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/gurpsgen/ for gurps fags

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Old Thread:
>>51702978

New Thread:
Here
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bump cuz page 4
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>>51802560
Always bump with CONTENT dude, otherwise you're just being desperate.

So I my newest game, it's the Firefly 'Verse

To accommodate the in universe wealth disparity, I'm using a modified version of the After the End rules. Everything has the same costs up to TL6, then there's a flat doubling of gurp$ per TL increase.
This ensures the highest tech is quite valuable, while encouraging smart use of lower tech.

As well, the players (especially one) are keen on seeing space guns that look like the old ones, much like how in the show there were real world props about. The modifier I cooked up for that is
>Push TL up 2, to a maximum of 10
>Add an armor divisor (2)
>Drop damage type a step on the Pi scale
>Add a battery
>Quadruple ammo capacity in the mag/drum (representing Gauss stacks)
>Add smart electronics if they were absent (basic set bonuses, +1 to most things)

Thoughts?
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>>51802867
Sounds about right, though it's been a while since I was a browncoat. You using LC to manipulate the prices too?

How's ship building working for you?
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>>51802867
If you are going to put them in player's hands you might want to figure out a cost. I'm going to guess lots.

>>51802359

>For GURPS fags

In most settings it's just a -1 Reputation, recognized about 1/2 the time and effecting about half of people.

In others you go to full on Social Stigma (Minority Group), of course.

In truly egalitarian societies you could just treat sexuality as a quirk.

Real min-maxes are either bisexual for maximum chances to get Allies and Contacts, or Asexual to minimize vulnerability to seduction.
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>>51805319
>>51803949
Both rules interact
So take a 250$ tl7 gun

Space teching it makes it TL9

So base price is 250, x8 for the TL difference, 2000$
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>>51807959
simple but good. Not a bad way to do it.

Hard to justify the extra cost if armor isn't common.
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>>51808663
Yeah and on that note, mostly limited to the Alliance military, so you won't see it much in play. Kinda like a real western, guns ruled the day as a defacto trump.
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>>51808780
I mean to say, ARMOR of the type that can stop bullets tends to be in the hands of the military. Failed to type my full thought.
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>>51805319
>>For GURPS fags
>In most settings it's just a -1 Reputation, recognized about 1/2 the time and effecting about half of people.
>In others you go to full on Social Stigma (Minority Group), of course.
>In truly egalitarian societies you could just treat sexuality as a quirk.
>Real min-maxes are either bisexual for maximum chances to get Allies and Contacts, or Asexual to minimize vulnerability to seduction.

A+ post.
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Okay, I have 145/50 to spend. How do I make a sharpshooter gunslinguer that will never miss a shot? Should I buy Extra Attack? Should I buy it twice?
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>>51809218
>How do I make a sharpshooter gunslinguer that will never miss a shot?
Piercing innate attack with No Roll Required and No Active Defense Allowed, both from Power-Ups Enhancements.
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>>51798375
Obscure (Memory) from Pyramid #3/97 Strange Powers in the article "Mask of Humanity." An earlier issue handled it with Zeroed and a +300% Cosmic enhancement to keep it "active."
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>>51809279
Neat solution. Obviously for a powered up game though, right?
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>>51809279
And how much would it cost? I'm a new player, so I'm kind of lost here. Can I link this ability to a revolver, or to the limitation of having to use a gun?
Also we may find alien guns in our game, so I hope to use it's abilities.
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>>51809218
Super Luck (One Skill Only, -80%) [20] lets you dictate the results of your attack roll; as long as your final skill level is 3 or higher, you will not only succeed but critically succeed.
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>>51809413
>>51809454
A 3d Pi+ attack is a base of 18 points before modifiers. So it's a nice investment
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>>51809508
Yeah but it is limited to once a hour, no? My GM really likes combat, so it's a huge drawback for me.
Shouldn't I be better buying Extra Attack and simply trying again if I miss while also having the possibility of shooting two targets at once?
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Planning on running a pirate game using Swashbuckler, and I am wondering if there are any other books I should look at for sea travel, sea combat, and honestly any advice on how to make players who do not want to use swords to be included since Swashbuckler stresses sword combat and I've explained how it makes anything else not as good.

DESU This is the first GURPS game I am running, so any advice for that is also helpful, but I've been pretty thorough with the Basic Set and feel like I have it down pretty well.
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>>51809615
A great point.
Is it a better investment to have more attacks, or a single attack that is guaranteed to hit with a cool down?

I say, WHY NOT BOTH?!
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How do I make a rain dance ability? No damage, no nothing, just rain. Duration and affected area may vary.
Seriously guys I need this.
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>>51809427
Yes.

>>51809454
Pic related. Its actual cost should be [65] for a 9mm Auto Pistol from B278 (Basic Set, pg. 278). Very expensive advantage.

A more serious answer would be to get Gunslinger from High-Tech or Gun Fu and invest 16~24 points in Guns (Pistols). Then buy up Targeted Attack (Guns (Pistol) Shoot/Skull). It's found on MA68 (Martial Arts, pg. 68). You'll have a skill level of 15 to 17 base, +2 for your pistol's accuracy, and be shooting at the skull with out -3 (if the targeted attach technique is bought up fully). At 60~ points invested, that is, Gunslinger, Pistols DX+7, and TA (Pistols Shoot/Skull), you'll have 19 to-hit and be able to shoot for the skill with a skill level of 16, meaning you will reliably be popping skulls up to 10 yards away, which gives you a -4 range penalty (SL-12 has 75%~ to succeed). Put some points into fast-draw and get combat reflexes and luck. The rest is gravy.
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>>51809625
Of you need suggestions nerfing guns?
>Unreliable powder
>Unreliable weapons
>Don't allow gunslinger
>Over enforce gun handling rules
>Over enforce gun maintenance
>Oversaturate melee encounter distances
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>>51809649
I guess you're right, I really like the badass gunslinger cowboy archetype, quickly hitting multiple targets with a revolver. I will see what I can do. I guess it shouldn't be a problem, as it is the only thing I really care about for my character.
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>>51809663
Control (Precipitation), P90-92.
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>>51809712
Don't become a one trick pony though. Have backup skills and talents after that complement you when KILLIN isn't the best answer.
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>>51809712
The Tough Guy talent goes great with stone cold killers and gives you out-of-combat utility. It's in Power-Ups Talents. You could also go for something like Stalker, or Crafty for a more sociable sort.
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>>51809669

>Unreliable powder

I am definitely going to catch them with this. I have two players, one who is the ships doctor who only uses guns, and the other is playing a character who makes their own grenades.
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>>51809756
Sure, that won't be a problem. I'm more afraid of having lots of abilities I'm not all that good at and not really have anything I'm actually needed for.
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>>51809218
I'm tempted to extrapolate the (admittedly clunky) rules for modifying ST-based damage. Cosmic (No Attack Roll) and Cosmic (No Defense Roll) collectively add +400%. The most damaging pistol in the Basic Set is 3d pi+; that costs 18 points as >>51809600 mentions. Applying the Cosmic suite to that 3d pi+ innate attack would increase the cost by 72 points. In other words, the ability to not miss and not allow defenses against any standard pistol shot is worth roughly 72 points. I say round it up to 75 to keep with the standard GURPS cost pattern of multiples of 5 and throw in some side benefits. Really though, this is a steal, as pistols also have *much* better range than the default Innate Attack and higher RoF, but they do require cash, can be stolen, need to be reloaded, etc. and I'm feeling lazy, so whatever, I'll call it a wash.

As for picking up alien blasters later in the game, do the same thing but with the higher damage values. Until you buy the enhanced version, your PC is not yet familiar enough with the alien tech to shoot so perfectly.

That one powerup will eat up a *huge* portion of your point value, though, so I'd recommend slapping some limitations on it; it's also really powerful and will likely unbalance the game as-is, so yeah, go with limitations. Takes Recharge is great; the 15-second level makes it once per battle in most cases, a perfect ace-in-the-hole/"ult." Takes Extra Time is a runner-up as you will have to aim/charge/whatever your unerring shot, both cutting your DPS and giving *smart* enemies a chance to hide/interrupt. Costs Fatigue and Limited use are both classic as well.
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I'm thinking about running a milsci-fi campaign in the same vein as Halo or Starship Troopers. Mechanics-wise I've got everything down more or less; I mostly intend on starting with GURPS Lite and just adding on from there.

What I need advice on is how to actually do a military-focused game and keep it interesting. Are there any books worth checking out on the matter? Any anecdotes from some helpful anons they'd be willing to share? Anything would help really.
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>>51810059
A series of escalating events, with little to limited backup, sparse ammunition stores, and variety of deployment of mostly static enemy forces.

Reverse comparability with enemy weapons is a must.
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>>51809663
>How do I make a rain dance ability? No damage, no nothing, just rain. Duration and affected area may vary.
>Seriously guys I need this.

>>51809738
>Control (Precipitation), P90-92.

This is why I fucking love GURPS.

Anyways, guys, I got a friend who is willing to do a one on one with me as the GM. I really want to because I want to break her from the vile grip of Pathfinder.

I'm tempted to just suggest some damn Dungeon Fantasy, but that doesn't really sell GURPS at it's best, you know?
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>>51810783
You could try running games you could never do in Pathfinder (fantasy, modern, ancient, murder/mustery, sci-fi, supers, anything fun). Is she interested in anything that isn't medieval high fantasy?
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>>51810783
It gets GURPS's foot in the door, and honestly that's the most important part. From there, you're free to get as GURPSy as you can manage, but starting in familiar territory is very important for first impressions with people that have only played one thing ever.
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>>51810828
On that note, do an established setting from a favorite world. It helps.

I got introduced to the game with an adaption of outlaw Star/ cowboy Bebop. We had anime level adventure and it had a framework to conceptualize around. Very newbie friendly
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>>51810826
>You could try running games you could never do in Pathfinder (fantasy, modern, ancient, murder/mustery, sci-fi, supers, anything fun). Is she interested in anything that isn't medieval high fantasy?

