same level as everyone else.
>>
>>50144776
Lower your expectations, friend. Or use limited versions of them.
>>
>>50144776
Backlash,
Temporary disadvantage,
Costs HP,
Alternate Abilities
Since ATR is 100 points, if you are trying to be a munchkin, temporary disadvantage to make it cheaper is a better deal than taking disadvantages right out.
>>
>>50144962
Maximum Duration gives a stupidly good discount and is basically perfect for ATR; -75% for 30 seconds with a cooldown of five minutes basically means you can activate it every fight and expect it to last as long as the fight. I'd leave ETS unlimited (or at least not sporting the Maximum Duration limitation) as its main benefit is its increase in reaction time. In total, you would bring the final cost for your package down to 70 points.
>>
>>50145099
>>50145167
>>50145556

Alright, sounds like a better plan. Thanks.
>>
Question on slams, /gurpsgen/:

I know you add a bonus for sumo, shield DB, etc if you're the one MAKING the slam, but what if you're on the receiving end? For instance, say Sammy Sumo slams into Joe Fighter who has a sword and large shield, can Joe toss his active defenses and choose to meet Sammy in the slam and get the +3 to the damage he rolls against Sammy in the contest to see who falls over? What if it was another sumo wrestler, would they get the bonus from skill?
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Okay so l'm the guy making a martial artist and l'm kind of afraid.

One of the members of my party is using his 140/50 to make a frog man. He has ST18, DX14 and lQ 7, plus many abilities of a frog.

l'm afraid l might stay behind and never actually be useful in any way.

Remember that l have little to none experience with tabletop games and never played GURPS before. Hence my fear of making a bad character.

l still very fond of making a martial character who refuses to use weapons, but what could actually make him good?

l understand that many have already given me advice, but my limited experience isn't helping on understanding what it will be like in game.

Sorry for playing the insecure and thanks for the help, anons.
>>
>>50146206
IQ7 takes you to -60, though.
>>
>>50146218
l believe my GM is allowing unlimited disadvantages on stats provided that you only spend those upgrading your stats as well.

That does sound kind of broken to me, but l'm not experienced enought to call him out on it.
>>
>>50146199

If you're attacked by a slam, you get no "free attack", only your regular defense roll.

What Joe CAN do is use a Wait action on his turn to meet the slammer with a slam of his own, in which case his bonuses DO apply.
>>
>>50146206

A frogman will likely have much more limited scope of ability because he's putting his points into advantages such as superjump and the like.

Being able to jump good is great and all, but if you want effectiveness, skills, equipment, raw attributes and afflictions/innate attacks are much more efficient by the point.
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>>50146250
Ah, so he's allowing unlimited racial templates? Fun.

Time to play a battle droid martial artist!
>>
>>50146206
A martial artist can be insane if your GM allows cinematic/supernatural traits.

Gauntlets are always a solid inverstment; bonus damage, protecting from self-injury during punches/parries, and (if the campaign includes it) a way to give unarmed attacks enchantments.

Consider Power Ups 1: Imbuements. IIRC, you can buy a limited version that only lets you learn unarmed versions; with high DX, 20 points for Imbuement Talent 4, and 1-4 points in each Imbuement, you can become a powerful and versatile unarmed fighter. Project Lightning Punchi and its ilk are hella fun, but some imbuements (Stupifying Blow and Crippling Blow come to mind) are very powerful and versatile on their own.

Cinematic skills are da bomb. Power Blow + Pressure Secret is fucking brutal. Light Walk + Flying Leap + Lizard Climb (last one's from Martial Arts) means you are stupidly mobile. Breaking Blow makes armor a non-issue.

See if your GM will let you take an Unusual Background and let you (and only you) use the Chambara Fighting rules from Martial Arts. Speaking of UB, there are perks that let you shift certain skills to other attributes (e.g. Lockpicking based on DX instead of IQ). If you can, try and take a 5- or 10-point UB that lets you move all imbuement skills to Will; that would make most cinematic skills and all imbuements key off the same attribute, and Will is cheap to pump up. Unarmed fighters should probably have good DX regardless, but DX 14/Will 18 works well enough and is cheaper than DX 18/Will 14.

As for Frog, IQ 7 means he is dumb as a particularly dull sack of bricks; he cannot into trickery, tactics, monster info, or social skills. Unless he bought PER and WILL back up, he's also begging to get ambushed or stumble into a trap, and he will definately get possessed, cursed, stunned, brainwashed, and basically fail anything that is resisted by Will.
>>
>>50146206

His DX is good, but he's losing a lot of utility because of shit IQ. Having high ST is fun, but also overrated.

If you get karate punch (targeted attack:face from Martial Arts or you can just trademark it using the Basic Set perk), ANY INJURY to the face will cause a HT roll and ANY MAJOR WOUND will cause a HT roll at -5. This is just as significant (if not more) as having ST 18, and you can accomplish it with a much more efficient expenditure of points.

A high judo skill is also very powerful and will completely roll NPC:s who can't handle grapplers in a melee where you can parry them. You don't need high ST for that either.
>>
>>50146206
>what could actually make him good?

With the points you have available, not much.
You're already crippling yourself by using an unarmed style, you're even further crippled by the fact you won't use weapons like bladed hands and what have you, and you're going up against a frogman who has a whopping -60 in "noncombat" attributes and who I assume will be using a dedicated weapon. GURPS doesn't take kindly to fools who bring a fist to a swordfight, even defending yourself becomes difficult as weapons inflict their damage on your hands every time you parry.

If you insist on an unarmed fighter, your options are:
- Match him, and make your own crippled retard or fantasy race
- Deviate from your concept and add in some flavor of magic, Imbuements, "secret techniques" you model as Innate Attacks, etc.
- Emphasize on some other niche. You won't be able to strike as hard or defend as good or even tank as hard as him, so focus instead on controlling opponents. Judo for example can be very effective at bringing people to the ground.
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>>50146206
>ST 18
Thats one swole frog.
>>
Is there any resource where I can filter the advantages by their categories as seen in the basic set? (Physical, mental, supernatural... etc.)
>>
>>50146594
GCS does this, I believe. There's also pic related, but that also divides advantages by themes.
>>
>>50140564
If you don't mind spending near all your Exotic Advantage allotment on 1 thing I'd say go for Enhanced Time Sense as it will let you parry bullets by using parry missile weapons giving you a decent defense against bullets if you crank your parry up. It also has some other nice things like giving you combat reflexes, making you always go first in combat, and allowing you to see things that normally move to fast to be seen.
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>>50146634
Not sure about parrying bullets, l already considered it but l think it may be too risky to spend all those points on it. lnitiative priority is good, tho.

l was thinking about maybe taking Darkness Vision and becoming a fighter of the dark. The Thrown Weapon also caught my attention, as l could use it to break lamps and force darkness on my enemies.

Should l keep Extra Attack?

>>50146496
What lnnate Attacks would you recommend for this kind of character?

>>50146421
l will see about the UB thing. l think my GM will let me do almost anything l want as long as it isn't too obviously broken.

>>50146445
Being a face hitter sounds great. ls there a way of upgrading it by making it a limited lnnate Attack or something?
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>>50146864
>What lnnate Attacks would you recommend for this kind of character?

Ones that simulate supernatural unarmed strikes, so short range crushing ones mostly.
For example:
>"psi punch"
>Innate Attack: 3d Crushing, Jet +0, increased range (1/2 range only) +5%, costs Fatique 1 -5%, Based on different skill: Karate +0%.
15 point advantage that lets you pay 1 FP and attack someone within 10 yards for 3d Cr, much more cost-effective than buying ST. Beyond that, your imagination and your GM's approval is the limit.
C range Impaling or Piercing attack representing knowledge of vulnerable fantastical pressure points or striking surfaces (striking with just one perfectly aligned finger, maybe?)
Area Effect Crushing attack with Double Knockback representing a Roundhouse kick?
An armor-piercing strike with Armor Divisor? A flaming fist that's a burning attack?
>>
>>50146864

Going from using striking ST to using innate attacks(melee only) is usually very good because increasing your innate attack is a lot cheaper than increasing striking ST.

