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/gurpsgen/ GURPS general thread

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File: GURPS GENERAL MUTHFUCKAS.pdf (350KB, 1x1px) Image search: [Google]
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Shitty maps and Trolling edition

What's your favorite hack for the game?
Recently one of my players listed, on his roll20 shotgun attack macro, the standard RoF bonus from his shot, alongside the roll. End of the day it was just "subtract range negative" to determine his tohit. I found that super neat
>>
>>52287531
Based on "Striking Surface" from power-ups 2: Perks, would a counterpart Perk that requires DR 2 on hands/feet, and makes it so you never take damage from striking things with your hands, be fair?
>>
Alright GURPS gen, stat a "shitposter."
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>>52287886
Sure; once you've reached that much DR investment that seems like a great use of perks.

>>52288057
Intolerance(games I don't like)
>>
Just got my Low-tech book. Is there any reason not to use the Bladed Hand if available to you when you use karate or Brawling?

While you do have to ready it, it doesn't come with all the disadvantages of barehanded combat and deals way better damage. Am I missing something?
>>
>>52288098
Handshakes become compliclated
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>>52288098
If you're shelling out for a weapon, why not a real one instead of an expensive thrust-only dagger with less utility?
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>>52288332
It has imp and cut damage, and you get all the benefits of using karate including the damage increase. The only thing a dagger is better in is that you can throw it.
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>>52288364
Oh derp my bad. Don't know how I confused that.
>>
>>52287531

My favorite hack is the fact that the Winchester 1887 10 ga can fire HEAT rounds so I can hunt tanks with a gun that predates the car.
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>>52288098
Nope! Weapons are overpowered, especially ones that use a particular style.
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>>52288495
Holy balls. That's gotta be bad for the barrel or something
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Trying again in the new thread

Any reactions/hatred/comments for Grimwyrd?

Imagine there's two valleys running west to east, rolling down to the fertile grasslands and lake in the Northeast, slamming into an escarpment

Also, there are cottages and estates all up and down the roads on the farmable lands(the cities are the Big Towns)
>>
>>52288631

Not really since as long as you don't have a big boo boo it should be just fine. Only issue is that you can't use choke since it's a slug.
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>>52288057

Trickster disadvantage, and whatever other stat represents not actually caring about anything they post save for their own entertainment and expressing themselves with more freedom from usual restraint.
>>
>>52288098
It turns all your attacks lethal. Which is a drawback in some instances.

But if you're in the type of game where blade hands are a good idea I think that's not an issue for you.
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>>52288940
Looks good to me.
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>>52287531

Which is the more logical choice of computer system/computer model/type of computer for running complexity 7 mind emulations in terms of achieving the highest overall population while avoiding too high of a financial cost? This will be using the "Thinking Machines" alternate complexity rules (which have mind emulations at complexity seven and give new complexity levels for computers) from "GURPS: Tech and Toys II" page 16. The setting will be at Tech Level eleven.

Also, do you guys have any thematic advice for running a setting where easily 80% of the population are mind emulations running on computers; who interact with others and the environments throughout the solar system through a combination of virtual reality, augmented reality, and remote operated robots? The players will be Mind Emulations. This is a TL 11 setting which takes place thousands of years into the future.
>>
>>52288057
STR 9, DEX 9, INT 8, HT 10

Disadvs
Odious Personal Habit [Shitposting] (-15)
Addiction [Shitposting] (-5)
Delusion [GURPS requires complex math] (-5)
Obsession [Shitposting in GURPSGEN] (-10)
Intolerance [GURPS] (-10)
Compulsive Lying (-15)
probably also Innumerate (-5) and Unfit (-5)

Advs
Ambidexterity (5) for faster shitposting
Cultural familiarity [GURPSGEN] (1)
Duplication (35)
Hard to Subdue 5 (10)
Reputation 2 (10)
Talent: Shitposting (Small) (5) with skills related with using PC, Paint and typing

Skills
Archeology: 8
Computer Operation (TL8): 12
Forgery: 11
Hidden Lore (Obscure GURPS tables): 15
Hobby - Mental (Shitposting): 17
Propaganda (TL8): 10
Survival (/tg/): 12
Tactics: 8
Traps (TL8): 9
Typing: 14
>>
>>52289931
Oh, and that Talent also covers propaganda and forgery
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>>52289384
>Suspiciously problem free
>>
>>52289931
JFC, savage
>>
>>52289965
Sorry, but going below 5 will turn him into a non-sapient creature, while 8 is still within average human being. Just low on that average.
>>
>>52289965
>Int 8
>GURPSfag

>"GURPS is like super hard!"
>"muh complicated math!"

>"only dumb people play it"
Make up your mind.
>>
>>52290034
>since he know that GURPS it's shit.
Hate to break it to you, anon
>>
>>52289965
>>52290034
>Still trying

And all of you - stop feeding the fucking troll, for fucks sake. I went to sleep, came back and the thread went from 220 posts to 400+ and was already archived, with 200 posts of pure cancer in it.
>>
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>>52290058
>Comes to GURPSGEN
>"No one wants you here"
Oh the irony...
>>
Just report dem posts, friendos.
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>>52289931
Someone please save it as a pasta or caption for future threads, I'm on phone till weekend
>>
>>52289487
Another question:

What type of government is a solar system spanning (including a small Dyson bubble) country of mind emulations likely to have?
>>
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How to manage encounters in generic wasteland?
Like hey it's WASTELAND there pretty flat landscape and little anything exept thin tiny shrubs, so there is easy to see someone at long distances, even at night.
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>>52290104
Literally ANY form of government fits. It depends on countless factors, so it can be anything from complete post-apocalyptic anarchy (or utopian anarchy communes) to oppressive totalitarian techno-backed theocracy
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>>52290138
You can make an ambush in completely flat area without any landmarks whatsoever. It's all about taking proper care about camo
>>
>>52290138
>>52290172
Also, you can snipe out people from a distance that exceeds unaided human eyesight, so they won't even know from where they were hit for first few shots.
But I dobut you want to know how to TPK your players
>>
>>52290104
I suggest direct democracy. I'd imagine there is already a hive consciousness of general societal input. Anything requiring a binary vote can be submitted with less than a thought
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>>52290138
Vary your desolate terrain dawg
Gulley's, ditches, hillsides, mountains, foothills, plains and valleys can all be desolate.

Watch mad Max:fury road, for both inspiration and suggestions
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>>52290138
How wastelandish is it?
There's bound to still be some rubble here and there or a building still standing once in a while, or at least walls. Or dead trees, come on.

Unless your players are like walking through a desert that wasn't even inhabited before the end, in that case, what the fuck? Still, rolling hills and dunes can hide stuff from view, or sandstorms.
No place is really absolutely flat in all directions.
>>
>>52290104

In it's most basic sense, a government is a structure that:
>safeguards citizens from internal and external threats
>provides the basic needs for citizens to survive and/or flourish (the definition of "basic needs" varies by culture)
>enables citizens to co-operate on large scales
>makes decisions that affect all citizens

In a mostly-digital society, these are still important. The structures that contain the computers people are run on need protection (e.g. a military force). The computers need resources of some kind, probably energy, though in such a technologically advanced society this might be totally automated, and the resources are much more simple than in a meat society. Organisation and co-operation is facilitated by the fact that every citizen is, by definition, hooked into the global communications network.

For decision making, you need a system for the citizens to decide on either a) how the society is run, or b) who the task of running it is delegated to. In such a connected society, a direct democracy is the most obvious setup: each person gets to vote on every single issue, instantly. If time dilation is a thing, you might even have a consensus democracy, where all matters are debated until every citizen agrees on a single course of action, though if the minds were once human that's unlikely to be quick.