Poking them about it. I tailored a setting to them but they were like...ehhhhhh.

Big fan of DBZ, and I'm tempted to throw it together no matter how much of a headache it would be.

>>51810828
>but starting in familiar territory is very important for first impressions with people that have only played one thing ever.

That's a good point. So far I've been trying to figure out how to show off the flexibility, rather than showing off how much better GURPS is.

Got a reply back that a fish out of water sort of thing would be good, because that way both the character and player would be getting their feet.

Seems like they've played WoD, a game with mage, Vampire, and werewolf

Now I'm semi leaning towards an urban fantasy with the players occasionally wandering into faerie without intending to. Seeing fair folk and needing to avoid being seen, but also needing to interact. Delicate balance.
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>>51809814

I would've thought you needed nothing more than highlighting the egregious reload times early firearms have to advise against exclusively gunfighting characters.

I suppose you can carry several loaded pistols, but there's no way you'd have more guns than enemies even if you managed to land constant kill shots. Someone will inevitably get through and you'll be defenseless.

Let's hope your players don't get pissy when they realize their overly modern mentality doesn't get along very well with the concept of piratical swashbuckling.
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>>51810059
>>51810267


Here's a rundown on how a military game ran for me..

Session 1: Ordered to march 15 kilometers from a forward base to a large hill or small mountain as a reconnaissance in force. We hit minimal resistance and were able to reach the top of the hill, enjoy the view, and call back to the forward base.

Session 2: Ordered to secure the west side of the hill, watch for hostiles and hold pending new orders.Engaged a patrol and drove them off, spotted at least six heavy trucks on the road about a kilometer away. Reported contact.

Session 3: Told to clear a landing field large enough for a helicopter on the hill within the next three hours, call in when finished and mark with blue smoke. Briefly discuss the wisdom of this, as we had previously maintained a comparatively low profile and camouflaged fighting positions.

Orders are orders. We clear some brush and rocks out of a more or less level field, call it in and mark with smoke.. then hold on tight as lots of opposing force are attracted by the activity and we have to fight. Reinforcements arrive by chopper in the form of a weapons squad, 2 81mm mortars and a 7.62mm GPMG.

They set up higher on the hill then us and provide fire support.

Session 4: We survive a push by what feels like about a platoon, maybe more, with the support. The supplies the helicopter dropped off replace the ammunition we'd already expended, a couple Jerry cans of water and a box of rations. Nobody is very happy to see that, because it foreshadows our new orders..

Hold until revealed, continue to report on activity on the road.

First night on the hill we have infiltrators trying to creep close or get past the line three times along with some badly aimed artillery fire.

It only got worse from there.
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>>51811273
I think that it's bound to happen. Especially from the guy who plays a doctor when he realizes that major injuries take weeks if not months instead of days, and that's if he doesn't amputate.
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Anyone got the Gurps Vehicle Builder software?
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Judo Question

Can you use "Throw from Lock" and "Throwing for damage" on the same attack? IE: If I have someone in an Arm Lock, and do the "Throw for damage" option of Judo Throw to say, slam them onto their torso, can I still inflict the arm damage for throwing them out of a lock as well?
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>>51812102
99% sure throwing from lock is throwing for damage.
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>>51812157
Doesn't mention it as being that type of action, and the damage comes from two different sources: Throw from Lock damages by torquing the limb, and throw for damage does damage by, well, slamming the motherfucker into the ground. They're not mutually exclusive, fluff-wise. Though again, not sure about crunch.
Obviously it goes without saying the penalty for throwing for damage still applies
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>>51802867
What are you doing for ship building?
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>>51812700
mostly handwavium, with some guidelines from the Spaceships series.

I am certainly not throwing "eggshells with hammers" into the fray. More like tortoises with Bowie knives" or "old man kick fights, devolving into boarding actions"

I dont want the entire party to be obliterated by one near hit missile blowout that takes their entire vessel out in 1dx100 damage. Quite the non sequitur to the game
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>>51810826
>>51810828
>>51811001

I'm workign on cooking something up expanded from a modern fantasy setting they like. Still studying it.

I need...lower powered RPM, I think, fo this. Ritualized spells that aren't flashy, and throw in some degrading rolls that change the effect over time. Anyone play with something like that?
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Any cool or useful stuff to do with 3 points?
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>>51813655
Prehensile penis?
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>>51813655
Power-Ups 2: Perks

Personally, I really like those social perks that let you make some influence rolls without actually talking.
Also, Shtick and similar stuff to show off.
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>>51813714
>I really like those social perks that let you make some influence rolls without actually talking.
My fucking brother. The convincing nod one is my favorite.
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Titanfall-style mecha. What source should I draw from mechanically? Spaceships mecha, or what? Compatibility with Pulver's biomecha appreciated.
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>>51813173
Star ships really has some bad rules
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How would you realistic gundam?
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>>51814159
>>51815159

I'd go with spaceships-style Mecha. The rules are quite a bit tighter then what you get in Spaceships itself.

As for realistic, I assume you mean still a bit fantastic, like 08th MS Team? I'd mostly do it by giving the PC's machines that are only a bit better then the foes they face and avoiding crazier stuff.
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>>51809625

Are you using third edition (which Swashbucklers was written for)? The realistic sword skills on page 19-20 of swashbucklers nerf fencing quite a bit, although axes and so on sucked hard in third edition.

Armour was kind of awesome in third edition though; the passive defence it gave meant that a heavily armoured spearman or similar would have pretty much as good a parry as an unarmoured fencer (and armour mixed badly with fencing, since you need light encumbrance to use it). Making armour cheaper would probably help.

If you're using fourth edition, other weapons are much more balanced against fencing swords already. Just use the rules in Martial Arts for more detail.
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How would you make Rin from katawa shoujo work? No fine manipulator seems too limiting seeing her feet
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>>51817342
Basic Set, page 53, under Extra Arms, see Foot Manipulators and Modifying Beings with One or Two Arms. She probably also has the Bad Grip and Ham-Fisted disadvantages, since even well trained feet are not as good as hands.
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>>51814159
Modular mechs was a great article
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So what do you guys think an advantage allowing Martial Arts Man to continue concentrating on his chi powers while he's punching a fucker would cost? Starting with Compartmentalized Mind (No Seperation -20%) as a base, what would you call the limitation to only focus on chi abilities, one at a time?
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>>51817731
About -10%
I've had this same flavor of CM used for mages. It's pretty powerful. You're essentially buying off his need to concentrate, so don't let him pay too cheaply
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>>51811582

Been asking this most threads, with no joy :(
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>>51818732
Well, truth be told, it's 3e era software. Is it available on e23 for under ten bucks?
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>>51819601
>Supporting SJGames
What are you, a idiot ?
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>>51811582
Yes.
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>>51817453
shit, is there something gurps can't do?
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>>51802359
How hard is it to convert already fully statted 3e vehicles from the books, like the Char Bis in Return to Honor, to 4e?

I have never done anything with vehicles before. I have yet to find need to even pull up the stats for one before.
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>when one of your players creates a character who is Dead Broke, but spends several points on Signature Gear to have a ridiculously expensive custom ruggedized/waterproofed/styled huge knapsack with hidden compartments and a bunch of other shit
>it's the only thing he owns besides clothes
>he's a massive not!Viking with gigantism
Dis gon' be weird.
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>>51820967
Not hard, very little conversion is necessary.
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>>51821308
Excellent. Those WW2 books have practically everything I need then.
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>>51810059
Same anon with another question. Should the Duty disadvantage be allowed in a military campaign, or should I factor it into the players' allowed points from the start?
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>>51821368
If all PCs must have it for a given campaign, it's just a campaign switch/feature. If they don't all necessarily work for the same organizational body, though, it may still be useful to write it on the sheets to distinguish that.
Also take a look at Social Engineering: Pulling Rank.
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>>51821308
Didn't firearm damage get reworked between 3e and 4e? Not just damage types, but values too. And DR because they dropped PD.
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>>51821364
The biggest hurdles are basically the guns and the armor. Armor is updated easily enough, the guns might take a bit more effort to get them "accurate" by 4e standards (or you can just leave them the same and handwave it).
The vehicles themselves are very straightforward.
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>>51821445
You are correct, guns are what would take the most rework, but those aren't too difficult. If you don't want to put the effort in yourself I would imagine you could ask for conversions on the sjgames forum and have new statlines really quick.
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>>51821483
Luckily, High Tech provided very accurate statblocks for a slew of WW2 era firearms. And they're all appropriately named historically, give or take a model name here and there. My favorite book for this reason
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>>51821632
Good point, I always forget about those. A few good examples/baselines of artillery and cannons too, if I remember correctly.
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>>51820683
>shit, is there something gurps can't do?

Invulnerability Advantage

Balanced in points and ability High Level Super Campaign with varying archetypes

Reduce bookkeeping needed.
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Holy Balls; between roll20 and image transparencies, i am done with anything gaming for the next little while
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>>51823282
I love symmetry as much as everyone but can't help but see a lot of wasted hallway space. Getting rid of the walls to the rec room and the port side bunk room hallway would open the living spaces a lot by letting bedrooms open directly into a much larger rec room. The starboard hall is retained and allows a path to the engine room. Even more space could be stolen from bunkrooms by cutting them back until they hold only the bunk with the lockers acessed from the hallway/ expanded rec room.
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>>51823151
One thing that always confused me is that there's no advantage for being straight up immune to certain damage types, at least not in the basic set. It seems like such a basic thing.
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>>51823589
feel free to edit the map and re-upload it?
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>>51823607

It's because of scaling, essentially. X amount od defense costs X*Y points

Unlimited defense costs unlimited points.

In some ways it's good, in a no fiat Bastard! sort of way, you CAN kill an efreet by being even better at fire than it is.