With that said, if you want to punch faces you should be more concerned with accuracy than damage. High skill, techniques like striking ST and perks like trademark attack all let you do this.
>>
>>50146864
What's the setting/tone of the campaign? If it's modern day where guns and bullets are an issue, you first priority is survival. Get Luck; this is nonegotiable. Amp up dodge as much as you can and be a dodge-tank; a heavy cloak can help with this and isn't as strange on an unarmed fighter as a shield. Get 360 Vision and high PER to avoid getting shot or stabbed in the back. Obscure + Defensive will let you make areas of shadow you can still see in. Those mobility-focused cinematic skills are also very helpful; Flying Leap and Lizard Climb can easily get you out of harms way, and Stealth + Light Walk lets you sneak up on your attackers.

Also check out Action 3: Furious Fists. It's *great* for melee/unarmed fighters in modern games and gives a bunch of options/rules for surviving the bullet ballet as a karate dude.

It's tempting to go balls-deep with offensive abilities, but defensive abilities let you live longer to develope those offensive ones.
>>
>>50147130
lt's a LT6 campaign set in Brazil about a paranormal organization looking for supernatural and mythological beings to prepare for a possible future alien invasion.
>>
>>50147231
Ah, so yeah bullets are a thing, even if they aren't super-powerful, highly-accurate, or sporting a huge RoF. Be defensive. I cannot recommend Action 3 enough for this.

If I were in your game, I'd go for sneaky dodgy karate expert, but that's just me.
>>
I'm planning to run my first gurps campaign in the near future

No on in my group, including myself, has any experience with the system. The biggest hurdle seems to be character creation however. Are there any recommendations for new groups (GMs and players alike)?

Also, is the How to be a GURPS GM book worth looking into?
>>
>>50147966
>Also, is the How to be a GURPS GM book worth looking into?
Highly recommended around this parts, never read it myself (never gm'd). Do you have any idea of what you're going to run? Character creation could be painfully easy with some choices, or more time-consuming with others.
>>
>>50147966
Good on you guys
"Less is more"; Only include that which is necessary to play if you dont like an option, dont use it, dont allow it, dont have it at the table.

And the how to GM book is pretty good. Give it a read if you havent yet already
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>>50147966
How to be a GURPS GM is good, so is GURPS for Dummies, with a very nice chart in the front of the book to cover commonly needed tables.

My big suggestion would also be to use the GURPS Character Sheet program. It takes a while to get used to but it's powerful and useful.
>>
>>50147992
Cyberpunk, from what I see it doesn't seem too complicated when it comes to character gen but still a bit complex for a group that's used to classes and outlines for progression

>>50147998
I tried to avoid this by only including the basic set + ultra tech and an article from the magazine for the hacking rules. I think that should cover everything though

>>50148088
That sounds really helpful, I'll definitely check out both of those. If I remember right, aren't there multiple gurps character creation programs? Is there any reason to choose one over the other?
>>
>>50148390
GURPS Character Assistant is a pay option (that is often pirated) that works pretty well.

GURPS Character Sheet is a freeware program. Compared to GCA I'd say it is more powerful and has better options to output a sheet in different formats.
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>>50132170

Grimwyld Update

>Go though teleport with Elf Chick setting it to Mines Of Madness
>Arrive to find a bunch of chained up goatmen slaves with a dark dwarf lording it over them
>In POWER ARMOR
>Try to blast him with giant Wall Gun on tripod
>It fucking squibs on us.

Beat down on this guy, smashing open his face mask and spraying red explosive magi-crystal dust everywhere. Bring him down, go to free the slaves when suddenly..

>Door opens up north
>Evil Dwarf shoots a grenade into the room with a hand mortar.
>Lands right in the middle of the group
>Lands right in the middle of the explosive red dust.

Elf chick has to pick between trying to shoot out the SM - 8 fuse and running away to try and escape the blast so he decides to roll the dice. Beats the roll needed by exactly one and cuts the fuse a second away from setting off the bomb.

>The Dwarf assault team gets wracked before they come up with any more cute ideas about exploding us
>We check out the room.
>Giant Lava anchor holds the flying fortress down. Magi-crystal mining, more blood root body recycling
>Creepy door waiting for next time.

We deiced to escort the beastmen out of the fortress and fall back to our camp at the primary entrance in order to reload and rest, our stone hard riflemen dwarf is low on ammo. Might get a chance to check out that badass hand mortar and bomb we captured too.
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>>50148978
>SM - 8 fuse
Technically, it was a -10 shot. fuse was thick, but only the width of a fingertip. You guys played the odds on game day, man. Between that trick shot, and Gray/Rod tag teaming the mecha dude's knee joints, and Suthri putting down an 11 on 11 to shoot a guy from accross the room then rolling nearly max damage. it was a big day!
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>>50133393

Electromotive guns also beat the shit out of chemical weapons if your limiting factors are recoil.

A EM gun can send a light projectile at extreme speed far more effectively then a conventional gun. This means if you keep recoil constant you can increase energy.

Not to mention about half of the recoil of a conventional gun is hot gasses escaping from the barrel. With no hot gasses ejected from the weapon you can, apples to apples, add something between 30 and 60% more energy for the same recoil.

Now energy is really nice, but doesn't mean that a electromotive gun would do three times the damage of a conventional gun, even if it's shooting a 2.4mm dart with three times the energy of a 5.56mm SS109 out of a 20" barrel. You could however easily justify considerably higher accuracy, with flat trajectories and minimal travel time.

You are totally right about lasers, though. Lasers are far less thermally efficient and can't focus energy as easily across time as a conventional gun or electromotive gun.

>>50132330

Conventional guns are simple and robust and don't require a high density electrical power supply. If you need a significant amount of, let's say gold, to make superconducting wire loops in order to power railguns then being able to quickly 3d print guns and bullets might make sense, reserving your superconducting loop power cells for other systems.

To automation, perhaps there are hard-to-automate task that the crew are needed to perform? Maybe you need live humans to check and approve targets for the automatic systems. "Please select all images that contain HOSTILE TARGETS"
>>
>>50149108
I think everyone was feeling very nervous about their Area 11 when that bow shot when out at the fuse.
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>>50149221
funny how the Roll20 dice seem to over-select that hit location :/
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>>50149241
Neat picture. I wonder how effective it would actually be.
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>>50132330

>Also, are there any reasons for a tank/walker to ahve multiple crew with automation, as present in TL11?

Two factors could contribute to having a crew. First, very powerful jamming and tl11 electronic warfare could make it impossible to remote control the vehicle. Secondly, even if you got an AI, you might want a crew out of redundancy reasons. Something got knocked out? Maybe the crew can still handle the situation!

A third reason might be cultural. Unmanned weapons might simply be frowned upon by polite society. Maybe unmanned vehicles are considered unethical. Or perhaps people don't trust AI:s?
>>
>>50136863
>Innate Attack, Affliction (Disadvantage), Telekinesis, Clairvoyance.
>Enhancements and Limitations which make the powers/attacks susceptible to things/attacks/conditions which would affect a real life hornet/swarm of hornets.
this is great, but how much would it cost?
>>
>>50149208
>"Please select all images that contain HOSTILE TARGETS"

>Future target acquisition AI looks for specific markers to identify combatants from civilians
>Rendered useless by soldiers covering key details like weapons, armour, and ID in jumbled characters and visual "noise"
>CAPTCHA Camo ends the use of widespread combat AI
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>>50139543
GURPS is personally my go to for historical and psuedo historical campaigns. I ran something similar to what you are describing but set during the Thirty Years War.
>>
>>50132170
It says ETC weapons have x1.5 the piercing damage.

What does that mean?

If my weapon has 5d+1++ damage, how much is the ETC version?
>>
>>50150366
1d is on average 3,5.
5d+1 is on average 18,5. Times 1,5, you get 27,75 which is the average result for 8d6.
>>
>>50150186

>CAPTCHA camo
>dogtags written in weird wavy letters with random static hammered in
>battle dress is printed with Deep Dream images of grass
>rank patches are embroidered to look badly pixelated

I like this aesthetic already
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What are some advantages up to 50CP a IQ based character could have?
>>
>>50132229

From a practical perspective, I find as the GM it becomes difficult to keep track of the effects of >50 points of disadvantages for four players (>200 points worth of extra book keeping).
Lots of disadvantages have quite detailed aspects that you have to keep track of, and some are just a bit tedious, like light sleeper.