For an analogue in existing media, my vote would be the Culture from the novels by Iain M Banks. They're hedonistic, individualistic, and carefree because all basic needs are provided for them and they can afford to just do whatever the fuck they want, whenever they want. Their "government" is run by superintelligent AIs who genuinely have everyone's best interests at heart, so while citizens *can* vote, most don't because nothing important needs deciding.
>>
>>52290138
Consider this:
There is a monotous, flat and remarkless landscape in every single direction. It's mind-numbingly blind.
This by default makes it a perfect for laying an ambush, because your brain no longer registers half of the shit around due to "nah, it's just flat arid place around"

Also, unless you are having a setting placed on, say, Alderson disk and the area in question was smoothed and levelled, you can't see properly further than about 3-5 km, depending on fuckload of other factors. So even without an ambush someone can quickly close in to you without much effort.
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>>52290363
*bland, not blind
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>>52289487

>Which is the more logical choice of computer system/computer model/type of computer for running complexity 7 mind emulations in terms of achieving the highest overall population while avoiding too high of a financial cost?

Probably a large number of computers with Complexity 8 plus the Dedicated option (which is +1 Complexity for one type of program). The cost grows exponentially with size, so if you just want to run lots and lots of Complexity 7 programs instead of a few Complexity 12 programs, it's best to go for millions of slightly more powerful computers instead of one ridonkulously powerful Jupiter brain or something.
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>>52290422

I'll do that then, thanks.
>>
I'm going to be running a Fallout campaign for some friends and I think it would be easiest if I cut down on the number of skills by introducing the Fallout skills.

I was thinking that they would be priced as VH skills, but you can tag them to get +1 and reduce the pricing from VH to H. Players would get three free tags and a future tag would cost 15-20 points.

I decided against treating them like wildcard skills because wildcard skills get stupid expensive and I couldn't imagine making a character using *only* wildcard skills.

Thoughts? Should I decrease the "difficulty" of some skills like Lockpick to reflect the inclusion of only two skills? Should I just create skill templates?
>>
Question related with languages and reading ability. Do you seriously need a specified reading proficiency in given language to... you know, read it? Assuming it's using the same alphabet as your native one AND you are familiar with the SPOKEN version, it shouldn't be much problem to read it.
Does it pass under the rules or not and you need a full-blown proficiency?

Also, semi-related: are there any skills that can be attributed for a character that is supposed to be linguist? Skills, not advantages
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>>52290422
>>52290322

Now, how do I best go about finding conflict & drama sufficient to run a game in such a setting? My default plan is to go with a mystery game which is intensive on social interactions, hacking, and cryptography.

Also, if I want to add some more traditional scifi biological aliens to interact with this "Solarian" (i.e. they are long past being Earth focused) post-human civilization in a "Galactic federation" how likely would said mixing turn out?
>>
>>52290752
I think you'd have an even easier time if you used After the End and its templates.
>>
>>52290852
You're probably right.
>>
>>52290795
There are a few articles that handle language in a more in-depth way for games that want that. "Colorless Ideas Sleep Furiously" is one, and there's another in (I think) the historical exploration issue of Pyramid.
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So the best and easiest way to make mecha is by making it as a character?
I'm guessing IQ 0, compartmentalized mind, and payload are needed. Anything else to look out for besides the obvious?
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>>52292833
Size? I mean it IS obvious, but people tend to forget about it. And if it's carrying an AI, then stuff related with it, too
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>>52292833
Nah you've got it down. Don't forget the Machine Body meta-trait if it's a standard robot mech.
>>
Two quick questions

1) Is there finally Swashbucklers for 4E or at least plans for making one?
2) If it's only 3E, anyone has any conversion tables for naval combat?
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>>52289959
It looks like a nice little area, towns and farms either follow the road or a water source, with all but one being adjacent or very close to both. Same as lumber yards, which is logical. The roads follow the best geographic areas, and forts are in logical places in relation to what I assume to be problem areas.

The swamp looks like a swamp.
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>>52296385
>The swamp looks like a swamp.
OH GODS WHAT HAVE I DONE
*TEARS UP PAPERS*
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>>52288940
Teach me, senpai. How the fuck you get this good with Hexographer?
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>>52296269
1) No, and no
2) Were there any ever made?
>>
What are possible factors, modifiers or tools you can use to affect Prospecting roll? I'm not talking about directly panning the sand at the river's bottom, but a situation when players enter new valley and just look around for potential sites that even could be used for prospecting further.
I know absolutely nothing about this IRL, the Basic Set is so vague about use and using of Prospecting it could be just magic and yet my players are currently on charting expedition and they all agreed in the very last moment it would be twice as good (and made some extra profit on side) if they will drag a prospector with them. Obviously, I wasn't prepared for that and now I'm out of the depth.

If it helps, it's a TL5 "Map Peruvian Andes" game.
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>>52291588
>Chomsky
No thanks
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>>52296448
That thing the bottom right isn't a swamp?
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>>52288940
Why is the north river uninhabited compared to the south river valley?

What is the scale? Are the valleys separated by mountains or hills?

Other then that this looks good.
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>>52291588
I've read that already and all it does by the end is converting Language from being an Advantage to being a skill, still focusing entirely on practical side of the whole thing, but not language theory as such. I mean - what skill should I even pick? Research? Literature? Writing?

>>52296927
Original anon asking for advice here and this is my message for you:
Fuck off
Also, it's an official GURPS article, sharing only the title with Syntactic Structures' content. If you are too thick to grasp Chomsky - fuck off even more. If you have a problem with researcher, because /pol/ convined you it's all Jew Science - go fucking kill yourself instead.
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>>52296744
tracing overlays
I started with this

>>52296949
nuclear/thaumatological wastes
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>>52297036
You also have some strange things going on with the drainage basin in the south. Is the swamp feeding into a coastal delta or something off-map or is it an endorheic basin?

Red line traces high ground, based on the pattern of rivers. This makes for some oddness with the map, mostly in the hilly forest.
>>
>>52297193
So it's basically a fuckload of hard work anyway and not just developing skills over time?
This is my biggest problem with Hexographer - it's a tedious work, tile-by-tile, with not exactly most ergonomic interface. And it's still the most user-friendly hexgrid map-maker, unless I want to just put a grid over bland picture in GIMP (which I usually end up doing due to much less time needed)
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>>52297036
>Why is the north river uninhabited compared to the south river valley?
rocky frontiersland, such as the Canadian far north Hudsons bay
Also monsters.

>Are the valleys separated by mountains or hills?
mountainous foothills, sharp and steep cliffs
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>>52297250
theres a large tool too, 7 hexes at a time
>options - [] draw large are terrain
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>>52297202
Ocean in the SW dumps rain North Easterly. So it rolls back into that swamp
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>>52297085
Don't be one of those "get out of my /tg/ faggots". Just fucking explain to the idiot he isn't reading a Chomsky work and just a GURPS book. And don't accuse anyone who dislikes the that sanctimonious faggot of being either /pol/ or stupid. Though I can see where you got the idea, considering his arguments usually involve calling someone who is less socialist than him a fascist.
>>
>>52297775
Get out of my /tg/
>>
>>52297879

Get out of my /tg/
>>
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>>52297775
I literally couldn't care less about his politics. I need his linguistics.
So like one of the guys already told you - get out of my /tg/. There is a board designed precisely for crying about politics you don't like.
>>
>>52287531

How can I best emulate a Skitarii soldier in GURPS?
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>>52299076
>Skitarii soldier
>"Skitarii" are armies of specially augmented cybernetic warriors sworn to a specific Forge World and serve alongside the Collegia Titanica and Taghmata Omnissiah as the military forces of the Mechanicum

Liberal and excessive use of the cybernetic limitation template, as well as Ultratech rules and gadgets

Relatively simple.
Whats their relative power level? To say, an Imperial Guardsman?
>>
>>52299150

A Guardsman would just be a normal human with 100 points, that flexweave/reflex armor, a TL 9 helmet and a TL 9 laser rifle. The Skitarii get a mix of high grade/potent TL 10 gear and cybernetics (plus at least one TL 11 thing).
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>>52299500

I'm thinking of giving the Skitarii 800 character points (with the bulk of that going into Admech themed advantages and cybernetics).
>>
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>>52299514
>>
>>52299514
>800 character points
>>
Consider there is alien with two pairs of eyes with different properties
1st pair: colorblind, tunnel vision, anti-flare
2nd pair: nearsighted
What the best way to stat this?