I think you could probably manage something using Cosmic modifiers and the Immortality Advantage, though
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>>51820666

how is it?

I've been looking to convert stats from it to 4e for my upcoming sci-fi campaign.
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>>51824529
I came up with a sort-of workaround.
-9 HP [-18] + Supernatural Durability [150] + Unkillable 2 [100] + Regeneration (Extreme, 10/second) [150].

You have 1 HP and cannot fall below -10; you also cannot die or fall unconscious, and you heal 10 HP/turn. This means you will never start your turn at less than 0 HP, which thanks to Supernatural Durability, means you maintain full Move and cannot be crippled. This isn't perfect, though; if you're under continual damage that deals more than 10 injury/second, you're trapped.

This is honestly pretty horrifying.
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>>51823607
How would you build a magma elemental, something that heals from fire damage rather than being damaged by it?
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>>51824899
Yeah, that's indestructibility.
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>>51824900
DR 50 (Burning Only, -40%; Absorption, Heals HP Only, +80%) [350]

Powers puts immersion in magma as 8d+2 (p. P117), and DR 50 is enough to cancel that out; additionally, up to 50 "points" are stored due to the Absorption modifier, which grants the elemental a maximum of 25 points of healing every turn if immersed in lava.
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>>51825092
But if you hit it for more than 50, it starts being harmed by fire, despite being made of magma?
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>>51825456
Yes, and? It's far beyond anything natural on earth. Pretty sure magma is going to be wrecked by sun fire.
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>>51825456
Too much of a good thing is still dangerous; just because people need to eat food to survive doesn't mean we won't die from a 20-lb. turkey leg caving our skull in. Also I don't think you understand how much 50 burning damage is; at that point, you're causing as much injury as full immersion in lava. Flesh ignites at that heat--not our body hair or top layer of skin, but the flesh itself.

On top of everything else, like I said you get temporary points for taking burn damage that are put towards healing. The above example lets you take up to 75 points of burn damage without issue because, assuming your aren't instantly killed/ko'd, you can instantly heal the 25 injury that got through. If that's still not enough, Powers also talks about Injury Tolerance (Damage Reduction) which divides post-DR injury; you can apply the same (Burning Only, -40%) limitation to that as well.
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>>51825638
Not sure how I feel about this. I think I like my fire and magma elementals to be healed by burning, not just by lower temperature burning.

Is there a number for how much damage you take on the surface of the sun?

How resistant would Sunfire elementals need to be?
>>
>>51824799
It automates everything from Vehicles, so that's pretty nice. Don't think I ever had problems with it that didn't stem from problems in Vehicles itself.
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>>51825683
Fair point.

How much fire damage can PCs typically do?
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>>51825713
Ordinary flame is like 1d-3 to 1d-1 per second, depending how "on fire" you are. Dragon's breath is usually statted as 3d to 5d on the high end.

It really depends on your campaign/game world, and what is possible from a PC perspective. If you let someone make Cyclops from x-men with the serials filed off, you may need to recalibrate how much DR is effectively "immune to fire/lasers" for that campaign.

As a previous anon stated, though, you can actually get around this pretty easily if you absolutely need an "immune to x" power, between aspected DR and aspected IT: Damage Reduction (dividing damage by up to 100).
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>>51825713
Depends on the setting
Realistically, actual fire deals anywhere from 1-point follow-up (e.g. smacking someone with a lit torch) to I think 1d-1 for standing in a bonfire. Molten metal or a furnace deals about 3d (keep in mind this is enough to melt Arnie in Terminator 2!). If magic is in, the most powerful magical spells tend to cap out at around 2d to 4d either due to how the system is set up or because the GM is following standard guidelines for limiting Innate Attacks. Things get more extreme in sci-fi games; damage caps out at 8d burn for man-portable weapons (ignoring the TL9^ heavy plasma flamer at 6dx3 because it's superscience) but mounted weapons get really insane with the most insane being the TL11 Blaster Cannon that dead 5dx20 at point-blank range and is meant to take out starships.
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>>51825902
Oh and P.S.: nothing in GURPS needs traditionally statted abilities like the PCs.

There is literally nothing stopping you from saying "yeah, elementals are rotally immune to their own damage type" or giving a monster some weird ability that is totally homegrown.

The only reason to "stat" something through the normal channels is if it's a PC, or an Ally/Enemy of a PC (and sometimes not even then), or as a thought exercise. Anything else, just decide what you want the ability/power/whatever to do, write that doen, and you're done.

"This monster spits corrosive acid that does 2d and requires an HT check to not hallucinate if it touches your skin."

"This monster can swallow you if you fail an opposed ST roll after a successful bite, and when you're in its stomach you take 1 corrosion damage per second and must make a ST check or take 1d-2 crushing from its stomach muscles."

Yes, you COULD stat these out if you had to, but otherwise there is literally no benefit to doing so except as practicing your mechanics skills.

Make up what sounds reasonable, and that's how it is. Boom. Easy.

Exhaustively statted abilities are for PCs.
>>
>>51825902
>Cyclops
Not actual lasers.

[Spoiler]Microscopic particles from another plane which can't survive in our dimension for long, especially once they lose momentum. His eyes are literally magic portals. It's not a heat thing. It's like getting shot by bullets or punched.[/spoiler]

Yes, I know. Pretty dumb? awesome?
>>
>>51826108
I did not know that. Super weird and kinda neat, thanks for the info.
>>
>>51826154
They wanted to justify his powers in a way that didn't require him to cut people in half when he hit them. So they made them concussive force. He can cut things by focusing more, or pound things by focusing less, but he's cutting things like a knife, or a finely controlled string of dissolving bullets, not like a laser.
>>
>>51825092
And for only 240 points, you get Insubstantiality with "Affect Substantial" and "Can Carry Objects (Heavy encumbrance)", which makes you immune to so much more.

>>51825902
To have the cost of damage immunity be heavily setting-based makes sense to me.

>>51826098
Yes, we all know this.
>>
>>51825689
How much damage reduction would it take for creatures that live on the sun and treat it's roiling fusion like a sea?
>>
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>>51823692
Called my fucking bluff. I suck at this.
>>
>>51826108
Wait, the "punches from the punch dimension" meme is an actual thing?

>>51826223
True, but the absorptive DR is for more than just immunity; if you're losing a fight, hide in the lave for a bit to both heal up and strike from an unknown position.
>>
>>51826273
Fuison occures only in the sun's core. The surface is just really hot low density gas.
>>
>>51826098
This. Only feel like you should stat something by-the-book or 'de rigueur' if it's for a PC, or something immediately PC-adjacent.

>>51826223
>Yes, we all know this.
Well sure, for regular GURPS players in the thread you're probably right, but I imagine any newbies floating in might appreciate this being restated from time to time.
>>
>>51826098
>There is literally nothing stopping you from saying "yeah, elementals are rotally immune to their own damage type" or giving a monster some weird ability that is totally homegrown.
You shouldn't do this until you can stat those powers up. Otherwise you're gimping yourself.
>>
>>51826743
What do you mean gimping yourself? What's the point of keeping track of NPC's point total?
>>
>>51826784
You're gimping yourself by not being able to stat the powers up, not by not adhering to a point total. You gain a deeper understanding of GURPS and its mechanics by statting things up, the limits of what you can and can't do, general costs of powers and capabilities compared to others, and a working knowledge that lets you create things for your games. Telling people not to stat things up is just bad advice.
>>
>>51826882
So what you're saying is to meticulously construct and calculate point cost for NPC, in case you one day need to stat something similar out for a PC? Meh, I disagree.
>>
>>51826743
By 'gimping yourself' I assume you mean 'detracting from your ability to learn the game and properly judge abilities and mechanics later on', which generally I would agree with you on.

However, in the course of running an actual game, I'm still very much in favor of saying "wing it; write what you want, that's how it is".

As I mentioned in my post, it's fine as a thought exercise/experiment, but for practical purposes it doesn't actually do anything for you in-game.

And again, I agree with you that it's useful to stat these kinds of things (familiarity with general abilities and getting a "gut instinct" for things is certainly important, particularly with GURPS) -- but as a form of mechanical experimentation and gaining familiarity with the rules, not as a method to actually build every NPC or monster you need to put in the game.
>>
>>51826784
I *think* he means that GMs should know the system backwards and forwards before applying shortcuts.

While I can't say I agree with him, I have all but memorized the system, and I find that being able to at the very least know where the ruling is if not specifically what it is off the top of my head has been pretty dang useful. Improvisation will always be a key skill of GMs, but having a solid knowledge base to draw from is just as essential.

Also, what's already out there is also a good guideline on improvising/winging it successfully. Heck, look at the last few posts in this thread about fire damage; knowing how much injury the system assigns to normal fire, iron furnaces, and lava lets GMs benchmark destructive fiery attacks, but a GM unaware of those values is liable to underestimate how deadly 8d burn is and start handing it out like candy because "a trap that fires a gout of flame seems pretty dangerous, 8d sounds right."
>>
>>51826955
>I have all but memorized the system, and I find that being able to at the very least know where the ruling is if not specifically what it is off the top of my head has been pretty dang useful. Improvisation will always be a key skill of GMs, but having a solid knowledge base to draw from is just as essential.
I'm in the same position, and I heartily agree.
>>
>>51826926
>So what you're saying is to meticulously construct and calculate point cost for NPC
Strawman. I never said to meticulously construct or adhere to a point total.
>in case you one day need to stat something similar out for a PC?
In case you want to stat up anything for PCs, yes. Learn by doing. If all you do is hand-wave abilities, and a player asks for help on statting an ability, you're not going to be able to help them.

>>51826943
>as a form of mechanical experimentation and gaining familiarity with the rules, not as a method to actually build every NPC or monster you need to put in the game.
I agree. You should do it until you're able to build most things, at which point you're well enough versed in GURPS to no longer need to stat common things up. I'm not saying you need to make a complete character sheet, either. A DF monster is as much detail as you need - but you should know how to build the abilities a monster uses.