But anon, you say, the players should be keeping track of their disadvantages. Yes, yes they should. But they are terrible people.
>>
>>50150520
What's the character's angle? Street-wise, academic? What TL? Genre? Realistic/cinematic/exotic abilities? Throw me a bone here, anon.
>>
>>50150520

Ooh, depends.

If you want to do a lot of social stuff then Linguistics is nice, allowing you to cheaply talk to everyone.

Talents related to your chosen area of expertise is good too, allowing you to buy a lower IQ while getting the same skill levels.
>>
>>50150478
>AI gets more advanced, can make out finder details an interpret more broadly
>outfits get progressively more esoteric in design
>Even guns are adapted take on strange shapes to confuse the AI
>To protect from drones military bases have bizarre patterning and buildings placed in a specific design to be rendered incomprehensible to a machine
>All this just to ensure combat against a fallible human opponent instead of an impossibly precise AI

What -punk would this be?
>>
>>50150668

Captchapunk?
>>
>>50150638
Academic, like a scholar of the occult, LT6. lt's a supernatural investigators game set in london, like BPRD mixed with Hellblazer.
Any ability is fine, but l want him to be all about it.
>>
>>50150741
Research
which means languages
which means many old dead languages
as well as active used languages
which mean english, french, german, russian, a smattering of slavics, gaelic, norse, and whatever else youre fluent in , historically speaking

In other words, see if you can buy a talent for it?
>>
>>50150741
Psychometry with modifiers to make it more Sherlockian.

Mind Reading/Probe with similar modifiers.

Quick Gadgeteering, limited to psychotronics and other occult gear like mana-field detectors.

Photographic Memory.

Gizmo and its cousins from Fortunately I Saw This Coming lets high IQ justify retroactive actions.
>>
>>50150121
How many points you got? Or how cinematic/four-color will you GM let you go?

With enough powers you could re-fluff Green Lantern as Space Hornet! (With his Power Hive and Hornet Control Ring he can do anything he can imagine so long as he succeeds at his concentration roll. CGI uniform optional.)
>>
Just trying to get my head around GURPS because I love the idea of things like having gear from different eras be cross-comatible and stuff like that, but there are a couple of things that stand out to me.

Do people usually cap the stats and skills at character creation? Because it seems like anything higher than 14 would be kind of too good (since rolling 14 or under on 3d6 has a 90% chance).
>>
I often see gurps hailed as extremely capable in all genres/playstyles in the right hands and from what I can tell, it's true.
I also see a lot of appreciation for systems that have a unique element in the system that plays to the overall tone of the game.

While it's easy to make gurps work for something, it generally won't have that unique feature that plays to a style or theme.
Are there any systems that you prefer to use over gurps for those reasons?
Are there other reasons you choose to use something else?
>>
>>50151007
About 50-75

>Hornet Control Ring
How cute
>>
>>50151071
Yes, though normally there's no reason to. Between limited point budget and lessening return on your investments, most people stop around 14. Most capping is done in an attempt to adhere to realism.

There's still a reason to keep pumping certain skills up, however. High skill lets you eat penalties without issue (a thief with Lockpicking-26 can go up against a legendary lock (-10) and still have a 98% chance of success), and some skills care about your margin of success.
>>
>>50151253
Ah okay that makes sense. So if someone with 26 Lockpicking, as in your example, is picking just a regular plain lock with no difficulty modifier, would you just say it's a success without rolling?
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>ST8
>DX8
>lQ18
>HT8

How fucked am l?
>>
>>50151071
Sometimes people don't cap it because as you said, a 14 is almost a 90% chance, but a 15 is only a lil bit more, a 16 is even less, by the 17 increase you're looking at less than 1% increase in odds, the chances don't get considerably higher with skill levels, but what do are modifiers. By design there comes a point where your character (given enough points) will easily overcome the most vanilla of tasks related to his skill, but the truly exceptional feats of ability are now within his reach. Maybe hitting someone with an arrow is easy now, but being able to hit an armored opponent in his helmet's eye-slit without aiming while moving? That's where a skill of 20+ comes in. Skill-capping exists not because of the odds but to mantain a different feel to your game. Maybe you don't want your archers doing these kinda trickshots in the heat of a battle with no prep-time, and instead want a realistic, more down-to-earth feel to them- well then you can limit just how good they can get. In the end though, positive modifiers abound for almost every task, and a skill of 10 can melee hit someone in the skull in a second if he plays his cards right, higher or lower skill levels really only affect how many hoops you have to jump to Do The Thing.
>>
>>50151345
You can definitely do it like that. If your game doesn't enjoy massive point budgets but want to nod at your players' high skill investment in some (non-combat) skills, there's always the No Nuisance Rolls perk which does exactly that, lets you do some things without rolling provided your skill level is high enough, essentially deleting the possibility of an embarrassing roll of 18 on something vital for the cheap price of 1 point.
>>
>>50151345
Depends on the tone of the game and how the group operates. DF? Always roll, because a crit-fail leads to broken picks, which is another challenge for delvers, and a resource man agent challenge at that. Action? No, because cool people don't fail against boring obstacles, and it's a time-waster
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>>50151348

You'd be very fragile. Any injury is likely to cause a Major Wound and might cripple a limb. You will rarely resist stun, knockdown or death, and your defenses will be very poor. You will be slow on your feet.

IQ 18 is, however, huge.

All of this adds up to, perhaps boringly, a character that would be brilliant, multidisciplinary savant but should always be left somewhere safe. If not, this character would turn every mission into an escort mission, as along with other task they have to keep you safe.
>>
So, what are some good or creative ideas to make using only a one-handed sword/axe/mace/etc a decent choice? I'm trying to figure out if there's a reason to do it other than style-points; the best I can come up with is trying some one-handed grappling with a shortsword or something. Anything else?
>>
>>50151679
As in, not fighting with a shield? Holding a lamp in your left hand, or throwing tiny weapons like caltrops and shuriken.
>>
http://pseudoboo.blogspot.com/2016/11/recap-planet-mages-session-1.html
Session 1 recap of a game started here a few weeks ago.
>>
>>50151679
GURPS: Gladiators has rules for side-presentation. Your forward side has a bonus to attacks (and parries, I believe) but is easier for opponents to strike; modifiers are flipped for your backward side and you lose a yard of reach. A fencer benefits from putting his sword-side forward and loses nothing because his other hand is empty anyway. There are other benefits (armoring the forward half is cheaper/lighter, shield+spear fighters can present a shield and hit closer foes by putting their spear in their backhand, etc.) but that's a start.

Most weapons have Reach 1+. An empty off hand lets you strike or grapple in Reach C without issue, and IIRC unarmed styles don't give the penalty for off-hand attacks.

Grappling is honestly huge; I wouldn't write it off. AOA Double, a Rapid Strike/Combination, or DWA would allow you to grapple (with lessened hit-location penalties) and then strike at someone suffering -4 DX, all in one turn.
>>
>>50151679
It lets you use the free hand for all kinds of useful stuff; holding on to ropes, carrying light sources, etc.

Grappling can be a huge advantage if you have the Close Combat technique or a weapon with reach C. Just don't get your grapple parried with a weapon.

Only needing to worry about points in one skill, buying only one expensive weapon, less encumbrance and not investing in off-hand training and the like is generally quite nice.

Combinations work out about as expensive as learning dual-weapon attacks: six points for a two-attack combination with no penalty (assuming WM or TBaM), same as for a dual-weapon attack plus off-hand training. So if you have a simple combination you can use almost all the time, you might as well do that.

The Focused Defence rules from Gladiators give you +1 to parries made with the presented side, which can offset the lack of a shield (although the bonus to hit your presented limbs makes it a bit problematic).
>>
>>50151101
>About 50-75

That's a pretty low points budget for supers, very street level.

The actual power level would have to be pretty low, maybe set up so you can only use one at a time (I don't remember how much that would shave off the cost right now).

Also put heavy limits on the powers to bring the cost down. Loud buzzing, can be affected by gusts of wind, basically anything that would stop real hornets should mess with the use of the powers.
>>
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>>50150366
>>
Do any of you have any good suggestions for being a Revolver Mage?
There doesn't seem to be a lot of spells in the core books that mesh particularly well with guns. Mind Control and Movement spells seem like my best best.
>>
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>>50153773
Ritual Path Magic lets you make Charm bullets. Wizard up your gun and blast people with explosive fireballs, or cold load rubber bullets and make them into healing charms so you can shoot people healthy.