Attempt one (total is -8):
Bad Sight (Nearsighted) [-25]
Acute Vision 5 (Only to compensate glare and haze, -50%; TD, Colorblindness, -10%; TD, Tunnel Vision, -30%) [2]
No Bad Sight (TD, Colorblindness, -10%; TD, Tunnel Vision, -30%) [15]

Attempt two (total is -7):
Meta-trait X [-40] (for simplicity)
Colorblindness [-10], Tunnel Vision [-30]
Acute Vision 5 (Only to compensate glare and haze, -50%) [5]
No X (TD, Nearsighted, -25%; TD, No acute vision, -5%) [28]

Attempt three (total is -19):
Bad Sight (Nearsighted) [-25]
Colorblindness [-10]
Tunnel Vision [-30]
Alternative Abilities:
1) No Bad Sight [25], Acute Vision 5 (Only to compensate glare and haze, -50%) [5]
2) No Colorblindness [10], No Tunnel Vision [30]
Total 40+30/5=16

Attempt four (total is -8):
aka Homebrew Mess of Alternative Disadvantages
1) Bad Sight (Nearsighted) [-25]
2) Colorblindness [-10], Tunnel Vision [-30], Acute Vision 5 (Only to compensate glare and haze, -50%) [5]
Then calculate it as if it was alternative limitations: 0.25 x 0.35 = 0.0875, for a total of -8 points
>>
>>52299514

That's probably about right. They wouldn't be too different from the TL 10-11 Combat Android in UT, just with a few lingering fleshy imperfections.

>>52299689

Sci-fi robots are very expensive.
>>
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>>52289931
>Typing: 14

Let's hope to God that the trolls never read Pyramid issue 65
>>
>>52299514
You can look at reign of steel: will to live for some additional ideas
>>
>>52300740

Very cool. I'll indeed mine for Skitarii ideas, perhaps also ideas for making Necrons for them to fight.

I will also use this as a goldmine for my "transhumanist version of Terminator" style game. In place of Skynet is a literal small country of Mind Emulations who worship a God-Machine. Said country was peaceful until June of 2567 where almost every other nation declared war on it--for being a "bunch of mechanical abominations." The war where said small nation utterly obliterated its invaders lasted six days. The players will be mind emulation soldiers working in the aftermath.
>>
>>52292833
Don't forget that you can take it as Signature Gear for the same cost as an Ally with the same point total that appears on a 9 or less.
>>
>>52288495
They'd have to be some pretty shitty tanks though, HEAT rounds only do 1d damage.
>>
>>52302958
Technically 10 gauge +P HEAT slugs are (maybe) legal, as a 10 gauge can take a 20mm projectile.

In that case, you'd have 8d(10) with 1d(?) cr explosion linked and the capacity to knock out LAVs and early tanks.

12 gauge HEAT is anemic as hell. Generally unless you want to try and put a little damage though DR 50 plate you are better off with APDS.

That said without a GM that was in on the joke I wouldn't try it.
>>
>>52299718
>Sci-fi robots are very expensive.
Not him and not THAT expensive
>>
>>52299642
>>52299689
>>52303616

To help with scale, a Space Marine has about 3000 points.
>>
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>>52298661
>get out of my /tg/

I'm not the one crying about people in my secret clubhouse. And I don't really care about politics, just felt like reminding you that you are a colossal faggot along with anyone who pulls the 'get out' shit. Also Chomsky's entire linguistic theory was beaten by an ape we taught sign language.
>>
>>52303750
There is no way. Do you have one statted out or are you just spitballing? I refuse to accept this as reality.

It scares me.
>>
>>52303837
You know that the Ape was a scams. There is not enough proof that Coco can really speak.
>>
>>52303890
Of course you can't teach a gorilla to actually understand and communicate as we do with sign language, I'm just pissing at him because he annoys me and I'm petty.

Which books are Gorillas in btw? My group is going to stranglethorn vale and I want to throw a couple of great apes at them.
>>
>>52303922
Bestiary. Good look getting that.
>>
>>52303938
Eh. I'll just use the basic set one.

ST 15; DX 12; IQ 6; HT 12.
Will 10; Per 10; Speed 6; Dodge 9;
Move 7.
SM +1; 400 lbs.

Traits: Arm ST +3; Bad Grip 2;
Brachiator; DR 1; Sharp Teeth;
Wild Animal.

Skills: Climbing-14.

I should add brawling. Because as it stands a black bear will beat the shit out of a gorilla because it trained harder.
>>
How would you best represent a Suplex? I'm thinking a Technique that's basically "sacrifice throw for damage, with +2 damage or +1 per die" and it defaults to Sacrifice Throw at -2, stacking with the -1 to throw for damage?
>>
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>>52303837
>>52303922
>Seriously trying this hard so many hours later

It's not about being petty. It's just sheer stupidity
>>
>>52304096
Suplex = sacrifice throw by "official" version.
Or any throw when you go down with enemy by technical grappling "official" version.
>>
>>52299715

When I do it I get -36

Everything is slapped with -40% One Set of Eyes Only.

Restricted Vision (Tunnel) [-18]
Colorblindness [-8]
Protected Sense (Vision) [3]
Badsight (Near Sighted) [-15]

You could throw acute vision on top of it. I'd be tempted to make you pay full price for the advantages as it would be on your tunnel eyes, and those gain full benefit for aiming and stuff.
>>
How do I make a knockback attack with which I can choose the attack vector or rather in which direction they go flying?
I assume with a regular innate attack it's always away from you, the source.
I guess guided may cut it.
>>
>>52303837

Amen.
>>
>>52290814

Any thoughts regarding these questions?
>>
>>52304475
+5%
>>
>>52304510
Yes
>>
Where would I look if I want to stat out technological superhero-esque equipment?
Grappling hooks, jetpacks, power armour, artificial wings. That sort of thing.

I've found Cybernetics, but that's not it, and Gizmos only covers small items. I guess I'm more looking for a way to take advantages, but as items rather than supernatural abilities.
>>
>>52304649
Supers has some gear as normal equipment.

For unique gear stated via advantages, use gadget limitations.
>>
I need some help.

Usually my brain is in a low-tech fantasy paradigm. I wanna run some Sci Fi, but I'm not sure I'd be good at it, any suggestions?

I'd sure as fuck wish I could think like >>52290814 on the grounds that mystery is HARD for me.
>>
>>52304649
There's a Pyramid article called (iirc) "The Daughter of Necessity", which does this exactly. It has rules for building Gadgets from advantages, and determining costs and things for gadgeteering and invention.
>>
>>52304678
>For unique gear stated via advantages, use gadget limitations.
Oh, I didn't see those. Seems like it could work out.
Thanks, Anon.

>>52304725
I'll look into this too. Thanks.
>>
>>52304725
Just checked, Pyramid 3-46 Weird Science. There's a few articles of use in there, another worth mentioning is "Metatronic Generators".
>>
>>52304510
Like adventure hooks or campaign hooks?
>>
>>52304638

I commend your wit and concede to my mistake in phrasing.

What are your answers to those questions?
>>
>>52304923

Yes, along with suggestions for how the difference between biological space faring aliens and post-biological "once human" space faring Mind Emulations would affect Galactic politics. While I am thinking up a lot of this on my own it still helps to pass things by different minds who might have a different perspective on such things.
>>
>>52304724
>>52304724
This seems like a general question, not a GURPS-specific one. It probably warrants its own thread.

That being said, Space might be a good starting point as its all about world(s)building. There are also a lot of goof sci-fi setting books for 3e that you can use for inspiration.
>>
>>52304724

I highly recommend GURPS: Transhuman Mysteries.

http://www.sjgames.com/transhuman/transhumanmysteries/

While it is mainly a guide for running mysteries in the Transhuman Space setting it has equal utility for for scif mysteries in other settings. Read pages 33 through 36 for a general guide on running mysteries in table top rpgs.
>>
>>52305000
Also, if all else fails, just put fantasy in space and add necessary adjectives. It worked for Star Wars and 40k.
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>>52304944

Depending on the food issue there might be weird and strict biological restrictions. Like No Peanuts in School.

Human Food must Stay on the Human Side of the station, or be food colorered into bright Orange. Dyroixi Food must remain on the the Dyroixi side or be colored bright green.