>>51826955
>Also, what's already out there is also a good guideline on improvising/winging it successfully.
This is my point exactly. Know the system first, then improvisation is easy.
>>
>>51827032
>Strawman. I never said to meticulously construct or adhere to a point total.

No strawmanning intended, I genuinely was not sure what you meant, and therefore specified how i interpreted it to avoid confusion. Anyway, if not for point cost, why else care for how to build anything with the character creation rules?
>>
>>51823282
What'd you use to make this, just Photoshop?
>>
>>51827081
>why else care for how to build anything with the character creation rules?
Point cost is separate from point totals, since it's how you price player abilities. If you never plan to use points in your games, and you're always GMing, then I guess it's fine to hand-wave everything. You aren't pay attention to the system anyways.
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>>51827168
> If you never plan to use points in your games
Sure I do, how else would character building work?

>You aren't pay attention to the system anyways.
Except for literary every other aspect of it. There's a lot more to GURPS than just stating out complicated powers.
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>>51827194
>There's a lot more to GURPS than just stating out complicated powers.
Reading and using GURPS is a great way to learn it. Statting things up happens to be a good way of doing so, since it gets you into every nook and cranny of the system.
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>>51827117
Cribbed wholesale from another site. It's pixel art.
http://www.colonialchrome.co.uk/Pages/Root_1_A_Starships.html
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>>51827264
I'm not sure why or what we're arguing about anymore. Of course you need to give stats to NPCs to use them in your game. And theoretical character building is a fun way to learn the system, yes. I just don't see anything wrong with occasionally adding special abilities to NPCs that you know how you want them to work without looking up how to bend limitations/enhancements to get a point cost for it.
>>
>>51826289
Not terrible. It would help to remove the south side of the room and extend to the hall directly.
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>>51827335
I concur. At what point, what's the disagreement?
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>>51827412
Probably a misunderstanding?
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>>51827412
A miserable little pile of antagonism.
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>>51827412
>those stats
Now THIS is podracing!
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>>51827412
>>51827499

What could have those stats? Giant insect maybe? IQ 1 is too low for anything else.
>>
>>51827335
Me neither. Occasional is fine. You need to be clear that occasional is fine, which "you don't have to stat" advice rarely says. You can't leave it implicit for new players/GMs.
>>
>>51827526
Monstrous plants mostly
>>
>>51825692

Worth giving money to SJG?
>>
>>51827832
Not that guy, but personally I always try to give m9ney to SJG via GURPS when I can. Great company, great game, great designers. I really like doing my part to help keep them invested in RPGs.

Not saying I'm against freebooting PDFs/software/whatever necessarily, but when I can I try to support the products/companies I want to see stick around.
>>
>>51825689
>How resistant would Sunfire elementals need to be?

Use the below but with regen only from heat/fire?

>>51824899
>I came up with a sort-of workaround.
>-9 HP [-18] + Supernatural Durability [150] + Unkillable 2 [100] + Regeneration (Extreme, 10/second) [150].
>You have 1 HP and cannot fall below -10; you also cannot die or fall unconscious, and you heal 10 HP/turn. This means you will never start your turn at less than 0 HP, which thanks to Supernatural Durability, means you maintain full Move and cannot be crippled. This isn't perfect, though; if you're under continual damage that deals more than 10 injury/second, you're trapped.
>>
Retooling A4: Specialists for a non-cinematic game. What's a good 5-point replacement for Obsolete Weapon's Enhanced Parry 1? I'm thinking something general like Fit or Rapid Healing.
>>
Why have the devs not done an official retooling of Parry Missile Weapon? It's dumb and there's literally no reason for it to be its own skill. They saw the light with the Off-Hand Weapon Training technique and made it a Perk, so why don't they do something similar and make PMW a technique?
>>
>>51826289
The command deck should lose a whole lot of walls too. Everyone should be able to talk to each other.
>>
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>Stat, Ad, Disad, Skill me
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>>51833063
I don't know who you are/10
>>
>>51833063
>kill me
This.
>>
>>51833063
>google "nhk ni youkoso novel"
>first result
>read
>>
>>51833082
How about no.

Alternately
>get Basic, Powers from OP
>read
>do it yourself
>>
>>51831023
Probably because OHWT as a technique was broken; it cost the same number of points as Ambidexterity to do the same thing but worse. As much as I don't like PMW as a skill, it's not mechanically broken, just weird.
>>
>>51832254
>The command deck should lose a whole lot of walls too.
I thought I wandered into a MtG thread for a bit.
>>
>>51829065
Five more points for skills/techniques/perks; 4 points in the weapon skill = +1/2 to Parry anyway. Also, it's not like +1 Parry is going to make a huge difference; neither Action nor your more non-cinematic rendition allows people to Parry bullets anyway, and that's the number one threat to dudes still relying on swords, staves, and fisticuffs.
>>
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GM'd my first GURPS supers game yesterday. Pic related is how the session went (in a good way). I don't think I've seen so much collateral damage in that short a time before.
>>
>>51840179
AoEs or did people just keep getting punched through walls?
>>
>>51840963
A few AoE's, some serious explosives, TONS of getting thrown through walls and on one occasion a vehicle being lobbed as a projectile. It was pretty crazy, very fun.
On the other hand, the """heroes""" are now on the hook for a lot of mayhem, so we'll see how they choose to deal with the locals' public criticism and lawsuits...
>>
So why do people say GURPS sucks? I'm quite new to RPGs and I have yet to find anyone to play it with but the basic set makes it seem pretty cool.

Not trying to start any shitflinging here, but I'd like to know what GURPS fans think the system lacks, or why it might be unappealing on a surface level.
>>
>>51841527
>So why do people say GURPS sucks?
Memes.
Poor presentation.
Lots of prepwork to start a game.
Character generation is daunting for new people.
>>
>>51841527
The system does have some legitimate (but in my opinion minor) issues, but the #1 reason people say GURPS sucks is because of dank memes. People like to parrot other people shittalking something they don't know. That's why you still get people going >CALCULUS despite the most advanced math being cube roots in a splat for building vehicles from the ground up that came out SEVENTEEN YEARS AGO for an older edition.

A distant second is bad experiences with the system due to GMs with no clue what they were doing. Turning to your group and saying "we're doing a fantasy game next Wednesday; have a 250-point adventurer ready by then" and throwing the Basic Set at them kills the group, as does misjudging the system's lethality
>>
>>51841673

In my experience, throwing the core rulebook at a newbie crowd is generally counter-productive regardless of the system.

Likewise, a good GM should be doing a good amount of prepwork for any game. But I can't comment from experience as far as GURPS is concerned. I've only read some books.

As for character creation, well, there's a couple of apps out there that automatically calculate a bunch of stuff. That and working from templates (at least to begin with) should be fine to introduce people to GURPS.
>>
>>51841948
>In my experience, throwing the core rulebook at a newbie crowd is generally counter-productive regardless of the system.
True, but the more popular systems (i.e. the various iterations of D&D) are pretty straightforward: pick a race, pick a class, pick a few features, and snag what gear you can with your starting wealth. A newbie that wanted to learn and make a character on their own could do so despite their GM's lackluster performance. That simply does not happen in GURPS; there are too many variables in terms of rules, setting, and even party composition to do that. Templates do help a lot because they're basically races/classes, but even that takes effort on the part of the GM to set up.

>tl;dr other systems can weather a lazy GM a lot better than GURPS can.
>>
>>51842034
S'truth
Seriously, even simple miscommunication in session zero can result in folks making say, a character without any combat capability(or even alternative for escape) in a high action adventure game.
Seriously, if on the box it says "high adventure and exploration" on the box, and the GM approves three other OCS, each with 16+ level weapon skills, maybe (MAYBE) everyone should be able to shoot a pistol.
>>
What skills would a conman have in gurps?
>>
>>51842642
Everything covered by the Smooth Operator talent.
>>
>>51842642
Oh my god "honest face"
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>>51842642
Fast-Talk would be his main skill; it's all about misdirection and making people believe something without looking at it too closely or thinking about it too hard. Acting and Psychology are also big. Conmen that handle long cons instead focus more on Action and a plethora of backup skills to make their lie seem realer: Merchant, Forgery, Disguise, Sleight-of-Hand, Public speaking, etc.

Hey, looking it up, I was pretty close! Pic related is from the "Civil Arts" article in pyramid #3/54 Social Engineering.
>>
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Working on a character for a Firefly-inspired game and looking for some thoughts and feedback. Basic idea is an old solider that has been living on ships to find some peace and get away from his past.
>>
>>51844202

TL 6 Bullet Proof shield only has DR 10. It is less "bullet proof" then "bullet slowing".
>>
>>51844202
Big ol' st15 and no primary melee weapon other than knife? If he's alliance, I could absolutely see him with some level of swordplay, for both RP and minmaxy goodness.

Why no body armor?
>>
>>51845155
Axe/Mace for some wrench-whackin' action.
Or at least a bigger gun.
>>
>>51845155
>>51844928

Yeah, the shield is for fun and low tech weapons. Newtech will shoot right though it.