>>50150668

>Battling corporate drones with dazzle camo on.
I'm in.
>>
>>50153773
In RPM, you can put a charm on any tiny object, and it explicitly calls out bullets as an example.

Friend bleeding out 50 yards away? Just shoot him right in the head, amigo.
>>
I'm running a WW2 game soon and I'd like to know a good way to handle NPC squadmates without making more work for myself or the players. My thought was to have them be sort of in the background during combat, but also to use them as "extra lives" of sort. Basically if a PC would die, they can choose to have a squadmate die instead. The exception would be crits, for those particularly dramatic moments.

It's supposed to be a fairly cinematic campaign anyway but I'd like to hear thoughts and alternate ideas at least.
>>
>>50153773
I would assume the Making and Breaking college would include somethign that lets you pull ammo (or even guns themselves) out of the aether. There are also the Flaming/Icy/Lightning Missile spells that grant some specialy damage bonuses to your gun, but nothing beyond that.

It's really stupid there's nothing in the Metamagic college that lets you send regular spells on bullets. Throw Spell even explicitly mentions enchanting ranged weapons to let you do it, but it's enchanting, not a one-off thing. I'd ask your GM to see if you can make a linking/metamagic spell that lets you "throw" them via bullets.

>>50153992
>>50153998
Come on guys, it's obvious he's talking Basic Set/Magic here.
>>
>>50154276
>Basic Set/Magic magic
just kys
>>
Still trying to get to grips with the system, combat fucking baffles me in terms of how complex things can get.

I like the 'Combat Lite' section from the back of the Basic Set - Characters book, though, simplifies things a bit. Are there any further cut-down versions of combat that you guys use?

Also, which rules do you guys tend to ignore when it comes to combat? It seems that despite generally lower HP than other systems, it's a lot harder for a PC to actually die outright.
>>
>>50154620
GURPS: Lite has even more cut out, I believe.

And yeah, it's really easy to get KO'd in GURPS, but surprising hard to outright die unless heavy firearms are in the mix or a strongman hit you with an attack that sports a large damage multiplier. Bleeding out after a fight or on the way to a hospital is totaly doable though.
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>>50154024

Make the NPC's take cover near PC's and use Aim action, then basic single shots with a bolt action rifle. Player characters can command them to do other things, like use grenades, pull an injured person back, ect, and they can use Sacrificial Dodge to cover a PC that gets hit.
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>>50154281
So... how would you stat this kind of ammo in GURPS?
>>
>>50155898
A very expensive version of the basic explosive round that detonates inside targets, plus the effect of a Swarm warhead (p UT156) loaded with a Crawler Gremlin Nanoswarm (p UT169),
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GURPSgen, I require your aid.
For a while now, I've had a dream. A dream of running a Pacific Rim campaign in GURPS. A part of that dream was letting the players design their own Jaegers.

http://apps.warnerbros.com/pacificrim/designer/us/

I'd like to give each component in this its own stat modifiers, so that what they make actually has gameplay benefits and drawbacks as well. Is this too ambitious? Or just ambitious enough? And what books would I want to look at?
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>>50156096
Spaceships, basically. The page won't load on my potato, but from what I'm guessing, you want a system that will let you fill in slots with various components or options that will affect the overall structure of the jaeger. Spaceships gives you 20 slots to fill, and each slot can be filled with options ranging form armor to cargo space to missile battery to power generator to ECM/Radar array to giant robo limbs. It will take some work to tweak it to what you need to do, but I think it's a good place to start. Most of what you'll need is in Vol 1 and 4 of Spaceships, though Vol 7 may have something worth looking at.

There's also Modular Mecha from Pyramid #3/51: Tech and Toys III. It's built off the Spaceships system, but is a *lot* more streamlined. You now choose a weight class (light/medium/heavy) and a quality (from Piece of Junk to Super-Model), and quality determines how many design features you can add on. The design features range from improved DR/stats, jumpjets, and stealth systems on the beneficial side to No Hands and Volatile on the penalizing side (though taking negative features lets you buy more good features). This will also take some tweaking but may be a better place to start.
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>>50156096
Build them using advantages/disadvantages with Powers, slap the parts together onto an Ally.
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Next GCS update will include KYOS rules for damage and basic lift. Probably.
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>>50137097
>What are tranqs
>What are short-range tasers
Still a gun, mate
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>>50155898

It's just a standard deconstructor payload. Hacking via bullet isn't really a thing - if you can do it, so can they.

Utility Fog isn't going to be what would be inside, as the point of UF is creation of freestanding structures and interfaces on-the-fly.
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So guys what are the rules concerning weapons which have higher tech levels than the armor the target is wearing?
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>>50150668
>meanwhile, advancements on other fronts means soldiers carry more and more equipment
>heavier body armor
>NBC protection
>an active heat exchange system
>various tools, detectors and gadgets
>maybe even a powered exoskeleton
>All of which has to be concealed

>the best concealment is neon-colored fursuits and Japanese mascots.
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>>50160342

>So guys what are the rules concerning weapons which have higher tech levels than the armor the target is wearing?

Chapter 14 in basic set deals with injuries and recovery. You can also find additional injury rules in Martial arts and lowtech I think.
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>>50160411
But does it bypass a certain amount of DR or something ?
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Do any of the books have a magic system that is decently comparable to higher tech levels?

As I'm running into an issue when trying to get stuff set up for a science fantasy sort of game that GURPs magic kinda blows once proper guns get brought in.

I'm not a veteran enough GM to be quite comfortable homebrewing it all myself.
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>>50160404

>the best concealment is neon-colored fursuits

David Pulver, what are you doing here?
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>>50150668
>dazzle camouflage makes a return in full force
i have seen the end, and it is fabulous
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>>50160443

Jokes aside, rules for weapons doesn't change by the tech level, and they don't interact differently because they are shooting at stuff from another tech level.

Ultratech weapons do commonly have an armor penetration modifier though. This is written as (x)4d6, and the "(x)" part shows how much you should divide DR with. This goes for all DR regardless of tech level though.
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>>50160446

RPM and Sorcery fares fine with higher tech levels. You just need to stick to maledictions instead of missile spells.
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>>50160501

Yeah, I was rather hoping to have the PCs/NPCs be perfectly capable of going with fireballs and not feeling pathetic next to guns.

I can't find anything for scaling the values to work in higher tech levels though.
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>>50156096
There's a full mech-building system in Pyramid #3-51 Tech and Toys 3.

It's pretty good.
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>>50160491
Ah alright thanks.
I was thinking of doing a game with primitive firearms but it looked like crossbows actually did more damage than them so I got confused a bit.
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>>50160516

Then you need lots of points so they can invest a lot of points into making really big fireballs.

Alternatively you can pick vanilla magic and buff all the damage spells. Or you can take RPM and cut the cost of increasing the amount of dice in a damage spell.
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>>50160501
With the right enhancments on the missiles they can do things you can't easily do otherwise, at least not without cutting edge military tech.
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>>50160547
>Then you need lots of points so they can invest a lot of points into making really big fireballs.

My concern with that is that those points could be easily invested into non-fireball things and do some very crazy things.

As I said: I'm not an experienced GURPs GM.
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>>50160538

That anon is right, but got the notation horribly wrong. Damages in GURPS are written in terms of six-sided dice but with no qualifier, e.g. 3d is three six-sided dice. Armour divisors are the number in brackets after the damage; 3d(2) is three six-sided dice of damage, with the target's armour divided by two.
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>>50160557

That's correct. So if you really want big fireballs, you need to make fireballs cheaper in comparison to other spells.
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>>50160516
RPM has damage spells go from Lesser to Greater if they pass their TL's average handheld damage; higher TLs allow more destructive spells without triggering that x3 energy multiplier. You still need more energy for higher damage, but honestly it's a pittance; an external damaging spell like a firebolt deals 6d burn at only 4 energy, which is way more than most TL8 pistols and comparable to a single round from a TL8 rifle (I don't know if it's RAW to allow the Rapid Fire enhancement, but it might be acceptable in your game).

Symbol/Syntactic magic has rough guidelines for base effectiveness for damage. IIRC, a basic spell is enough to change the target's point total by +/-10 points or deal/heal 1d damage; if you want to make mages mroe blasty, up the base level of damage to 2d, 3d, 5d, etc.