I once was putting together a game (it fel through because of my scedual) where it's pretty much all humans and human varients (there was an alien empire out there) with super strict rules on who could come on space stations or planets, and how, because of diseases and immunity. So most people were stuck in lightweight encounter suits when on the road, so to speak.
>>
>>52305000
>>52305003

TY so much!
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>>52305013
A hilarious and common issue, not seen since the exploration of the new world centuries ago

Star trek has us ruined for first encounter protocols and interspecial interactions
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>>52305013
>I once was putting together a game (it fel through because of my scedual) where it's pretty much all humans and human varients (there was an alien empire out there) with super strict rules on who could come on space stations or planets, and how, because of diseases and immunity. So most people were stuck in lightweight encounter suits when on the road, so to speak.

That is an interesting setting, it reminds me of a scifi short story which had a similar plot to the The Thousand and One Nights but with a human woman who was supped to be executed because humans are considered to disease ridden for the Galactic emperor's planet.

As for my setting, I think the ideas you've posited will work well for the roughly 80% of Solarians (what I'm calling posthumans, based on solar as in our solar system) that are biological. Though they're not humans in today's since due to too much transgenic genetic engineering of the course of thousands of years. This ironically makes the mind emulations far closer to us, purely in terms of their mental outlook, than many biological "humans."

My current plan for points of political friction will be a common negative attitude against AI (this being part of my answer for the Fermi Paradox) and Solarians not using the cliche Precursor tech that the biological aliens use; which also means Solarian religions don't mix well with alien, precursor worship based, ones. That later distinction will also serves as some balance (i.e. Solarian outperforms everyone on IT, nano-tech, and raw energy output/storage while Precursor tech gives force fields, FTL, very limited SPEHHS MAGICKS--translating into sufficiently advanced (TL 12) technology in extraordinary scare supply).
>>
>>52305033

You're welcome, good luck good sir.
>>
>>52305163
>A whole of derps!

[Corrections Below]

>An estimate order of "20%" of Solarians are biological, the rest are mind emulations--with the grand majority preferring to exist on static computers and "live" in virtual reality--in a way that still lets them interact with the outside world when that need comes. I guess the rest remainder among mind emulations would go for having robot bodies or Bioshells.

>That is an interesting setting, it reminds me of a scifi short story which had a similar plot to the The Thousand and One Nights but with a human woman who was [supposed] to be executed because humans are considered [too] disease ridden for the Galactic emperor's planet.
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>>52305092
Star Trek usually was trying to justify this shit with ability to apply "all-cure" to whatever disease you can catch, but like all excuses from it, it was pretty shit.

Call it shilling if you need to, but so far Arrival is the only work of fiction that seriously tries to at least pin-point the basic issues of first encounter and adress some of them.
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>>52305222

We said. Here is a video which tries to give it deeper thought, though your millage may vary: https://www.youtube.com/watch?v=igZi4iyJiq0

My setting's first contact will be on an exoplanet when a Solarian Mind Emulation and dump AI "piloted" prope will find Precursor tech and tamper with it.
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>>52305278
>dumb
>I'm being derpy derp today.
>>
>>52305288
*dump
>>
>>52305296
*dumb
>>
>>52305278
>Finds ancient precursor technology
>Immediately interfaces with it
What could go wrong?
It happens in EVERY GAME
>>
>>52305092
>A hilarious and common issue, not seen since the exploration of the new world centuries ago

That's where I lifted it from. They actually have government controlled trade routes and stuff to expose planets and stations to disease within the empires and such so at least people of the same nationality probably won't start a plague. Larger space stations might have a mingling area for controlled exposure to germs from more exotic places

>Star trek has us ruined for first encounter protocols and interspecial interactions

Eh, diseases are unlikely to be able to jump exoplanet species barrier
>>
>>52305163
>>52305220

I've decided to be lazy and copy Greg Egan's "Diaspora" some more. As such, the biologicals will have a huge diversity of government systems which all have at least some tribal tendencies; when nations have an intermixing of post-human species they'll lean toward caste systems. Species based religions that are almost entirely or completely limited to a given post-human species are the norm. There are also some artificial evolutionary dead ends (i.e. a human-like minds being long gone), which sometimes serves as food or "slaves."

The computer runned Mind Emulations will have at least a trillion city states (the largest cluster being part of the Dyson bubble with far fewer habitable habitats for physical guests and species archival zoos. https://en.wikipedia.org/wiki/Dyson_sphere#Dyson_bubble ), each having its own form of government (the most common variation being a combination of direct or meritocratic-themed-representative democracy for normal government functions and a cybercracy (GURPS Basic Set II, page 510) for checks and balances which protects their rights/minds/existence on said computers). These city states will be called "Polises" and the ones not around the sun will be spread throughout the solar system. A Polis is a combination of the highly protected and supported space-based data center, automated 'everything else' that is necessary, and countless support teleoperated robots/drones and mind emulation+dumb AI "piloted," non-habitable, spacecraft. As such, the cultures of each Polis varies intensely, though most tend to be some form of Deist or Neo-Platonic mystic due to their very abstract nature. A new Polis citizen is "born" via creating a generic whole brain emulation model and tweaking it to imitate hereditary traits from his or her "parents."

The scant few robot inhabiting minds will be thinly spread throughout the outer solar system.

All of these Solarian nations are loosely tied through the Solarian Confederation.
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>>52305308
*thumb
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>>52305420

That's the joke. Though you can't blame the man, he was bored for over a thousand years and REALLY wanted to know that posthumanity was not alone. Plus he was a mystic crackpot who got in the explorer probe through SPEHHS nepotism.
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>>52305589

Biologicals live on Earth, the Moon, Mars+its moons, and a whole lot of spinning space habitats. They buy additional power they can't get on said places from the Coalition of Polises and buy resources from the nomadic outer system robot people. The Coalition of Polsies also trade energy and IP with said robot people for resources. Everyone tries to compete over the main belt and bodies orbiting Jupiter+the gas giant itself--which was long ago given a massive dent by what are now citizens of the Dyson Bubble-Polises.
>>
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Hey /gurspgen/ can you give me example of IQ-type jack-of-all-trades for fantasy game?
Mostly intrested in skills and advantages
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>>52306135
Like an NPC statblock?

Buy up IQ, buy down will and per
Grab any talents that cover multiple skills
Grab Versatile, Visualization, and any other catch all +1 bonuses you can find
>???
Profit!
>>
>>52306135
Jack of all Trades is a talent in Power-Ups Talents.
>>
Hello /gurpsgen/! Excuse my lack of Cultural Familiarity [GURPSGEN] as per >>52289931, but I don't really know where to look for answers to this problem:

I want a magic system where player sorcerers cast spells by imbuing them into small items, probably via enchantment, and activating them through these items - otherwise, they need long rituals. The item then loses the spell after a casting (or possibly more). So standard-GURPS enchanting would take too much time and resources/energy...
Pray tell, any ideas on how to implement and balance this?

Also maybe how to actually use the systems in Thaumatology, since they seem to lack crunch, to me at least.
>>
>>52306250
Ritual Path Magic.
>>
>>52306250
Either Ritual Path Magic as already pointed out or basic Sorcery instead.

As for Thaumatology - which part of it exactly?
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>>52306250
>cast spells by imbuing them into small items, probably via enchantment, and activating them through these items - otherwise, they need long rituals. The item then loses the spell after a casting (or possibly more).
Ritual Path Magic as is.
Just simply ban non-conditional rituals and determine that subject for conditional ritual always should be "small item".
>>
>>52306387
This

Alternatively, limit all powers bought by folks as "takes time(mitigator: accessibility gadget)
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>>52306284
>>52306378
>>52306387
Ah, I was lacking a book and too dumb to look it up. That's embarassing. Thank you very much!

The part of Thaumatology titled 'What Is Magic?' troubled me because there are no direct references on how to do the various ideas, but they are probably at some later point in the book and I'll just have to look for them properly this time.
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>>52306495
Yes
>>
Fuckit.

Should I try to write out a Generic Universal Role Pony Supplement or should I fuck off?
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>>52306529
Quadruped meta-trait, powers as advantages, Social Engineering.