Sword is a good idea. Something like the Operative's blade? Don't discount the TL7 SM+1 Long Knife though, it's relatively terrifying. The body armor is mostly that I don't know what amount of cash we start out with yet. Low end I might pick up TL 6 Composite armor.
>>
>>51845204
That gun does 8d pi++ with slugs.
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>>51845204
Axe/Mace would also be useful for clubbing people with the gun. I like that idea too, though I don't want to put too much on it. Points are getting tight.
>>
>>51845387
>Axe/Mace
Aka "I swing a length of rebar/pipe/stick/bat at someone"
>>
>>51845241
Holy shit that is a huge knife
>>
is /tg/ acting up for anyone else?
>>
>>51820666

Mind adding it to the archive?
>>
Is a Per-based skill roll appropriate any time you're looking for something related to that skill (e.g. Per-based Architecture to find hidden passages), or is Traps the only skill that works that way?
>>
>>51846825

Imo it would depend on how you word it. Maybe an Architecture roll to find anything out of the ordinary?
>>
>>51846825
Always roll with the attribute that's most appropriate. However, a solid knowledge of architecture doesn't necessarily include knowledge of clever ways to hide passages and the like. I'd totally let Architecture act as a complementary skill roll though!
>>
>>51846825
You are correct, many skills can be used thay way and beyond; calling for skill checks based on alternate stats in general is a good way to add flexibility and believable "roundness" to skills. A per-based soldier roll to notice a good place to set a tent, IQ-based Stealth roll to assess the best path to approach a stronghold unnoticed, DX-based speed reading roll to flip to the exact page you need in a spell tome during combat, those sorts of things.

>>51846601
Yes, mine is acting wonky too.
>>
>>51846888
It really depends on the GM and situation. As an example, I would let a per-based Architecture roll to notice a load bearing beam placed incorrectly (due to a secret passage being built there somewhere), then allow a further search check or clever roleplaying find the passage itself.

But yeah, generally skill rolls using alternate stats are a GM judgement call based on the circumstances and goal.
>>
Does Social Regard require PC to carry obvious sign showing that you are respected?
>>
>>51848237
Sort of. It needs to be obvious that you belong to the respected group. For Venerated, you're old and you look it, simple as that. For Feared, you might need to keep your daisho on hand or ensure the tattoos that mark you as being of a higher caste are visible, but it could also be something as abstract as you just LOOKING like a mafioso.
>>
>>51848237
no, you can get it from just being old or otherwise part of a respectable group. That said if you aren't recognized you can't claim the bonus
>>
>>51848742
>>51848734
So then what means "recognized"?
Rolls 3d6, iq+SR lvl, or just "those scums dongivafuk who are you"?
>>
Okay guys, I'm playing around with a new, relatively low powered, magic system.

Items as symbols of various spheres/nouns/verbs, and even combinations of them.

Books might represent both knowledge and opening.

Low powered, or invisible effects, like a slice of bread put under a plastic bag in a certain place will give you a bonus to your roll to find shelter.

Time cost is a thing (a few turns usually), but FP usually isn't. Working on it. Like, once you know a Word you can use yourself to fill in if you don't have a right item, which then costs FP. Spells, I'm going to assign them levels (how much FP they cost) and then assign items FP they contribute.

Thoughts?

>>51848795
>Rolls 3d6, iq+SR lvl

That's actually a good idea for when it's not obvious. Dude is fully dressed up like a noble, you don't need to check. Social Engineering

I'd do a straight applicable skill (which might be savior faire, or area knowledge) plus SR level, minus penalties.
>>
>>51850218
It's like a gadget based verb/noun system, I gather? I think it's pretty cool. Consider the traditional rite for christian excommunication: a bell was tolled, the book of gospels was closed, and a candle snuffed out, signaling that a character was persona non grata to all christians. In a world where items hold power more than symbolic, this same ritual could visibly mark a person, or compell all coreligionists to shun them on sight. Just for inspiration.
>>
What are some techniques you can give to someone that fights plain dirty? An antagonist in my game fights to kill and cares not for honor, and has learned and practiced moves that would earn him a reputation... if he let anyone walk away from the fight. My question is what techniques make you go: 'wow, this guy is a dick'?
>>
>>51850600
>It's like a gadget based verb/noun system, I gather? I think it's pretty cool.

That's a really good way of putting it that I hadn't thought of!

There's also the mystical place aspect of it, like using some Red Sox merch. to increase your athleticism won't work as well in NYC.

This way I can control power level, focus on exploring, and have big rewards be something as simple as "small silver mirror counts as 2 FP for all Light/vision spells no matter where you are." When 2 FP items are not too hard to find, usually.

I need to read up more on RPM and the like so I can get a good grip on what to 'charge' for spells.

>Consider the traditional rite for christian excommunication: a bell was tolled, the book of gospels was closed, and a candle snuffed out, signaling that a character was persona non grata to all christians. In a world where items hold power more than symbolic, this same ritual could visibly mark a person, or compell all coreligionists to shun them on sight. Just for inspiration.

OOh, that is nice. I'll play with it. The magic system is...secret from the player. So they'll be discovering it on their own and only figure out the basic Items+Circle+Will before they grok ritualistic actions
>>
>>51850966
Crotch shots
Shooting through human shields
Taking human shields
Shooting through his own human shields

Really just google 80-90s action hero villains and crib their big bad moments into one guy
>>
>>51852730
Yes, some of those I thought of already, I just dont know how to handle them mechanically. I should've also given some extra context, it would be a middle ages character, a noble with a very loose sense of what nobility entails, and yes, a tendency to use human shields in a fight. For some extra flavor I wanted to mix up techniques and make a custom style, for a dirty swordfighter like him. Rather than use the classic rapier styles (which I know are renaissance and later) for a character with noble origins, I wanted to use a sword with an open hand, to work in grapples and an assortment of moves and enviroment attacks (pick up a vase and throw, etc). But for moves that actually constitute the style, I wanted to use capital T Techniques from the books, or create some new ones based on real-life dirty moves that haven't been written in gurps. If anyone has any sort of ideas I'd love to hear them.
>>
>>51850966

Once a person has been incapacitated, they do a coup de grace. Face-, head- or neck-stamping is especially appropriate.
>>
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Trying to work out 7 sins weapons manufacturers based on Borderlands.
Like you can have a gun with sin demon inside, and till' you will surrender to his sin youll have a better gun, or at least he will provide ammo.
How to realize demonic influence on user?
I think it its not about corruption, but kind of pact and self-imposed disadvantages: got Lust Rifle? first week of using -- you try to be hedonistic (Compulsive Behavior Hedonism@15) and demon provide ammo straight in rifle, just put in and put out mag; next month -- you are more hedonistic(@12) and lecherous (lecherousnes@12) now and demon buffed gun some more as his power grows; and so on...
How good such way?
>>
>>51853392
>Yes, some of those I thought of already, I just dont know how to handle them mechanically.

If it's anything that you could do with significant penalties, you can probably make it into a technique

>a middle ages character, a noble with a very loose sense of what nobility entails

You wanna bend the rules, or break them?

Like, maybe have a pouch of salt tied to your off hand wrist so you can fling it in your enemy's face if it looks like they're going ot ask for mercy you'd be obligated to give them. (pepper too expensive)

Paying people to mix the foe's wine a bit too heavily the night before if you have a duel in the morning. (Wine was usually mixed with water, if I recall rightly)
>>
>>51823282

FUN SUGGESTION

Give the walls HP. If one panel is destroyed, everyone dies inside.
Or you can add airlocks that the close off sections of the ship.

Watch it with those AOE attacks, or low accuracy attacks.
>>
>>51842745
What book are these social styles from? They look really interesting.
>>
>>51856216
>>51842745
>Pic related is from the "Civil Arts" article in pyramid #3/54 Social Engineering.
>>
>>51855286
Already in the docket

I've had players asking about overpenetration, and I've seen them choose lower penetration weapons in response (like shotguns)
>>
>>51853903
So, you are doomed to fail no matter what? If yes then just keep adding more power while increasing disadvantage value to keep same point total.
Otherwise use corruption and increase disadvantage only when corruption level is high enough.
>>
>>51858454
I think he was aiming for players willingly selling their souls for more power rather than the dice determining/influencing it; their destruction would be entirely at their own hands.
>>
What skill would I roll against to make a fake keycard? Would it be Forgery or Electronics Operation (Security)?
>>
>>51858542

I'm guessing the latter? You're presumably trying to fool a system, not a person examining the item in question.
>>
>>51858736
Cool, good to know.
>>
How do *you* handle cybernetics in *your* game?

The generic answer is to just point at SJG saying "use points, money, or both". But what do *you* do?
>>
>>51853392
Reverse Grip to make your Reach 1 sword a Reach C icepick; I think there's a Perk/Technique to do it quickly.
Targeted Attack (Eyes) can be seen as unsportsmanlike, especially if duels are traditionally to first blood rather than death.
Buy Knee Groin up to max. Stamp Kick to the foot may also be useful. Ground Fighting is a must.
Make Fast-Talk and/or Acting a core skill for the style. Holdout and Knife works too.
Speaking of Holdout/Knife, get Bind Weapon (Rapier) + Holdout + Knife + Fast-Draw (Knife); you occupy the opponent's blade, get in C reach, and stab them in the gizzards. A fast-draw'n knife thrown at the enemy would be an unexpected opener; they may even count as surprised!

The more I think about it, the more the hidden knife idea speaks to me. It's like *the* dirty trick.
>>
>>51860963
It depends on whether it's something that can be ordinarily purchased/replaced in-world, or something unique; for me at least.

As an example:
If it's Deus Ex, I would probably charge Adam for all of his crazy custom military-grade augs that most people can't even survive having installed. Sure they probably have Electrical, requires Weekly Maintenance, maybe with a social stigma attached. But he's got some grade-A shit, and he didn't even have to pay money for them (even in-universe!).

On the other hand, for some random guy with a "crude" robot arm as a prosthetic? He didn't buy that with advantages. He took One Arm (Mitigator; robot prosthetic) and then took out a loan to buy his arm (and then had to pass surgery checks, and recovery checks, and infection checks... he needs to make sure he shows up to get his pharmaceuticals on time). He probably also has Debt (aug manufacturers). Now, if he was a veteran and he had the arm and drugs covered by insurance? He'd still have One Arm (Mitigator), but maybe this time he's got Signature Gear (Veteran's gold-plated arm, with build-in hardened circuits and +1 HT [reliable/ruggedized]) instead of debt.