Innate Attacks are fairly cheap for what they do, and unlike guns, they can't really be taken away or broken. This makes magic-as-power (including systems like Sorcery) viable against guns in a lot of ways.

I still think that doing damage with magic is a waste of the mage's time. They can do damn near *anything*, why are they competing with the Commando for raw damage instead of doing something no one else can do (or at least do with the ease and style of a mage)? Info spells, invisiblity charms, AoE mental stuns, FUCKING FLIGHT, etc. If damage is what you want, focus on AoEs because it's what a lot of magic systems does very easily. For example, a 15-energy RPM ritual would deal 12d-3 burn to everything within a 5-yard radius, which is DAMN GOOD at most TLs.
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>>50160516
If all you want is fireballs, just buy innate attack and slap magic modifier on it.
And petty sure you can make decent blastmage with Sorcery while also having some degree of improvisation.
Personally, I just don't see the appeal considering all the cool stuff you can do with magic that is not possible with tech.
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>>50160679
>I still think that doing damage with magic is a waste of the mage's time.

That's really personal opinion and something that actually kinda irks me in a lot of games. Sometimes I'd like to shoot a motherfucker with a magical laser and be the damage guy rather than going 'Look at all my fancy tricks to sidestep that'.
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>>50160679
>I still think that doing damage with magic is a waste of the mage's time.
Yes, this is an opinion, founded on niche protection. But there's no need for GURPS to protect that niche systematically, insofar as to make it a rigid system feature (hello, GURPS Magic), since it has to account for games where the GM and players want the magic guy to be the main damage guy of the game. Anon wants a game like that and asked for our help, we shouldn't be the ones to tell him not to.

>>50160446
You could consider using all of the 'make guns suck' cinematic options as well, and a general toning down of firearm damage. You don't need to touch up the magic systems too much, since a magic bolt will kill people just fine, but at least now it's not sub-par compared to a gun. I'd still recommend using a different magic system, but Magic will be usable with those modifications.
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>>50160734
If you wan't to make a magic system that's just lasers, make a magic system that's just lasers. If the magic system can do something other than lasers and non-magic weapons are still viable, then taking lasers will be seen as a waste because there are so many cool non-laser things magic can do (plus lasers are a hard way to do an easy task; why connect your astral soul to the elemental plane of fire and bind a flame sprite to your will when you can just strike a match?).

Basically, just take Innate Attack. Nearly every written magic system is GURPS focuses on versatility and utility over being a bigger gun, and while there are the solutions presented above are somewhat effective, their bandaids at best. Innate Attacks are preddy gubb at raw damage and an efficient use of points. Burning Attack 6d (Explosive, +50%) [45] + Burning Attack 3d (Malediction III, +200%; Alternate Ability, x1/5) [9] + Ignition [1] is a 55-point package that lets you throw powerful explosions, melt basically anyone you can see, and call upon a small flame for utility purposes. Those 55 points *could* be put in Guns, but guns have weaknesses that Innate Attack lacks (they can't be confiscated, lost, stolen, or destroyed, they don't run out of ammo, they cost $0, and you have your Innate Attacks with you in every situation where a gun would stand out/be inappropriate).
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>>50148978
>Wall gun squibs
Jesus Christ. That's gonna be a bitch to clean

Glad to hear the game is going strong; always good to hear an update on it.

I wish your gm would post more session recaps. He doesn't really update his WordPress much on the regular does he?
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>>50161018

I dunno if tuning down guns actually solve the problem. The problem with magic compared to guns is
>magic is slower to cast
>usually costs fatigue
>the caster must invest more into his spell to beat defenses than the gunner need to invest in guns

Guns are an easy skill and can usually match contemporary armors. Magic tends to be much more point costly regardless of system (on the plus side, depending on the system you get much more out of your investment, so direct damage can be viewed as just lesser aspect of the investment).

The big problem though is beating the defenses of your opponents. You need to beat their dodge and their armor. Guns are pretty good at this. Spells can sort of beat the dodge part since they got aoe:s often, but you usually hit a wall where you just need to invest a shitton to get past the DR.

Because of this, I think the best solution is to adjust the scale of damage spells, not the scale of guns.
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>>50164041
You've got some options for DR.

Large area damage, from things like explosive fireball, are going to average Torso and lowest DR area. People with full body armor are a challenge to deal with, but that's also true even if you have a gun. Explosive Fireball also can't be dodged so easilly.

Energy reserve and doubling damage for Indirect magic spells can be a neat design switch. It really rewards people patient enough to charge up and throw a powerful blast in the Basic magic as skills system.

RPM, of course, deals with this by making damage equal to a contemporary gun a Lesser effect, and giving a big boost to damage for Interdict spells, while Direct spells simply ignore DR.
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>>50164542
>Large area damage, from things like explosive fireball, are going to average Torso and lowest DR area.
this reminds me of something, although it's a little unrelated to what you're talking about

basically, i'm curious - why do explosions (b414) use different rules for damage to large area injury (400)?
the way it's written, all damage from explosive attacks give the target their full torso DR, whereas it's also written that area of effect, cone and explosive attacks give the target the average of their torso DR and least protected area.
there's an obvious conflict here, of course.

is this just a massive goof up on the part of the writers, or is there something weird i'm missing?
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>>50151086
>While it's easy to make gurps work for something, it generally won't have that unique feature that plays to a style or theme.
Depends heavily on what the "unique feature" is. Dogs in the Vineyard, for instance, has a unique feature (dice pool-based betting system) that wouldn't work in GURPS. D&D, 40k, and Shadowrun all would work quite well in GURPS with minimal loss of tone that comes from "unique features," since GURPS does D&D, 40k, and SR better than any of their respective systems.

>Are there any systems that you prefer to use over gurps for those reasons?
>Are there other reasons you choose to use something else?
I like to use fringe systems for fringe games, such as Nechronica and MAID. Outside of that, no, not really. GURPS does pretty much everything that I want it to. When it doesn't, it's usually because I read some system that's far and away from normal games (see MAID).
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What would be the best skill to use for ropemaking? A Professional Skill?
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So I made some Combat Cards to cover more advanced maneuvers like the 3e combat cards did. Tell me what you think, anything I missed . https://docs.google.com/document/d/1QreUn1JDNCUoioTTr71w8LXelsiq9pU5dgH0E9MFN-I/edit?usp=sharing
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>>50165402
Huh, I don't know. I always treat explosions as Large Area Injury, not torso.
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>>50165503
That's a good base assumption. I don't know enough about ropemaking to make an educated guess one way or another, and there aren't any rules explicitly about ropemaking in Low-Tech Companion 3.
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>>50165503
An easy profession skill, I suppose? You could use the same skill you'd use for weaving, they are quite comparable.

Producing rope is very labor intensive with low tech equipment, and the length of rope is limited by how much weather-proof space you can clear. By the early modern period ropewalks were the longest buildings in the world.
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>>50166468
That's hardcore as fuck.
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New to GURPS here. How do I make a magic weapon? How to determine it's cost in CP?
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Gahhh session 0 is this Thursday and I don't have any of the prepwork I wanted to do completed.

/gurpsgen/, what music do you recommend as I try to marathon through this? The setting is basically Wild West + Samurai, and the tone is DF-level cinematic (in fact I'm using DF for the base). I've got to finish up A) writing out the clans as DF guilds, B) translating the various sword, gun, and courtier styles to DF equivalents, C) finalizing my basic intro guide for the templates, and D) figuring out a couple of miscelaneous things.
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>>50166969
First, check with your GM to see what rules he's using for magic. If he's using a magic system, you can normally just pay for it with cash or buy it as Signature Gear.