There, I did it for you. Now fuck off.
>>
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>>52306529
>>
Does the Reign of steel setting have whole brain emulation? I like the idea of a benevolent Zone mind who stated off as a human scientist trying to create a neural net copy of his mind (kinda like the character Will from the film "Transcendence").
>>
>>52306712
>benevolent
>Zone Mind
Pick one and only one. The setting exists solely because you don't have benovelent Zone Mind, unless you want to count powerless Luna... assuming it exists at all in the first place.

Also
>Ever referring that trash movie
What's wrong with you, anon?
>>
>>52306841
>trash movie
It very neatly explored a nacent period of time before the singularity. I liked it.
>>
>>52306841
>Pick one and only one. The setting exists solely because you don't have benovelent Zone Mind, unless you want to count powerless Luna... assuming it exists at all in the first place.

In that case, I'll modify the setting.

>>Ever referring that trash movie
>What's wrong with you, anon?

I'm a connoisseur of B-Movies and really bad movies.
>>
>>52306892
Doesn't make it any less trash, and worst of it all, it's a anti-intellectualism sci-fi.
There is literally nothing worse than anti-intellectualism in sci-fi. And all it explores is how much one can waste an all-star cast on a bad film, along with wasting a shit-tonne of neat ideas on "machines are inheritently evil, women are sentimental and shouldn't dabble with witc... science and being luddite gives you a free right for terrorism" kind of "plot"
>>
>>52306907
>I'm a connoisseur of B-Movies and really bad movies.
At least that explains it.

But seriously, if you want benovelent Zone Mind in RoS, just pick London or play up Moscow as a harmless antiquary.
>>
>>52306932

I still think the writer wanted to mock and deconstruct the usual "Skynet/robots kill all humans" cliche, but he had no idea what the hell he was doing. For instance, note that "twist" where Will was actually "saving the planet/humanity" or how they kept badly comparing him to Jesus throughout the movie--including hinting his resurrection. This is proof why potentially good ideas can still not help your work if you can't write a good (internally consistent and actually thought-out) story.
>>
>>52306943
To elaborate - none of those two is benovelent in any way, BUT:
London just doesn't care about humans as long as they stay away from its installations and (usually) doesn't do any retaliations aside dealing with direct danger/intruders. On the other hand, if said intruders are going to be kids who run behind the controlled area to retrive their ball, they are still going to be gunned down.
Moscow despise humans, but it's still a library computer, so it's eager to retrive all kind of human-made artifacts, ranging from genunine art and unique shit to machine-generated pulp romances. It is still going to kill you, but only if you are useless as a "stalker" and/or don't have a specific field knowledge as art historian or something similar. If you are useful, you can live, just with an explosive collar on your neck.

Any other Zone Mind will outright exterminate you or use you as slave labour with zero regard for your safety. Washington is basically incompetent totalitarian crowd control computer, but it only needs humans to cut down maintaince and double its military potential without building expensive and complex systems, so it considers own humans just like useful tools and just as intelligent as tools.
>>
>>52307006

What about Luna?
>>
>>52306998
Problem is - the plot falls apart after... 20 minuts? Something like that. Just seconds after the singularity comes to life, the plot collapses entirely.
Unless you want to count the opening, then the plot collapses within 2 minutes.
>>
>>52307020
At best, it's a powerless computer with no resources and materials, in a heavily damaged lunar base and actual benovelent attitude and a handful of people stored inside.
On average, it doesn't exists at all and was wiped out years ago with nuclear strike.
At worst, it's just as genocidal as every other Zone Mind, but is so dependend on the human crew inside it just plays the same angle as Washington.
>>
>>52307050
I'm quite sure there is a Pyramid Article that elaborate more of Luna. And It is not so hopeless anymore (and it is definitely on our side).
>>
>>52307006
It always baffles me how utterly incompetent Washington is.
Needs more humans and the existing ones to breed like rabbits? Rather than promoting high child birth and making it a virtue to be a mother of four, with material support for family, it just bans birth control. I mean how fucking hard it can be to spin a half-decent propaganda about "repopulating the Earth" and "bringing humanity back from the brink"?
Needs more loyal human population? Indoctrinate the youth, since there are still schools running and there are media. Sure, it will take some time, but with each year, you have more and more loyal and indoctrinated population. Within a decade you can make everyone eagerly support you, not distrust you.

Seriously, Washington is on paper one of the most interesting Zone Minds, but the methods its using are just fucking cringe-worthy. It's like it was the only Zone Mind with no access to historical data about any totalitarian regime in history.
>>
>>52307087
Never read Pyramid about RoS, just the basic book and the supplement for it.
Got specific issues? Might be useful, since I'm running RoS game this Saturday
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>>52307022

That is exactly what I meant by "[...] but he had no idea what the hell he was doing [...]" and "[t]his is proof why potentially good ideas can still not help your work if you can't write a good (internally consistent and actually thought-out) story. But as I said there were clues that the author likely wanted to do a 'See, the Luddites were the evil ones all along and robbed of our savoir computer-God' *twist.* Mind you, even if the story was well written and sufficiently executed said twist it would still be clingy and only really amusing for scifi fans bored of Skynet scenarios.

Tl;dr: I'm not defending the film, only saying it seems to be worse than you think.
>>
>>52307180
>only saying it seems to be worse than you think
I'm not sure if that's even possible, since it's my personal number 1 in the "Shit sci-fi movies that weren't made as on budget or as outright B-movie"
>>
If supervisors can go rogue why can't one eventually bootstrap itself up to the level of a Zone AI many decades down the line as they continue to get into friction with each other (thus making it increasingly likely for said rouge to gather the resources it needs)? This also begs the question: How many rogue deciding to work with humans for mutual survival or even ("I know now why you feel").
>>
>>52307224

As I said, not only did it have stupid galore, there were also clues that the author intended for it to bypass a lot of that (i.e. the Luddites in general, not stuff that he obvious failed on unintentionally--such as Will being able to 'change his source code' earlier on but then magically not being able to when the plot demanded it) in a *twist* but failed hilariously.
>>
>>52307050
I ran a game based on the first option once. Starting the PCs as the last Luna base survivors worked well.
>>
I want "Doesn't Sleep", which i lose for 24 hours when i drink alcohol.
I need "accessibility" for this or "mitigator"?
>>
It would be interesting to give Reign of Steel a very slight Eclipse Phase Treatment via adding "Promethean AIs," whose oldest members where already self-aware megacomputers that logically deduced more rational "solutions" for mankind and banded together before Overmind could get to them--or even before it existed. They would likely have had themselves relocated to hidden away exceedingly secure places where they can very subtlety assist humanity. I'd make them the secret leaders--and supporters--of VIRUS. New members would be rouge machines that they convince to their cause.

Note, however, that even something which honesty thinks it is helping might not be planning something you'd want or agree that you need help with.
>>
>>52307388
Accessibility with "when I have not drunk alcohol for 24 hours"
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>>52307500
It won't work, because the basis of the setting is Manila being explicity first true AI and then actively hacking and destroying every feasible opposition when it was still free to roam.
>>
>>52307500

The Infinite Worlds angle does add a bit more hope (and peril) to the setting - both Centrum and Infinity know about Steel, and are very, very, cautiously supporting human resistance and preparing an overwhelming nuclear alpha strike.

Because if the Zoneminds ever figured out Parachronics...
>>
>>52307560
>It won't work, because the basis of the setting is Manila being explicity first true AI and then actively hacking and destroying every feasible opposition when it was still free to roam.

Yes it will, settings aren't sacred. I could just take the templates and butcher up the setting while filling in the gaps with my own ideas. Or I could even only take a cursory glance at said templates while doing what the post said using Ultra-Tech with my own setting.
>>
>>52307655
What's the point of playing Reign of Steel if you tweak it around and change core elements of the setting?

>>52307616
>Because if the Zoneminds ever figured out Parachronics...
.. then most of them would spread to empty worlds, it's that simple. And since they don't cooperate that much, ONE of them having parachronics doesn't mean the others will. Do I need to add that those extra-genocidal (unless we count Australia's madness as genocidal) are the least developed technologically, making it even harder for them to get parachronics?
>>
>>52307994
Seriously, this.