Anyway. tl;dr it depends on the specifics of the cybernetics, the character, and the world for me.
>>
>>51861070
Sorry; I meant, specifically,
>I would probably charge Adam [POINTS, NOT MONEY] for all his [augmentations]
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>>51860963
Cash only, and PCs can't start above Comfortable wealth or as a full-body cyborg. As this is for a gritty cyberpunk game, I think cash should totally be a viable route to power.
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>>51860963
I did a game where you could only advance by cash. VR training and brain downloads had a price and could provide new skills, while upgrading your body could improve all kinds of things but you weren't rewarded with CP.

Really fed into the 'feel' of cyberpunk. Doing the right thing might give you the warm fuzzes but survival and improvement required cash.
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>>51862664
>but you weren't rewarded with CP

For a PC with the Secret(Pedophila) disadvantage that could be very displeasing
>>
I wonder why GURPS Space is never mentioned in "gurps math" memes. It has shittons of roots (even fourth roots!!) and magical numbers in "complex" equations.
And damn it's hard to fit garden world in crazy system with three stars.
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>>51864528
speaking of space
>Who of you guys will be the first to create a campaign ambiented in the Trappist 1 solar system?
**I would do but i don't have the players**
>>
>>51864588
>Trappist
Sounds gay, to be quite honest desu chan.
>>
>>51864665
well, you'd better get used it, in 4000 years planet D will be your new home
>>
>>51864665
>The Order of Cistercians of the Strict Observance (O.C.S.O.: Ordo Cisterciensis Strictioris Observantiae) is a Roman Catholic religious order of cloistered contemplative monastics who follow the Rule of St. Benedict. A branch of the Order of Cistercians, they have communities of both monks and nuns, commonly referred to as Trappists and Trappistines, respectively.

They also make great beer.
>>
>>51864588
Funny enough, it isn't rules legal. Most orbits seem to have ratios about 1.3, which is too dense. Also distance between each of them is less than 0.15 AU.
GURPS Space update when?
>>
>>51864742
well, i guess sometimes reality really can stupify more than fantasy
>>
>>51864742
retard here, why does f have such a small mass? isn't it basically as big as earth and equally of rocks?
>>
>>51864742

GURPS Space has been outdated for a while now, it doesn't even distinguish between gas giants and ice giants.
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>>51865492

>equally of rocks

That's where you're wrong, kiddo. Different planets have different densities, since the core, mantle and crust have different relative sizes and different compositions.
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>>51861061
>you occupy the opponent's blade, get in C reach, and stab them in the gizzards
Grievous did this in an episode of Clone Wars, except with a lightsaber instead of a knife. Seemed to work pretty well.
>>
How do you play with roll20?
We try several times but it kinda too much uncomfortable as map-and-token online combiner.
>>
>>51867870
My gaming group is essentially an international cabal of GMs (USA, Texas, England, France, and China occasionally), so we have to do everything online. We've been using roll20 for 3-4 years now and it has worked quite well.

With sessions happening every week (usually 2) for our various campaigns we've got something absurd like 10,000+ hours logged on our shared GM account. A lot of that is idle time because somebody stays logged in when doing something else but a LOT of it isn't.

Roll20 is good, but it has a bit of a learning curve. Once you get used to its layout it makes things very easy to run but we rarely use features like dynamic lighting due to set up time. It could use some improvement but I'd give it a solid 8/10, better than anything else online currently.

Macros and API stuff helps immensely with speeding up gameplay compared to face-to-face gaming (could of course just use a laptop face-to-face for this), but we benefit from having two programmers in the group.
>>
>>51867991
To expand on this: Don't try to use all of the features at once from the beginning, or ever really. Use what suites your needs. It's sort of like GURPS in that it is just a tool kit to help make a good game, and you'll find it it usually best to not try to use every tool at once.

The awkwardness mostly went away for my group after the 7th or 8th session as we all became pretty familiar with it. After several years I'd say the time investment was absolutely tiny compared to how much we've used it since then and how much it has helped our games.
>>
What do you guys think about the default 1-second-per-turn system? Isn't it -too- granular and overly precise to have to decide what each party involve does every single second? Other games usually time their turns at around a few seconds each, which seems more natural. To accommodate longer turns, some divide actions into Half Actions and Full Actions, not counting Free Actions.

Has anyone devised alternatives? How would you recommend playing fast and loose with such a strict mechanic? I feel like it'd be cumbersome for longer firefights or engaging enemies at longer ranges, when maneuvering plays a larger role and it'd be a pain in the ass to confirm and re-confirm you're running 20 damn metres over four turns.
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>>51868429

Have you played GURPS before? In my experience, turns go VERY quickly. Most of my experience in combat goes like:
>Player 1: I aim at the first zombie.
>Player 2: I shoot at the second zombie.
>Player 3: I'm still reloading my shotgun.
>Player 4: I run 5 yards towards the second zombie.

And then we go around again. It's not like D&D where the wizard takes ten minutes to resolve their spell, or the fighter has to understand how grappling works. GURPS turns are FAST. If the action can't be summed up in a single, short sentence and two rolls, it's too long to fit in one turn. That, and fights rarely last more than 20 turns. If they last much longer, you've probably stayed in "combat time" too long.
>>
>>51868429
>>51868517
Req sj-forum story about dungeoncrawl thru mine in 50 seconds
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>>51868517

I haven't yet, but it interests me. It's one of my concerns (probably the main one) about the system.

Seems okay if you're already in a mostly ideal position to engage, barely do anything but shoot/attack and movement is minimal. But that doesn't sound like nearly every (or even most) combat situation. Plus it assumes human beings can do focused, accurate actions every single second, without sparing a moment to think about it or even hesistate. It comes off as a bit robotic and not very roleplay-friendly.

>>51868669

What?
>>
>>51868517
This is largely my experience as well. Longer combats, such as in my modern TL6-8 games, usually consist of very fast engagements of maybe 5-6 seconds, and then narrative movement to new areas as threats are neutralized. Just because there might be other hostile ma in the area doesn't mean you have to stay locked in combat time, especially if neither side has attacked eachother or even seen eachother yet.

If the entire group has to cross streets and move between buildings, etc. don't do it in combat time constantly, that would be horrible.

Switch between combat and narrative speeds often basically, and keep descriptions for actions at a sentence to keep things moving.
>>
>>51868517
To add to what this anon said, if you're not fighting: drop out of combat time.

If both sides stop shooting or if one side is shooting while the other is maneuvering, whatever, I just drop out of combat time. Then have characters narrate what they're doing, take potshots as necessary, throw dialogue, execute fallen people, etc. Maybe make a few Tactics rolls to get better positioning on an entrenched enemy, or opposed Stealth vs. perception to creep up using cover while avoiding a sniper. If they're running headlong through an open field at the sniper, just figure how many shots he'll get off (including time to aim or reload or whatever) and let PC's roll dodge, then resume combat time when they've gotten close enough to start shooting again or whatever (I mean, unless they're ninjas or superheros or wizards or robots they'll probably be dead using that kind of tactic, but whatever).

Two swordsmen left on the field far away from each other, after one drops the last goon? Drop out, dialogue, narration of maneuvering, shit talking, whatever. One poses with his blade, the other moves to engage? Restart combat time once they're in 5 yards of each other (or when they cross blades, or whatever).

Basically only keep the furious second-to-second rounds going if it's mattering RIGHT THEN AND THERE, otherwise drop out. When things get hot and heavy again, drop back in as necessary.
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>>51826289
Those are some coffin sleepers.
>>
Hey /gurpsgen/, if I wanted the ability to try and pull a pick out of someone as part of an attack, how would I model that? Extra Ready with some value of limitation, or a technique?
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>>51868871
Could you clarify what you mean, I'm not sure I fully understand what you're asking. Do you mean a pick as in the tool/weapon?
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Oh, found it
http://forums.sjgames.com/showthread.php?t=38525
>So in 33 seconds they have run into a strange mine, killed, scared away or entombed 4 creatures. Ran from 6 rats, operated a lift, explored 4 rooms.

>In the next 33 rounds, P1 and P3 attack or move and attack every round except for 11 between the two of them. (P1 starting using a pick that got stuck a few times) P3 had some ready meunavars but did use fast ready a few times) (P3 Dropped his Twohanded sword in favor of a better quality two handed maul)

>Does anyone else think these guys are cocaine and caffiene addicted freaks moving as fast as possible?

>I know its all 'Within the realm of possibility' but does it seem realistic?
>>
>>51868871
Telekinesis with link to attack or Compartmentalized Mind 2 allowed to Grab and pull pick
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>>51868770

Thank you, that's more like it. I guess knowing when to use combat timing or stick with narrative comes with experience with the system.

>>51868970

Sounds more like a SWAT team house clearing than any "dungeon" crawl.
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>>51868947
Right, pick as in the weapon. Normally they get stuck and require a ready action the next turn to remove from the opponent. I'm trying to model the ability to rip it out of someone as a free action as part of an attack. Similar in essence to how acrobatic stand lets you stand as a free action.
>>
>>51869181
I know it's a Ready and not an Attack, but I feel that AOA (Double) or Rapid Strike should allow a free attempt at pick dislodging.
>>
>>51869181
My GM allowed me to use Fast-Draw for that per as usual.
But i am half-ogre with weapon ST*2.
>>
>>51869032
You are welcome. Feeling out the right pacing for combat and when to break or reenter is certainly something that comes more easily with experience.

If you do get used to the base combat rules and still feel the desire to tweak pacing, there are also some different rules modules/tweaks/ideas you could use for that. But I would highly recommend trying the system as-is first, just using an eye for where to break and resume combat; in my anecdotal experience it feels great and doesn't come off as overly efficient or robotic in actual play.
>>
>>51868718

>Plus it assumes human beings can do focused, accurate actions every single second, without sparing a moment to think about it or even hesistate. It comes off as a bit robotic and not very roleplay-friendly.