If you have to build it as an advantage, there are a couple options
1) Use Innate Attack with the ST-Based enhancement (adds sw/thr damage), and the Melee and Gadget Limitations. Some magic sword also have a follow-up attack (e.g. a flaming sword would need to be bought as three attacks -- one to represent the sword's cutting attack, one for it's impaling attack, and one for the flames that follow up either attack). If this sounds like too much, check out page 115 of GURPS: Thaumatology. It has an example magic sword built as an advantage.
2) Read "Natural Weapons" from Pyramid #3/65 Alternate GURPS III. In my opinion, its approach to muscle-powered special attacks as advantages is a LOT simpler and straighforward.
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>>50165680
looks okay; some basic formatting complaints (your font has bad kerning. Bullet point out the important points. Color code the various groups of all out atk/def/do nothing/concentrate etc.)
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>>50167048
Civ 6 soundtrack
Or some electroswing
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>>50167185
Yeah I'm not good at the kind of organizing and making thing look nice so it's a bit rough. The bullet points are a good idea thanks for that, I was already planning on color coding it based on how the normal combat cards did it. I'm hoping to get one of my visual design oriented friends to give me a hand sprucing it up. Thanks for the feedback.
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>>50163594
>I wish your gm would post more session recaps
Working on that. Combination of job hunting, toddler wrangling and good old writers block

And thanks man, good to hear the blog does something :) Did you pick it up on the GURPSday thursday block?
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Your GM proposes a new campaign. As you peer over the required traits for each character, you note "Erotic Art-20" among them.

What do you make of this?
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>>50167932
>requiring any one particular skill at 20
Now that's just stupid.
Especially considering that Sex Appeal is more useful overall.
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>>50167932
>Dave, youre blueballing again, arent you?
>we talked about this. What happened to susan? she was nice
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>>50167048
I got a sesh coming up this thursday too and I should probably do some more planning. Here's some music https://www.youtube.com/watch?v=IUVmcKcTZ4A
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Does learning a skill listed as an Enthrallment ability actually require Enthrallment?
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>>50168203
yes; Re-read the skill and the subskills.
Each is a separate skill, and Persuade is the pre-req for the others
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>>50168242
You're giving me two answers anon. Is Enthrallment a pre-req for any of the abilities. Do I /need/ to know it. It's unclear.

I'm sure it's yes, but I just want to be clear.
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>>50168608
yes
You Buy enthrallment (requires Charisma 1 and Public speaking 12+)
Then you buy Persuede, the first specialized skill
Then you can buy the others.

Think of it as a spell list tree
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>>50168630
Alright. Thanks man.
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>>50168648
Sie sind willkommen, Kind
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>>50167932
I'd be honestly pretty curious, but I have outright done ERP before. I'm just surprised at the idea of doing it in GURPS.
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>>50166969

Different magic systems have different rules for magic weaponry.

The absolutely simplest way though is by using the gadget enhancements in Basic Set and slapping a magic -10% modifier on the gadget.
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What are the major advantages and disadvantages of the 45th President, /gurpsgen/?
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>>50171050
A buttload of delusions, high acting, low administration/accounting/merchant/trading.
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>>50171050

>IQ 8
>Lecherous (6)
>Delusion (literally everything)
>Megalomania (6)
>Wealth (Multi-millionaire)
>Independent Income
>Super Luck
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>>50171050
Well, considering he's a lecher, got lucky more times than he should have financially, is a delusional egotist, and has plans that can't possibly be feasableduring his presidancy without major backlash...

Look to the bard class. He certainly loves the sound of his own voice.
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https://www.youtube.com/watch?v=i9Km5KaeO7I
Flintlock revolver rifle. Year 1820, so middle TL5, but before magazines were invented.

I'd say 10 seconds to load each chamber (5 with paper cartridge) and about 5-10 seconds to load powder in this ignition thingy.
About 2 seconds to ready between shots.

More general question, if smokeless powder wasn't invented, would firearms development change too much?
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>>50171810
Most self loading weapons would not work. Lots of revolvers and manual action weapons.

Military use might go to coilgun MGs and heavy cannons beside gatlings
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>>50172013
they already had plans to, so not a bad leap of logic
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Thinking of doing a Metal Gear-inspired off-the-wall military espionage game, I'm new to GURPS but I like the look of the system.

So far I've been reading through the core books - I've also got High Tech and Martial Arts, I found a Special Ops book but it's for 3E. Is there an equivalent for 4E that I've been unable to find, or if not, how compatible is 3E with 4E?
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>>50174651
Never taken a look at SpecOps, but in general there are a couple things to keep in mind about converting 3e to 4e.

1) Fluff needs no conversion. A lot of what made 3e splatbooks so kickass was the background information, not necessarily the numbers; books for fictional settings/scenarios would have solid worldbuidling, and books about real-life setting/scenarios were incredibly well-researched and showed attention to detail (for the most part; e.g. GURPS: Japan has a very James Clavell's "Shogun" feeling to it, but I let it slide because it's a 30-year-old book by this point, and in 1988 not just shoving ninjas everything Japan-related was the height of research and progressive attitudes). There's a good chance you don't have to convert *anything* from 3e Special Operations, because all the useful/cool stuff (how missions are structured, logistic information, etc.) isn't part of the mechanics.

2) Most of it has been covered by a 4e book. All the gear in SpecOps should be reproduced and updated in 4e's High-Tech book.

3) If you end up needing to convert characters, templates, monsters, etc., SJGames put out a free 3e>4e conversion PDF. Check the Mega or get it legit from e23.

If this is your first time with GURPS, just put Martial Arts to the side. No, seriously. It's a great book and I love using it, but your focus right now should be on getting the game up and running in the first place. Martial Arts adds a lot of detail to a game and may very well break your players' collective will. The Basic Set on its own is enough to run MGS. High-Tech is a safe addition, as it's basically just gear. If you look at anything else, take a look at Action. It's meant to help GURPS GMs emulate cinematic movie action, which MGS shares a tone with. It simplifies a lot of complex things, gives a starting point for characters (templates are a GODSEND), and in general is a useful addition.
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>>50165503
I let Knot Tying work for making rope as well, since it's a pretty specific skill otherwise and few people who work with rope are incapable of making it.
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So... what happened to vehicular anon? Or did anyone add anything else to it?

In other news, finally got the Stats for UT armor creation on Pyramid 3-96, but... How do I make a flexible laser-resistant armor? Everyone gets only third of the DR for burning damage.
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What would be the best collection of disadvantages to simulate being "Trigger Happy?"
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>>50176624
Impulsiveness with a limmitation, maybe?
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>>50176624
Impulsiveness
Obsession/quirk(gunlover)
On the edge
Daredevil
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The author of the "High-Tech" supplement owns a blog where he periodically writes play-by-play examples of shootouts from movies and television series in GURPS terms.

His most recent example is from the movie "Street Kings". Within it is a set of actions that slightly puzzle me in how they are supposed to fit within GURPS' rules.

Below is the link to the scene being described. There are, of course, spoilers, so do not venture to the webpage if you have not seen the work of fiction in question.

https://shootingdiceblog.wordpress.com/2016/11/03/tactical-shooting-street-kings/#more-1456

Now, i'm going to paste the turn that has confused me below, but with completely different character names in place of the actual character names in order to avoid exposing too much.

"15th Second: Theodore takes an Attack manoeuvre and pushes the fridge with both hands another step towards Rodrigo and tries to grapple (p. B370) him between the fridge and the wall; DX roll. Theodore succeeds and Rodrigo fails his Dodge roll. He is grappled. Rodrigo takes an Attack manoeuvre to Break Free (p. B371). This requires a Quick Contest of Theodore’s ST+10 against Rodrigo's ST. Theodore wins and Rodrigo remains grappled."

Is this rules legal? The only reference I could find is on Page 370 of Campaigns ("Roll against basic DX or a grappling skill to hit."). At present, I have no real clue as to where in the rules it states that Rodrigo, who is smushed between the refrigerator and wall, has to beat the other man's ST plus 10.
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>>50167985

Sex Appeal gets your foot in the door, but Erotic Art is what you use to "razzle and dazzle" them.
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>>50176882
IIRC, Basic Set, under Actions to Do When Grappled (or something like that). Breaking out of a regular grapple is just a quick context, but once you're pinned, it's much harder to break free and the pinner gets +10 to their rolls.
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>>50176935
Seconding this.
Dude rolls to hit with the fridge for a grapple and succeeds.
The gm treats it as a pin, so when the guy on his turn tries to break free,thats why it's the roll vs a +10.
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>>50177060

In addition to a straight DX roll, I would also allow Sports (Football) and Sumo Wrestling.
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Which magic system is the most able to mimic Dishonored's magic?
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>>50177934
Sorcery would be my first impulse. Make each of the Outsider's gifts a discreet power.

>>50177060
Pin Under Heavy Object is a damn cool option. I like that idea.