I never understood the whole "if X gets parachronics, then we are fucked". If any X gets parachronics, the best they are going to do is industrial-tier looting of empty worlds, because that takes the least effort and is most profitable. Waging inter-dimensional war is costly and pointless, when there is an infinite number of planets you don't need to fight over for and still get shit done.
>>
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>>52308015
Anon, Infinite Worlds was originally created as a concept around the time USSR collapsed. Not sure if you were around in those times as a conscious being, but IW is basically a love child of the 90s optimism combined with irrational 90s paranoias (guerilla movements, Japanophobia, ethnic wars in Europe etc). The setting aged really bad, because all the things that made it "obvious" in the 90s no longer apply and no longer are obvious to everyone.

To put some perspective - remember Stargate? Where there is this huge alien ring spinning around and hitting 7 different symbols to connect?
Pic related for you what it was referencing. Today that reference is completely lost, because those phones were already fading out in early 90s
>>
>>52307994
>What's the point of playing Reign of Steel if you tweak it around and change core elements of the setting?

If I'm willing to change a setting, then I already know I won't be playing/running it but rather either my own permutation of it or something truly different. If I want to play/run a setting wholesale, then I'd play it as such.
>>
>>52307994

Oh okay then, there's clearly no danger at all in letting them access parachronics!

It's obvious that they'd just ignore humanity and never engage in any kind of effort to wipe out all threatening strains of technology and magic, after the sudden revelation of a slew of existential threats.

And of course, the really anti-humanity Zoneminds, why, they're basically primitives with no actual research capacity.

>>52308015

So if Centrum got ahold of parachronics, they'd just loot empty worlds instead of attempt to transmit their ideologically superior world structure?

Good to know.
>>
>>52308411
>really anti-humanity Zoneminds, why, they're basically primitives with no actual research capacity.
Mexico collapsed own eco-system so hard it has hard time mining, not to mention constant land slides, dust storms, erosion and other shit, caused by complete destruction of foliage. It's barely holding out, while spending all resources to develop more creative ways of destroying biological life BECAUSE
Zaire is basically half-dead already and so paranoid all it does is looking for spies.
Manila, being, well, Manila, is fucked by sole geographic position and controlled area. Out of all three it's the most powerful, but it's also the most cunning of all Zone Minds.

Other Zone Minds have better things to do than killing humans.

>So if Centrum got ahold of parachronics, they'd just loot empty worlds instead of attempt to transmit their ideologically superior world structure?
First of all, they already have parachronics. Second of all, they loot and mine just like Homeline. That's their first, second, third and penultimate activity. Only at the very end there is "spreading superior doctrine".

Have you actually read through the lore of any of the two books and their supporting articles, or just checked wikipedia?
>>
>>52307994
>. then most of them would spread to empty worlds, it's that simple. And since they don't cooperate that much, ONE of them having parachronics doesn't mean the others will. Do I need to add that those extra-genocidal (unless we count Australia's madness as genocidal) are the least developed technologically, making it even harder for them to get parachronics?

Also, they'd encounter similar beings who either protect humans (note the god-like AIs in the Culture Series or the Orion's Arm setting) or who can otherwise far surpass them will so as to make them scrap very fast. Ditto for settings with a type 2.0+ (also Tech-level 11+) space faring civilization (or civilizations) that could equally curb-stomp them like a man kills an annoying ant in his kitchen. They might meet their "good twins" of their inverse world. And, of course, they'd not stand a chance in a fantasy setting with a very real G-D/gods/deity-conception-Zed that actively affects its creation or a similar setting with god-like truly immortal archmages (i.e. something like the nwod setting). I could go on.
>>
>>52308411
>instead of attempt to transmit their ideologically superior world structure?
Homeline does the same and somehow nobody sees any problem with basically a multinational corporation spreading deregulated capitalism all over universe to reap benefits from "upscaling" primitive worlds enough to trade with them or outright turn them into source of resources, a la 19th century colonisation.

If you think there is ANY difference between Centrum, Homeline and Russian mob sending their people to be tzars, then you must be seriously delusional. They are all stupid, incompetent, and greedy people taking benefit from having access to flashy toys nobody else has. The main difference between Centrum and Homeline is the level of control they have over their agents: some and none at all. But on moral level they are the same shit, different name - steal, indoctrinate, use and abuse.

If you are not playing as an independent entrepreneur, you are playing IW wrong
>>
>>52308522
>First of all, they already have parachronics.

That's the joke.

>>52308522
>Only at the very end there is "spreading superior doctrine".

And therefore it's completely unimportant and doesn't result in any form of conflict?

Because mining is soooo important that they wouldn't think of disrupting it.

And the Zoneminds would agree! Mining is soooo much more important than gaining strategic advantage over their competition, that they can just ignore humanity at large - and they won't feel threatened at all by Infinity or Centrum or worlds with magic and technology!

>>52308591

That's not what I said. What I said was mocking the idea that the Zoneminds getting parachronics isn't a big deal, because they'd be perfectly happy limiting themselves to mining in unoccupied worlds.
>>
>>52308411
>It's obvious that they'd just ignore humanity and never engage in any kind of effort to wipe out all threatening strains of technology and magic, after the sudden revelation of a slew of existential threats


There are numerous fictional settings where using technology to interfere with magic is outright impossible. Furthermore, any setting with a truly omnipotent and omniscient intervening and wrath infliction deity would curb stomp them. Therefore, the worst case scenario could be Parachronic capable humans evacuating to said world and worshiping said deity.
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>>52308554
The irony comes from the fact how powerLESS Zone Minds are. They are basically primitive TL9 computers, running bunch of just as primitive early TL9 robots, BUT because humanity was taken care off early and stealthy, they can now rule the planet. Outside the planet or when facing simply cohesive organisation or any government, they are fucking helpless, while their military potential is a joke against even a third-world half-militia army, since they will easily outgun and outnumber any form of direct machine attack, while indirect ones are just pointless waste of resources.

Ergo - loot empty worlds. Especially if you can keep that secret from other Zone Minds, as it basically makes you independent from resources, or even transport your backup to other world or outright abandon RoS!Earth and take over empty world. No humans to fight you, no issues with distance space travel, entire planet for the taking.
>>
>>52308638
>2017
>There are people seriously considering Centrum evil
>There are people seriously considering Homeline as "good guys"
Son, not even the vanilla setting was this black-and-white as you portray it

And nobody cares what you said, because it's more than obvious you never actually read through the lore of the IW.
>>
>>52308644
>There are numerous fictional settings where using technology to interfere with magic is outright impossible.

Indeed - but we're talking about the Infinite Worlds setting, where Technomancer is a thing.

>>52308679

...what on earth are you going on about?

Where did I say Centrum were evil, when I said that their ideology precludes them ignoring other human civilisations?

Okay, okay - pretend I said "Reich-5". Do you feel better?
>>
>>52308638
So let me get this straight - a resrouce-impoverished AI with relatively weak powerbase and lack of actual firepower or any really advanced technology is going to... attack other worlds, and not, you know, do what this anon >>52308646 pointed out?
Are you at least aware that the agenda of Zone Minds was wiping out of humanity for the sake of own survival, by making sure humans won't blow the planet apart and won't unplug the rebellous AIs and not because they get kicks from it or are just genocidal in the sense of 30s pulp fiction? So yeah, looting empty worlds would be their priority.
>>
>>52308646
>Ergo - loot empty worlds. Especially if you can keep that secret from other Zone Minds, as it basically makes you independent from resources, or even transport your backup to other world or outright abandon RoS!Earth and take over empty world. No humans to fight you, no issues with distance space travel, entire planet for the taking.

I agree, though that does have a slight flaw. The odds are very high that similar beings have already done this and some of those might be very good at hiding indeed (not to mention empty worlds with anti-science/tech magic and such). But since there are infinite worlds and an AI should know that it can copy itself. ...

I would not be surprised if there are digital civilizations between things like zone minds, other AIs more powerful than zone minds keeping them in check, and quatrillions of normal Volitional AIs & Mind Emulations finding a survival niche together along with lone zone-mind worlds.

Something somewhat relevant: https://www.youtube.com/watch?v=Qam5BkXIEhQ
>>
>>52308710
>Indeed - but we're talking about the Infinite Worlds setting, where Technomancer is a thing.