GURPS by default runs like your PCs are heroes in an action movie, or protagonists in a videogame -- they can see everything they need to and act accordingly without a problem, even if it only takes fractions of a second. If that's something you want to change, there are provisions for it! Tactical Shooting is good for this, since it cares about harsher realism in gunfights. Cherrypick some rules that slow down the murdertrain a bit, like Situational Awareness, and consider using The Last Gasp from Pyramid (though maybe only once you've got a handle on basic combat, since it adds a little more complexity).
>>
>>51869181
Thanks for clarifying, never had anybody use a pick in the past so it was a bit confusing. I mostly run TL6+ games.

I'd probably just allow fast-draw or a fairly easy technique to do it. Ends up working out the same either way really, just depends on how hard you want to make it. I don't think it would be all that difficult to be honest.
>>
>>51869361
I'm a fan of a tweak I found in an issue of Pyramid: you hesitate and end up taking a Do Nothing action if you fail your roll exactly. It's an easy tweak that keeps PCs from feeling so hyperaware (it also helps in that hesitations don't unready heavy weapons or waste ammo/FP)
>>
>>51868827
Truly, but the ship is more task oriented than a firefly.
Where they had spacious living quarts crossed with cargo areas, this ship has external cargo and only internal controls. Technically, everything outside the bridge and engine room is a living space. Maybe not enough hallway to play hockey, but enough space to run laps
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>>51869361
What Pyramid issue is Last Gasp in?

>>51869488
Fail your roll exactly? What do you mean?
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>>51868970
Wow what the fuck.
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>>51870986
>Fail your roll exactly? What do you mean?
Sorry, that sounded better in my head. I mean when you fail by one; you're as close as possible to succeeding without actually succeeding.

I know Last Gasp is in the Alternate GURPS II issue, but I can't remember the number.
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>>51871125
Ah that's what I thought.
Thanks.
>>
Newbie here. What kind of game was GURPS originally built for? Is there any info on what kind of game and setting the developers were playing? Is there a GURPS book that's considered "the best"?
>>
>>51871901
It was built for everything. None that I'm aware of.
That's subjective and down to personal opinion, so not not really.
>>
>>51871901
>>51871983
>None that I'm aware of.
"Originally", I don't know, but they talk about their games on the forum, and clearly they play a bit of everything.
>>
So I got my friend interested in a setting which I call "Fair Thee Well" or "Extraction from a Coffee Shop AU." Low combat, subtle magic (gadget based syntactic), more than a little horror.

Speaking of horror, level one binding, on the ankle. Player gets a bonus to break free as it's a weak grab and on one of the most powerful muscles in the body. GM makes the ST roll, on a success the player must roll Perception to realize they were bound.

Eventually the bindings start to layer.

They wanted to play someone who didn't know what was going on, as they don't know the system well. They're brooding (chicken style, not angsty style) over what kind of character to create. Gonna take the description and GCS it up, send it over with rule book exerpts on everything on the sheet.

Anyways, I'm getting super charmed by what I have planned, I was thinking about recording us and putting it on YouTube, even though I HATE talking outloud. Do you have suggestions for how to record it over the internet?

>>51871901
>Newbie here. What kind of game was GURPS originally built for?

GURPS has it's roots in Man vs Man. It's 'meant' for gladiatorial combat, hence why it is even more simulationist and crunchy in combat.

>Is there any info on what kind of game and setting the developers were playing?

...

You know, I don't actually know. I do know that they personally played a lot of, if not all the setting books at least for 3E

>Is there a GURPS book that's considered "the best"?

Hoo, tough.

When people name their favorites, IOU and Technomancer are usually in the top 10
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>>51872266
>GURPS has it's roots in Man vs Man. It's 'meant' for gladiatorial combat, hence why it is even more simulationist and crunchy in combat.
I thought Man vs Man was a sort of preview of GURPS, kind of like Lite?
>>
>>51873789
Ah well, subtitle is "Fantasy combat from GURPS" and it apparently came out shortly before GURPS itself. Guess that's it.
>>
Ok what's better? 2e vehicles or 3e?

I see a lot of people still using 2e vehicles. Is it better or is it just nostalgia?
>>
>>51874074
You sure you aren't using the second edition of 3e's Vehicles? It's confusing, but I'm 99% sure that there was a fixed/expanded version of Vehicles for 3e that is simply referred to as "second edition."
>>
>>51871901
>Best Books
Lot of debate over this, but by and large, I'd argue that Martial Arts, Powers, and Thaumatology are the best. All three are well written and mechanically solid AND they are useful for broad categories of campaigns both cinematic and realistic.
>>
>>51874357

well thats confusing
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>>51874382
Looking into Thaumaturgy. I've decided to accept GURPS as my GM and system, mostly because I'm getting tired as fuck of class-based systems and all the crap they come burdened with.
>>
Blast semicircle of hot fire at end of Big Stick after swings -- IA burn 1pt (area effect 4 (only 1 row of front hexes at max ready reach of Big Stick, -80%), +20%; Aura, +80%; Melee Attack, Reach C, -30%; Link, +20%, Incendiary, +10%) +100% [10] [2.5/level]
Or there should be [Follow-up, +50%]?
>>
I need help on dependents, how do i calculate it?
(BaseCost*Frequence)*Importance, or Basecost*(Frequence+Importance)?
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>>51881245
>BaseCost*Importance*Frequence
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>>51874712
if someone is talking about 2nd Vehicles it is most certanly about GURPS 3ed Vehicles v2, thats THE thing.
>>
>>51874074
Vehicles Second Edition is just the revised version of the vehicles book, both of which were made to be used with 3rd edition GURPS.
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>>51876674
Follow-up means a second attack chimed in on this one. You've got the Link in there already for your stick+fire
>>
I'm getting off my ass to finally run a game, but now I have a big problem. Considering that GURPS uses hexagons, what the fuck do I use to create maps? I cannot draw for shit so I'm looking for options that don't rely on me freehanding it. I've found some nice and useful map creators, but trying to make them fit into a hex grid ends up with something horrible looking, ill-fitting, or both. This is the last obstacle for my game, and I'm already losing motivation. Another option is to work backwards from a map someone else has made, and try to fit the story around it, and while it would be 10x easier, it just feels wrong to have to change things to fit a map. Has anyone found a good tool or a better solution?
>>
>>51884205
Inkarnate works well for World Maps and last i checked they have World Maps
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>>51884290
Hexes I meant that they have Hexes.
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>>51884290
I'll check it out (since I also need world maps), but I guess I should have clarified that this is for combat maps, houses, dungeons, the works.
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>>51884322
Hmm, Use google and see if you can find one of the free tools that are out there for Dungeon map making, i didn't find any i liked but i am not you.
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>>51884205
Don't use hexes? A grid does make thing easier, but you can just use a ruler and measure the distances and do away with a printed grid entirely.
>>
>>51884205
>>51884644
Or just don't use either.
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>>51884205
Just find a hex grid to use as a background (or foreground overlay) layer then use whatever map you want. Don't worry about partially cut off hexes.
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>>51884941
Speaking of maps do you absolutely need to use hexes in gurps?
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>>51885227
Hexes or nothing, your choice.
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>>51885424
is that hexes or don't play, or hexes vs theater of the mind?
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>>51885468
Theater of mind.
I prefer that and range bands myself.
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>>51885468
Not him, but in GURPS theatre of the mind is perfectly viable. I've used hexes maybe 3 times in about 15 years of fairly steady play.
>>
>>51885502
>>51885487
Good that's what my preference would be if I ever get a chance to play.
>>
I don't think there's any need to dive into the complex tactical combat rules unless you're a wargame grognard and -want- that level of precision.

Personally, I don't think it makes much sense on such a tiny scale (second-long turns, one unit = one person, 5-yard hexes) that is default GURPS.
>>
>>51885596
Tactical combat is great for tactical combat. You don't get the level of detail of positioning and how important it is if you do theater of the mind.
>>
>>51885695

I suppose it comes down to how simulationist your group is, and how important it is to you to measure every yard and the exact position of every character in play.

I think a lot of that can be abstracted in favour of the story and fluid gameplay, but that's my preference.
>>
>>51885227
Not if combat isn't the game's main focus--you can always go full Theatre of the Mind. If you mean tactical combat, just without a grid, that works fine in combat-heavy games too as long as you have a fast way of measuring distances; the only issues I foresee is how loose GURPS is with the definition of the word "radius," as an effect with a "radius" of one is one hex (diameter = 1" if gridless), radius of two is all surrounding hexes (diameter = 3"), radius three is all hexes surrounding *that* (diameter = 5"), and so on. You may want to make some AoE/cone templates out of posterboard.
>>
>>51885763
I use grided combat (not necessarily full tactical all the time) because it's difficult to keep track of everything when you don't have a map. I also use it because it makes everything feel more fair. Combat's one of the last places I'd want to skimp on rules and just narrate, since the characters' lives are on the line. The players can see and maneuver as they like without me fudging. I feel like that's something important to consider when choosing to go mapless or not.
>>
>>51884205
Roll20.com
Create a free account
Build maps with drag and drop items
Upload your own items; it supports transparent PNG files, so you can make shit SHINE
Finish, take snapshot with hex grid
Done

Alternatively, run the game from the web interface! Live map +tokens etc.
>>
>>51885830
good point on the advantage of tactical
>>
>>51884205
You have two options, one just overlay the hexgrid onto the map, and just have a ruling for how things that don't line up perfectly interact, such as if it is over 50% blocked it can not be stood on.
Or you lay down the map, get some model bases that are roughly the size of one of the hexes, then convert the hex distance to an in or cm conversion and use a free form map.
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T minus 68 minutes to Firefly; The Verse!

I'm putting money on high explosive shenanigans!
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How much do you think it should cost to allow a character to use a bigass sword, as a shield, by just interposing it's massive width between him and the thing trying to shoot/stab him? Would it be about perk level you think?
>>
>>51891918
At least. And it should take at a minimum, a ready action to change handling
>>
>>51892024
Would you say 3 points would be fair, to make it not require a ready maneuver? I'm trying to balance it for a PC who requested it, and just not sure where to set the cost. I was basing it roughly on the Pistol Fist perk, and this is a pretty cinematic campaign.
>>
>>51891918
Sword + Shield combined gadget? Maybe just the weight of the bigger item + 20% of the other item weight..