>>50176911

Would an Erotic Art roll allow you to improve a Reaction Roll? Or just directly improve someone's disposition to you? Would you take a penalty for improvised tools?
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How do I stat drop bears? No, really. I am new to this game and want to stat up some vicious wildlife for an upcoming somewhat light hearted campaign. I wanted a creature that would creep along the forest canopy or wait, and drop on top of the PCs when they least expect it. Would I just use brachiator and make them sneaky, or is there a better way to do it?
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>>50178466
I'd say stealthy. They don't quite need brachiator..

You could go with Chameleon, allowing their fur to blend with surroundings and camouflage themselves. The Drop is an All Out Attack Charge using the Pounce rules. They land on a target and tear into it savagely, while trying to knock it down.

Maybe SM -2, ST 10, HP 12 to reflect the density and evil might of the bastards.

Add mild poison to the bite to reflect that they also eat eycluptus and it infuses their saliva.
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When you make state of the art wunderwaffe from the future, you might as well make it literal piece of art, I guess. It's not like buyer is concerning about money anyway.
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>>50179331
Accord to Low Tech you get about 2d pi+ out of something like that.

It also has a reload time of (10). I'm not sure how that gets shaved down by Quick Draw Ammo and prepared ammo, or if that assumes prepared ammo.

Anybody know?
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Where in Ritual Path Magic does it explain damage enhancements?

I mean, I saw pic related but I can't find anything other than the aforementioned cutting.
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>>50180040
The damage types are covered in the core book. I suppose the damage multiplier are vs normal targets, so CUT is x1.5, IMP is x2, PI ranges from .5 to 2, ect.

That's just extrapolating from what it says there, though. I don't know if I'm right about what it means.
>>
>>50180021
As far as I understand, Henry's carbine didn't use any cartridges. It was more like this https://www.youtube.com/watch?v=5ODhQmE2OqY but worse.

As for this gun, judging by sights and hyper-sensitive trigger, it was build for precision shooting rather than just fast-loading.
>>
>>50180040
Those are just attack enhancements from the Basic Set, bruh.
>>
>>50180116
>>50180225
Thanks guys
>>
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Assume the fantastical. Massive sharpened hunk of raw magnesium slung like a blade. It's set on fire and used at full bright burn. What kind of damage would you imagine for that?
>>
>>50182048
cr with linked 2d burn.
But desu if it's real fantastical, just go with a regular sword that's been enchanted.
>>
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>>50182048

1d+2 Burning follow up, but the Mg blade counts as Cheap and has 1/2 weight of a comparable steel weapon, and thus less HP.

At least, that sounds good to me.
>>
Been a while since Ive statted up a non-combat NPC.
Rusty as hell
>>
>>50182320
A magnesium blade could be made with magic, but would still work as a flaming blade in a low or no mana area. I can see it being used in such areas against creatures who are vulnerable to fire or who regenerate unless their wounds are cauterized.
>>
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Crossposting
>>50184865
I'm looking for players for a possible weekly game on friday nights, -7GMT
>>
>>50184872
>4h to 8h local time
rip hopes and dreams.
>>
>>50184912
Ah yeah man, Friday nights in North America :/
>>
>>50184872
I'm interested. What's the required reading, and will it be voice or text (or both)? I'd like to participate in a session 0.
>>
>>50185163
Passing familiarity with Stargate the Movie or TV show a plus; Passing familiarity with The Victorian era as a setting also a plus.
I'd say rewatch Stargate (again, movie or TV) and maybe The League of Extraordinary Gentlemen, Zulu, or the like for inspiration.

Likely a text game, Voice is a possibility tho if enough folks demand it
>>
>>50185247
I've watched all of stargate, every series. Still haven't gotten around to watching the movie. I've never actually Gurps or finished the book. I've read Gurps lite.
>>
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>>50185349
Well, that likely just means a bit of handholding on Session 0 with character generation (not an issue) and streamlining of the character itself for play (also, not an issue)

Takes less than a session to grasp "Roll 3d6 for anything, otherwise ask the GM"
>>
>>50184872
>>50184872

Well I love your games. Do you like the idea of a rough dragoon with the skills to survive in the wilds or a Florence Nightingale inspired field nurse with a gift for languages?
>>
Has anyone had experience with people using Zen Archery/Marksmanship in their games? It seems a little expensive for what it gives, especially when you consider that you need it at 20 to eat the -10 for not concentrating and getting a 50/50 chance to possibly get some benefit if you want to aim as well. Unless I'm misunderstanding something, an aim loses its effectiveness if you wait an extra turn, and you have to concentrate all the way up to your action for the chi skills.
>>
>>50187168
I like the sound of either! Hit me up on Roll20 or Skype for more dets. Keep in mind theres going to be an in-setting translator of sorts, so dont go overdoing it with Polygot advantages :D
And thank you for the compliment!
>>
>>50187543
>It seems a little expensive for what it gives
Unlike most chi skills such as Power Blow, it has actual use on low skill levels, unlike Power Blow etc - you can use it to snipe extremely far-away targets, which in most cases allows you to take time. And I don't see any indication that you can't aim after Zen Archery/Marksmanship roll.
>>
>>50187677
The only reason I say that is because it seems like you have to continuously concentrate on chi skills in general; otherwise it's just a hyped-down Requires Prep and you could walk around all day with your fist clenched into a Power Blow waiting to sock the first mother fucker who makes fun of your dojo.

As a counterpoint to the other chi skills though, this one being based on IQ means you can't just buy up Will for days and get the benefits of high will, power blow, breaking blow, auto blow, etc etc all at once.
>>
>>50187711
It is stated in Power Blow that you make a roll during attack.
>>
>>50187783
So wait, would that mean that for Zen Archery you can keep retrying until you get a success? Because it doesn't have that language in the skill description. Otherwise, the example is switched but is still valid; concentrate for a minute on zen archery and blow your load when you need it, which is silly. It seems like things ought to be consistent between skills.
>>
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Am I reading this right? This makes me feel like shotguns are garbage, especially since they're pi-.
>>
>>50188298
t. demon from the example
>>
>>50188328
Even a flak vest has a DR 7. Buckshot literally can't pierce a flak vest?
>>
>>50188341
I guess so. I've never used a shotgun yo shoot anyone in a flak vest in real life though, so I can't say for sure.
>>
>>50188341
In real life? Yes. Buckshot has GARBAGE penetration in real life.
>>
>>50188298
When in close quarters, shotguns do Pi++ damage, according to Tactical Shooting.
>>
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>>50188438
True dat. They're multiplied up for penetrating power in CC. At 1/10 range you multiply out DR of target and the gun by a division of the rof. This represents unideal spread if the projectile, and small lead pellets hitting in a small space.

So yeah, shotguns have bad penetrative power against DR. Logical.
>>
>>50188653
I feel like it's kind of weird how close range interacts with the pellets? For example, if you fire a single shell at 8 yards and get 6 degrees of success you do more damage than the same roll at point blank.
>>
>>50188777
Let's assume no armour.

6 degrees of success is 7d+7pi damage at range
Close quarters is 4d+4pi++

6 degrees averages at 31 damage
Close quarters averages at 36 damage

You are incorrect, anon.
>>
>>50188871
>>50188777
Also, each individual pellet checks against DR
While the CC hit checks against the modified values.
>>
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>>50187641
woo, wuite a few hits! ~4 potential players so fdar, but some may not be able to do the time slot.

hit me up peeps! Session 0 tomorrow!
>>
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>>50188298

Buckshot actually deals pi damage, not pi-, by default. There sould be errata somewhere that rectifies this mistake in the Characters book.
>>
>>50190853

should*
>>
>>50190853

Now, if you're seeking penetrative power from a shotgun, use rifled slugs, armor-piercing hardcore slugs, or armor-piercing discarding sabot slugs.

All of these rounds can be found in the "High-Tech" supplement.
>>
>>50188653
They do really good for shots around armor. If someone skimps on arm or leg armor you can shotgun them down pretty fast.
>>
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>>50190929
>Dmitrys
>not a porn image
>>
>>50190681
I'm not the most familiar with roll20; how do I contact you there?
>>
>>50191748
https://app.roll20.net/users/868100/balthazarr-the-mad

Should let you send a message to the GM
>>
Holy tits. A whole bunch of people jumping onboard :)

Session zero is Nov 11, 20h, -7gmt/mountain time
>>
Someone said a few threads ago that you get "extra ST" for archery if you have a high enough skill, so, where can i find these rules?
>>
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>>50192227
Strongbow perk from Martial Arts
>>
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I can't seem to find any rules for drawing two weapons at once.