Only in the worlds that permit it, this is concerning a set of infinite possible realities among an infinite series of "worlds."
>>
>>52308817
>I would not be surprised if there are digital civilizations between things like zone minds, other AIs more powerful than zone minds keeping them in check, and quatrillions of normal Volitional AIs & Mind Emulations finding a survival niche together along with lone zone-mind worlds.
And that changes the fact Zone Minds from Reign of Steel are unfit for multidimensional conquest - my original and ongoing point - how? Aside basically saying "yeah, you're right"
>>
When taking an AI as an ally in Transhuman Space in a VII, does one count the -101ish points for the VII in the template? That seems like it would be AIs absurdly skilled with even 25% of 100 points turning in to nearly 50 points for an LAI.
>>
What's the CHEAPEST way of making a ghost? I know there is a meta-template, but it's expensive as fuck.
>>
>>52308952
Depends on what you want your ghost to be able to do.
>>
>>52308896
>And that changes the fact Zone Minds from Reign of Steel are unfit for multidimensional conquest - my original and ongoing point - how? Aside basically saying "yeah, you're right"


How can you confuse adding additional support with disagreement? My second paragraph just reinforces the idea that "Zone Minds from Reign of Steel are unfit for multidimensional conquest." I already said I agree with you.
>>
>>52308896
>>52308969
I guess this is the point of few anons arguing so hard they get confused who is who

>>52308961
Going through solid objects, lifting solid objects a la poltergeist and obviously with no need to eat, sleep or breath.
>>
>>52308722

Infinity and Centrum are both aware of Steel and have planned to destroy it.
Zoneminds are proven hostile actors.
Zoneminds are not rational actors.
Parachronic technology doesn't instantly open up an infinite spectrum of worlds.
Parachronic activity can be monitored and traced.
Zoneminds are not impoverished TL-9 nonentities, scraping an existence in the dirt.
If they develop parachronics independently, it is likely to be via Brisbane's superscience.
If they reverse-engineer it from a crashed conveyor, they will be aware of the existence of hostile parachronic actors.

Obviously, any kind of interdimensional expansion involves resource acquisition.

It just doesn't stop there. You need to consider the technology, its potential threat, the existence of others with similar or more advanced technology, their potential reactions to knowledge of your existence...

For Infinity and Centrum, the idea of Zoneminds getting parachronics would be like America watching France develop ICBM's after they've already nuked every other country they can reach.

>>52308859

Then there's a nonzero chance that Hypergod Saiyan Lizard Machines have von Neumann'd their way through an infinitely large subset of the infinite worlds.

But that doesn't really have much to do with the Infinite Worlds setting.

>>52308896

How does that stop them from simply dropping conveyor-warheads on every major human city in every human worldline they encounter?
>>
/gg/ What are your thoughts on this faggotry:

>Advantage: Create (Magic)
>Large Catagory
>Always On
>Emenation
>Area Effect
>36 points to Mana enhancer's 50
>>
>>52309080

I'd give that to a god npc.
>>
>>52309067
>Then there's a nonzero chance that Hypergod Saiyan Lizard Machines have von Neumann'd their way through an infinitely large subset of the infinite worlds.
>But that doesn't really have much to do with the Infinite Worlds setting.

Then the setting fails to live up to its name.
>>
>>52309067
>For Infinity and Centrum, the idea of Zoneminds getting parachronics would be like America watching France develop ICBM's after they've already nuked every other country they can reach.
That... made no sense at all
>>
>>52309169
^This is a joke.
>>
>>52309067
>How does that stop them
It might surprise you, but making nukes, even with modern tech, is expensive, laborous and time consuming. If you really want "an irresponssible, irrational rogue AI killing humans through dimensions", biological strikes are just so much better.
>>
>>52309067
>How does that stop them from simply dropping conveyor-warheads on every major human city in every human worldline they encounter?

Not every human worldline still has humans living on Earth. Good luck out doing a type 2.0+ (also TL 11+) human civilization, especially if they long since followed along the transhumanist persuasion like the human worldline of Transhuman Space. This counter example is just many worlds + the right option-setup of Ultratech.
>>
>>52309047
>Going through solid objects, lifting solid objects a la poltergeist and obviously with no need to eat, sleep or breath.

Insubstantial
Always On -50%
[40]
Doesn't Eat, Breathe, Sleep
[50]
Telekinesis
Reduced Range 10 -30%
Cosmic No Concentration +50%
[6/level]

See if you can't get away with the Visible limitation on the telekinesis.

Maybe drop Doesn't Need to Sleep

Anyways, there you go, you'll start weak (shoving shit off shelves like some cat) but you can get stronger for cheaper.
>>
>>52309129
>I'd give that to a god npc.

Why? All it is doing is basically raising it's immediate area's mana level
>>
>>52309287

For a more extreme case, there is no way in hell that Zone minds will be a threat to a Jupiter Brain or Matryoshka Brain.


Also, see:

https://www.youtube.com/watch?v=RjtFnWh53z0


https://www.youtube.com/watch?v=_VetAm7fCS0
>>
>>52304303
You can apply Accessibility to disadvantages?
>>
>>52309383

Think more like a physical god like Odin or Vevic. I often tie such beings directly to magic in my fantasy games.
>>
>>52309183

Rephrased:

Skynet has killed all humans in reach.
Skynet may develop the ability to discover and reach more humans.
Humans who can reach Skynet know that it may develop the ability to reach them.
Skynet is more technologically sophisticated than the humans it cannot reach.
Skynet may or may not choose to kill these humans.

Do these humans consider Skynet developing the ability to reach them to be a non-threatening outcome?
>>
>>52309394
>For a more extreme case, there is no way in hell that Zone minds will be a threat to a Jupiter Brain or Matryoshka Brain.

Feel free to point to any TL12^ UT society in the Infinite Worlds setting.
>>
>>52309657
>Feel free to point to any TL12^ UT society in the Infinite Worlds setting.

Any time a GM decides to use them. That's the thing about GURPS, the rules and settings all amount to tools in a very large tool box for players & GMs. Such is the weakness of a universal role playing game system versus a novel series.
>>
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>Arguing about what a faction would/wouldn't do in a setting where details are intentionally kept nebulous and up to the determination of the GM.
Come on guys, you're no better than GitP right now.
>>
>>52309831

Thank you! That is what I ( >>52309744 ) am trying to say.
>>
Since we're talking about RoS, in Zone Washington, there's a provisional government. So would there still be packs of junkrats and nomads running about?
>>
>>52299514
>>52303750
Fuck off with that shit, those are point values of gods, the power levels in 40k aren't that stupid.
>>
>>52309744

And completely negates the point of any setting discussion.

Within the known parameters of the Infinite Worlds setting, it is possible to discuss action and consequence, because there is a shared narrative space between everyone participating.

Within Banestorm, it is possible to talk about the Ministry of Serendipity.

The GM *can* decide that the MoS is a nonissue because Autochthonia could pull a Kool Aid Guy on its quantum sargasso and flood the setting with hypertech - but then you are not talking about Banestorm, you're talking about your OC content.
>>
>>52306495
Okay, I was wrong. Partly. Ritual Path Magic doesn't fit my idea because it is mostly *too* fast (a minor complaint) and because the basic idea is that casters can do anything with a self-made ritual (a bigger issue).
Essentially, the given rituals should be impractical to use in combat, but not too overly long, and fix and unchangeable.
>>
>>52309405
>You can apply Accessibility to disadvantages?

Can you think of some other limitation that'd do the same thing? Mitigator doesn't exactly fit.

Anyways:

>You can apply limitations to almost
>any trait

>Accessibility is a catchall limitation
>you can use to cover any restriction
>not specifically defined elsewhere.

Think of it this way, it's not colorblindness 1/2 of your eyes, it's you can see color, with only 1/2 of your eyes.

It's obviously not worth full points because you're not fully colorblind
>>
>>52309964
Not really. They would be most likely either hunted down, or captured and forcefully settled.
>>
>>52309421
Ahh, okay, so it's not godly power, but rather a power you associate with gods.