Along with a damn high ST requirement, I think.

Or just a Perk that lets you use a very large sword, relative to your body (1 SM over your size?) as a shield, but make the unready as a sword when used as a shield?
>>
>>51891918
Maybe Enhanced Parry (Accessibility: Only with this huge sword) and just describe it as blocking the attacks?
>>
>>51892526
Style verstility (Use sword as shield) would let you use the sword to substute for a shield, but you'd need a ready action to switch between modes.

Quick Ready would let you switch back and fourth.
>>
>>51892586
That works pretty well I think, thanks. So they don't always have the benefit, but can still switch between it relatively on the fly.
>>
>>51891918
This question reminds me. If you have superhuman strength (say 30-40), what advantages does using a giant sword offer, over unarmed?

Even handwaving not being able to leverage all your strength/risking breaking the weapon from the colossal stress you put on it, the sword damage doesn't contribute nearly as much as your raw ST does, and Judo throws or other slam style attacks let you dish out SW damage. Judo also lets you parry twice without a penalty and all those othwr nice bonuses. Plus you have to re-ready the weapon between blows, which really slows down the slaughter, unless you have the whopping 1.5x strength needed to wield the already high minimum strength weapon. Not to mention in the situations where you can't instagib a target (which again, you could instagib basically just as well with a Judo slam), unarmed offers a lot more versatility than a sword, which is basically just "hit them".

Am I missing something? It feels like the sword is just a really bad option compared, at that level of strength.
>>
>>51892896
>30-40
>become unready
What kind of sword we are talking about? Anything two-handed with Min ST of 15-20 can be wielded one-handed with no problem.
Also, damage modifier.
Also, reach.
>>
>>51892967
>What kind of sword we are talking about? Anything two-handed with Min ST of 15-20 can be wielded one-handed with no problem.
I was thinking of a big sword meant for someone super swole, like the buster sword or dragonslayer. Because can't you only effectively apply 3x the minimum strength of a weapon, and anything over that is lost, or is that a Ryle I made up in my head?

>Also, damage modifier.
A flat +3, when you rolling like 5d6, isn't that big a deal
>Also, reach.
Fair point, but still not enough to make up for it in my mind.
>>
>>51892896
Reach is a huge factor; assuming you *just* have ST 30-40 and not a positive SM as well, you're stuck at Reach C for all those blows. Low-Tech Companion 2's rules for sizing up melee weapons just makes it better. Also injury multipliers are hella good; you seem to be assuming your ST 40 demigod will only fight ST 10 unarmored bandits instead of titans, dragons, and other giant monsters, which seems a huge waste. Lastly, grapples are one of "slow" or "requires setup"--they either take multiple rounds to pull off because grabbing and doing something with a grapple are different maneuvers, or they require someone to attack you in melee and be parried before you Judo throw--and unarmed strikes have that downside of causing injury when hitting DR3+ targets, and using weapons sidesteps both issues.

I don't understand your comments on having to re-ready heavy weapons; at that level of ST, you can one-hand anything with the double-cross icon and use it every turn.
>>
>>51893035
>I don't understand your comments on having to re-ready heavy weapons; at that level of ST, you can one-hand anything with the double-cross icon and use it every turn.
According to the rules you mentioned about scaling up weapons, making it SM+2, would give it a minimum strength of 30, which could not be used without unreadying, that's what I was thinking/worried about, though it wouldn't need to be that big, for then to get the most out of their ST, just +1. (And if they took Gigantism, they could use the SM+1 sword, without even a custom grip)
>>
>>51893141
Only if the base weapon would be unreadied. A weapon with ST 12 sized to SM+2 becomes ST 30--no cross/doublecross is added.
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>>51893224
>becomes ST 30--no cross/doublecross is added.
I was looking at a greatsword, as base, but this did make me realize a cross doesn't make it unready when swung. Only double cross does. My bad!
>>
>>51893232
It's cool, shit can get confusing sometimes.
>>
>>51893224
>>51893035
Follow up question, vaguely inspired by this. Is there any rules for a "great cleave" style ability, to just massively overkill someone(even just a mook), and keep the sword going to slice through more? I find it hard to imagine someone with 42 strength and a sword meant for a SM+3 giant, to not be able to cleave through two roadside bandits in one swing. (Or even just slam one into the other from momentum alone).

Second question, that my last comment on the first question made me think of. Do you think a weapon that huge would count as crushing damage for blunt force trauma? Sure it's got a sharp edge, but they're still swinging something that weighs as much as a smart car into you.
>>
>>51893017
>A flat +3, when you rolling like 5d6, isn't that big a deal

Not that. Moving from crushing damage for a fist to cutting damage for a sword multiplies damage that penetrates DR by 1.5.

Other weapons could give even greater reach and things like impaling damage for a x2 modifier - a ST 40 halberd is a man-mulcher.
>>
>>51893295
Not as you're imagining it, no; all cleaving abilities I've seen in GURPS assume that they're a part of training, bought as either an ability or a technique. That being said, if you're rocking a huge dood with a huge sword, see if you can get your GM to use the swarm rules for mook soldiers. The massive blob of units have 60% of the total HP of its members (e.g. a squad of 8 soldiers with 12 HP has 12*8*.6=58 HP) and is attacked as a whole; if you're strong enough to deal that much damage, you effectively are potentially killing/disabling many opponents at once.

No, it wouldn't count as blunt trauma. The force/weight behind an attack determines the damage, but the point of impact determines the injury type.

This series of questions wouldn't have anything to do with the new Berserk musou, would it? :^)
>>
>>51893452
>This series of questions wouldn't have anything to do with the new Berserk musou, would it? :^)
Maybe indirectly. I'm asking because a player wants to play a swole dude with a hueg sword And I will call you a liar if you haven't wanted to play the same at one point. Something fantastically cathartic about the simplicity of the idea , in a cinematic fantasy campaign I'm doing (plot is basically fantasy over watch. Bunch of retired, but still mega bad as heroes, banding together to face a new threat). He might have been inspired by the Berserk Musou, but besides HEUG SWORD, he's not really like Guts. The inevitable Guys comparison is exactly what's stopped me from playing that idea myself in the past. Why does every character with a big sword have to be a Guts Knockoff? Not every character with a whip is accused of being a Belmont!
>>
>>51893496
No judgement from me either way, I'm a huge fan of Berserk and have also wanted to play fuckhuge swordsmen.

But if you're the GM, try to throw some swarms his way; the other alternatives are Whirlwind Attack and techniques based on Rapid Strike.
>>
>>51893597
Aye, thanks for the advice. I'll see what he thinks. Not quite as "visceral" as cleaving, but it works. I'm definitely taking the swarm advice though, fits perfectly, and should help keep hordes of soldiers threatening, while not ruining the cinematic feel and crushing them with weight of numbers. What book has the full rules for that?
>>
>>51893653
Swarms are touched on in the Basic Set as ways of handling a bunch of rats, insects, etc., but Zombies explicitly applies it to human-size creatures.
>>
>>51893709
Alright perfect, thanks again anon! Time to get back to work!
>>
File: Yellow.jpg (35KB, 564x564px) Image search: [Google]
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>Two hours into Firefly
>The party has assembled, finally
>and thus the argument about the bunks begins
>>
>>51893786
Mal with Inara, Kaylee with Simon, Jane in the Brig, River in the cockpit with Wash and Zoe, waiting for Jane to be an idiot, so she can kill him.
>>
File: oWSklgs.png (609KB, 893x294px) Image search: [Google]
oWSklgs.png
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I've never been able to make GURPS work for me, but I appreciate the enthusiasm you all have for it.

Thanks for the fun reads over the last few months.
>>
>>51893597
>Whirlwind attack
>Rapid strike
>AoA (double attack) with one of those split into rapid strikes
These are what I was thinking of, but in particular whirlwind attack. If you're not attacking a swarm/mob anyway.
>>
>>51821282
>just buy a van lol
is that nigga serious

Also it makes perfect sense for a hobo to have that sort of thing actually, I can't even explain how practical it is.
>>
File: Capture.png (482KB, 1036x760px) Image search: [Google]
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>>51893295
Dungeon Fantasy 11 has pic related.
>>
>>51894550
Not him, but
> All out attack to get 3 attacks aging 3 different foes
> Requires weapon master
I feel like if you have the points to spend, and Weapon Master, you'll probably have better options than that for multi-attacks. Pretty great if you only have the high strength though.
>>
File: berzerk..png (518KB, 825x875px) Image search: [Google]
berzerk..png
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>>51894550
Nigga, thats berzerk.
fuck weapon master, he gots the 18 ST
>>
>>51894101
Well our crew is
Captain Faust
Pilot Jacq
Communications Wendy
Engineering Dee
And lastly
Guy with no set job Hale.
Fight was over who got the large cabin near the front between Jacq and Wendy, ending with Jacq taking the room and Wendy just moving into the Coms section of the ship.
>>
>>51894750
The obvious solution, with the big beds, is for Jacq and Wendy to lez out.

>Androgonous ginger girl that brought her cat to work.

See >>51805319
>>
>>51894270

I'm saving this meme for my collection
>>
>>51894836
>The obvious solution, with the big beds, is for Jacq and Wendy to lez out.
But why?
>>
guys, where the fuck do I find the tables to gear other than weapons and armor in the GURPS books? I don't know where to look.
>>
>>51897195
There aren't tables, there are lists.
Usually, after or before weapons/armors.
>>
>>51897195

Lists, not tables.

The Tech books are all good sources, depending on what you need.
>>
Oh hey, finally, it happened again.
Past bump limit and page 10.
Thread posts: 319
Thread images: 33


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