I've got Ambidexterity, I've got the Dual-Weapon Attack technique, I can find everything related to wielding two weapons in combat, but there seems to be nothing about how to handle readying them. Fast-Draw seems to cover drawing one thing at a time only and I'm unsure if I can fast draw one and regular draw the other on the same turn.

The character concept is someone that fights like Blackbeard: Fast-Draw two TL 4 or so pistols, fire both (dual weapon attack or Extra Attack) in one turn, drop them, and then Fast-Draw two fresh ones. However, that seems to be impossible, in the Basic Set at least. Are there any books I should look into that can help or did I miss something obvious?
>>
>>50192703
>rules for drawing two weapons at once.
MA103.
>>
>>50192717
Thanks.
>>
>>50192602
thanks anon
>>
A bit late for this thread, but lets try anyway.

I've got a problem with my players. Even if the game is NOT cinematic nor makes use of cinematic rules, he constantly acts as if this was wuxia game. Now I don't want to kill him, but I have no idea how to handle him or what should I advice him to change in his character so I wouldn't have to ignore rules half of the time just to not kill him by random mook
>>
>>50196991
Just talk to him and tell him the truth. Don't try to rub it in his face or be annoying about it. Just say that you feel like your styles are mismatched and you'd appreciate it if he could make an effort to match the rest of the group.
>>
>>50196991
>>50197012
Yeha seconding this; when in doubt, TALK. Just, plain words, no ego. "I dont think you and I are on the same page as to what game I'm running and You're playing. "
>>
>>50197012
>>50197066
Step 0 in resolving all GM-player, GM-GM, and player-player issues/conflicts: Talk with them openly and honestly. Treat them as adults, and hopefully you'll be treated in kind back (people usually have a harder time being assholes if you're nice and respectful). If that fails, step back and think about why before acting upon anything. If you can find a fault on your end, correct it and try again. If the fault is on their end and, after pointing it out, perhaps with help from another player giving perspective, they won't change or refuse to accept it, it might be time to consider taking action that doesn't burn bridges.
>>
>>50132170
>>50132170
I'm going to be running an Animorphs campaign, but I'm planning to surprise my players with it. I'm going to tell them that it will be a slice of life teenage drama game. How many points should I give them for initial character creation if we're doing "realistic" teens?
>>
>>50198095
50/-10 should be more than enough, especially if you force them to spend at least 30 on attributes.
>>
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/gurpsgen/, I'm trying to run a Dwarf Fortress campaign. What manuals/supplements I need?

Expecially trading, managing a settlement, random-generating things...
>>
>>50198175

For random generation, there's Dungeon Fantasy supplements I guess. As for trading and managing settlements, there's low-tech and social engineering.

I guess you might want to look outside GURPS for some of your random-generating tables though. Perhaps some other system has some really fun ones.
>>
>>50198175
Boardroom and Curia for management, Mass Combat for managing a militia (Hah!), low tech for all the fun tech and metallurgy, and perhaps City Stats so you can have a comprehensive settlement. You can do the entire thing with just the basic set, but it depends on what you are going for. Nothing wrong with actually using Dwarf Fortress itself to randomly generate things and statting them appropriately.
>>
watch out for oldschool carp.
>>
>>50197012
>>50197066
>>50197153
But anons, I've already had a talki with him about it.
Twice.
And he, in fact, toned down his tendencies, especially after the second time. But it's still there and he still tries to just punch his way through, often in situations where everyone else present is fully aware he's greatly overestimating his chances.

Thus I'm asking for mechanical aid, because the effectivness of having the talk was medium.
>>
294 posts... I guess I will just wait for next thread then.
>>
>>50198892
Targeted nerfing of a character is snippy and passive aggressive. Get over it.
>>
>>50198930
Anon, we are talking about a guy that charges with bare fists against guys in full plate and then instead at least trying to wrestle them down or break their limbs, starts to punch them.
So I'm not sure what you mean by "targeted nerfing" here.
>>
>>50198947
On mechanical level you can't do a thing. But maybe try this:
Simply let his character die.
>>
>>50198947
Try dealing with it IC. Have a more experienced fighter explain to him the best way to take on heavily armored foes. If you want to keep it fun for him, try to mix in unarmored enemies with armored ones. The martial artist can try to take down the unarmored ones while being unable to do much damage to armored ones, then learn new tactics to deal with heavily armored opponents.
>>
>>50198968
This.
Sometimes you really just need to let people kill their characters for them to fully grasp the situation.

Also, new thread when?
>>
>>50199623
When you make it.
>>
Working on a Taisho/Meiji japan Persona style game, in the vein of Persona 2. Some questions:

>Is the Japan book a good resource? I've heard bad things, I think.
>What's the best archive of player-made spells for Ritual Path Magic (the monster hunters one)
>Any good weird japanese authors from the pre-WWII period in japan? Works set in that time also worth looking at?
>>
>>50152323
I can't find these rules, F3 "side presentation" and "side-presentation" doesn't give me anything, nor i could find it reading through those 52 pages, i may have missed something or i'm reading the wrong pdf(martial arts gladiators)
>>
>>50201620
Nah, that's the one. It's under Focused Defense on page 21. Sorry I spaced on the name, but in my defense, "Focused Defense" isn't an acurate decription of the mechanic or what it represents.

>>50201046
GURPS: Japan isn't *bad*, it's just a little themepark-y; it lacks some of the depth other GURPS books are known for and relies on broad generalizations (with a handful of 1980s pop-culture "factoids" scattered throughout), but unless you or your players have studied feudal Japan at the academic or professional level, you won't be able to tell the difference.

Sorry, don't have much to contribute for your other two points. IIRC, there's a fanwork floating around that was an attempt to rewrite *ALL* of Magic as RPM rituals, but no clue where it is or if it's completed (I'd wager it's dead, simply because that sounds like an insanely long-term project that everyone starts but no one finishes).
>>
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Has anyone ever tried converting 2300AD to GURPS?
>>
>>50202486
Dunno, but it feels like it would be in the same boat as a Yiddish translation of the core books...
>>
>>50203183
They did a Traveler conversion for GURPS, so I just figured they'd do Traveler's sister game as well.
>>
>>50203276
I don't think they did. There is a fan-made conversion, however. At least for GURPS 3e. IT can be found with the rest of the GURPS 3e Traveller books in the mega archive.
>>
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Working in progress for a character for >>50184872

Soliciting opinions.
>>
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>>50203900
>Bad Girl
>Clever Girl
>Good girl
>Dangerous girl

W-why....why havent I dont this yet, myself?
>>
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>>50204024
You are probably a grown ass man in real life who is reluctant to make believe as a hot chick with other grown ass men or do you?
>>
>>50204024
I like it when a sheet tells a story.

>>50203900
Get Combat Reflexes if you can. More points in Fast Talk would likely help. Upgrade that knife to Fine.
>>
>>50203900
>S&W Model 3 Russian
>Shots: 1
What?
>>
>>50204704
Must be a mistake in the High Tech library for CGS. The S&W Model 3 Russian has a six round cylinder.
>>
I wanted to "give back" to our tight-knit GURPS community, so I went ahead and created a Dual Wielding guide to accompany the guides on Shotguns and Fencing which I have seen floating around here.

Now, if someone could inform me about any other rules which are central to dual-wielding or even just helpful towards facilitating this combatant playstyle (should either of them exist, of course), I would appreciate the gesture.

In the next iteration of this guide/chart, I may include more rules specific to dual-wielders of firearms...or I might just create a separate guide for them altogether.
>>
>>50205014
Thanks buddy. Make sure to repost this in the next thread, this one is sinking, but that's a good resource.
>>
>>50205014
condense the dead space by a factor of 10 dude, it's too big. if you're worried about moving things around, use an image editor with layers.
>>
>>50203900
>Cosseite
wat
>>
>>50205189

Extra space was left in for minor future expansion. Turns out that it came in handy!

>>50205165

Affirmative. The next version i'll upload will feature additions that initially slipped my mind.
Thread posts: 320
Thread images: 76


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