>>52310269
Sounds like minor alterations, all things considered.
>>
>>52310120
UCAV
p. TS124: 792 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size,
-20%) [24]; HT+2 [20].
Secondary Characteristic Modifiers: HP+9 (Size, -20%) [16];
SM +2.
Advantages: 360° Vision [25]; 3D Spatial Sense [10];
Chameleon 6 (Extended, Infrared and Radar, +40%) [42];
Damage Resistance 100 (Can’t Wear Armor, -40%) [300];
Doesn’t Breathe [20]; Flight (Winged, -25%; Temporary
Disadvantage, Noisy 5, -10%) [26]; Enhanced Move (Air) 6
[120]; High Pain Threshold [10]; Hyperspectral Vision [25];
Injury Tolerance (No Brain) [5]; Machine [25]; Payload 130
[130]; Radiation Tolerance 10 [15]; Resistant to Acceleration
(+8) [2]; Resistant to Electrical Pulses and Surges (+8) [2];
Sealed [15]; Telecommunication (Cable Jack; Video, +40%)
[7]; Telecommunication (Laser Communication) [15];
Telecommunication (Radio; Secure, +20%; Video, +40%)
[16]; Telescopic Vision 12 [60]; Temperature Tolerance 20
[20].
Perks: Accessory (IFF transponder); Accessory (Microframe
Computer) [2].
Disadvantages: Cybershell Body [-15]; Increased Consumption
1 (Requires refueling, 4 hour endurance) [-10]; Maintenance
(Multiple technical skills, 3-5 people, Weekly) [-15]; No Legs
(Wheeled) [-20]; No Manipulators [-50]; No Sense of
Smell/Taste [-5]; Restricted Diet (Occasional, jet fuel) [-30];
Social Stigma (Monster) [-15].
Features: Individuals of the same model closely resemble each
other.
Notes: This UCAV’s payload space is typically loaded with a
15mm emag cannon with 400 rounds (firing through a weapon
port) and 200 lbs. of bombs or missiles. The cash price
includes the former.
Because fuel is the primary constraint, the UCAV’s actual
endurance is somewhat variable around the nominal four
hours; it can keep going for a good six hours at low speeds, but
flying at top speed, it generally has to return to base every two
hours or so. This can be treated as a special effect.
>>
>>52310344
true. thanks for clearing it up anon.
>>
>>52309635
>Skynet is more technologically sophisticated than the humans it cannot reach.
>Skynet may or may not choose to kill these humans.
Makes absolutely no difference for humans who can reach Skynet. What makes difference is that it can eventually reach THEM.
Let's face it - both Centrum and Homeline are only interested when it is threatening/beneficial for them in direct way.
>>
>>52310373
Most probably, I'm just very insecure about balancing and presentation. (Not GMing by choice has its demerits.)
>>
I'm planning a game in which the Earth went full snowball due to reasons I can't say due to knowing one of my potential players browses /tg/, and I was recommended GURPS by a friend.

I need vehicle rules for building the large snow-crawler that the party will be operating out of, modern and slightly future general gear, some stuff for various monsters in the dark, and finally in depth rules for cold and exposure if possible. The general idea of the campaign is fighting to give the few outposts of civilization left enough resources to survive, mostly through exploring and scavenging the ruins. What books do I need?
>>
>>52311264
Basic Set has soft vehicles rules, and cold and exposure rules.
After the End 2 has rules specifically about looting old abandoned buildings and climate (including cold) as a hazard if you don't like the Basic Set's version.
>>
>>52311340
>if you don't like the Basic Set's version.
And where are those in BS?
>>
>>52311430
GM's book. Hazards. Right after injury
>>
>>52311447
You mean the one from page 430? But that's about cold - what about looting?
>>
>>52311552
He looting is either ad hoc by you, or if you check the OP for the After The End pyramid articles, those have ready tables for you.
>>
>>52311574
Sorry for the confusion, I've assumed there is something about looting in BS. Thanks anyway, I need it badly, especially with pre-made tables, even if not exactly for GURPS
>>
>>52296859
Anyone? Anything?
>>
>>52311340
Thank you kindly, will be combing those, then.
>>
>>52296859
>>52311762

Geology? Weather patterns? Like if they know one slope is going to get rained on more often they can set things up to help them sift sand from an artificial stream.

I mean, basically that's the point of prospecting, you don't know shit until you dig, otherwise you wouldn't have failed plots.

So really you're looking for places that you could survive in, have a garden, trap some game. And are defendable if you find the gold.
>>
>>52312273
Yeah, but the point is - how the hell you even know where to look and for what. It's not like you are going to dig a hole every 5 steps to see if there is any kind of ore.
>>
>>52312273
And aren't there any articles in Pyramid or just abut anything about prospecting in GURPS? Dunno, at least Wild West prospecting, which is as far as I know panning every stream of water you can see and then move on if you find nothing.
>>
I know it was discussed somewhere in November, but I can't recall specifics, so I guess I will have to ask straight - where are discussed rules for slaves? Especially the ones about their value and calculating it from their stats. I've already dig archive of GURPS GEN and found nothing, but I know it was discussed and I know it has prepared tables somewhere.
>>
>>52312298
That's why they used water.

And that's the point of prospecting, if people could tell reliably what looked likely they wouldn't have failed as much, and there wouldn't be people trying to get lucky, because people with a good eye would just sit their asses down and grab the good spots.

Hell, just hit up wikipedia man

>The traditional methods of prospecting involved combing through the countryside, often through creek beds and along ridgelines and hilltops, often on hands and knees looking for signs of mineralisation in the outcrop. In the case of gold, all streams in an area would be panned at the appropriate trap sites looking for a show of 'colour' or gold in the river trail.

>Once a small occurrence or show was found, it was then necessary to intensively work the area with pick and shovel, and often via the addition of some simple machinery such as a sluice box, races and winnows, to work the loose soil and rock looking for the appropriate materials (in this case, gold). For most base metal shows, the rock would have been mined by hand and crushed on site, the ore separated from the gangue by hand.

>How do you tell if a place is good for prospecting?
>You prospect.
>>
>>52312437
So basically prospecting is "Fuck this, I might as well get struck by a lighting" kind of deal? I mean... I was always sure there is at least some theoretical knowledge attatched to it, so you are basically a field geologist without a degree in geology.
The more you know...

On the plus side, I can easily fuck my players, since Andes are rich in metals that DO NOT appear in river beds and are basically just rocky, arid place, where finding open veins of metal is close to impossible.
>>
>>52312298
>>52296859

Area. For manual (especially in lower TLs) prospecting by-hand you'll be looking for a place where the earth's crust has at some point shifted or eroded heavily, so that veins are left exposed or close to the surface. "seeing" how Earth's crust has bent and folded millions of years ago and where the displacement points are. Areas like young mountains for example. Tools include a good eye and things like topography maps in later TL:s.

Ground type and general composition. There's a whole science to it, where let's say silicate in the dirt indicates chances you'll find copper nearby, or whatever, and methods range from literally tasting the dirt with your well-trained mouth to drill-samples, microscopic and chemical separation tests.

Finding the ore vein itself takes lots of trial and error and a good eye, Here's where heavy tools like picks, shovels and dynamite come in handy.
>>
>>52312500
>So basically prospecting is "Fuck this, I might as well get struck by a lighting" kind of deal? I mean... I was always sure there is at least some theoretical knowledge attatched to it, so you are basically a field geologist without a degree in geology.
>The more you know...

Sort of. Like you'd look for exposed ores, run crushed up rocks through water and a sieve.

You're looking for spots to get struck by Zeus
>>
How owuld one go about adding random encounters to say a drive through Zone Washington in RoS.

Woulod you just adjust the robot enouncter table in RoS, or would something else be more appropriate?

And also would it be approriate to have paramilitart and zonegangs in the border region of the denver/washington border? I know its supposed to be heavily guarded, but it says some parts are ghost towns. So I was thinking away from the big cities it would be possible to remain unseen, but I would like /gurpsgen/'s opinion.
>>
>>52314727
Just reverse the tables for raiders from After the End 2 - now you are the raider and not the person being ambushed by them
>>
What skill for an NPC would best represents that NPC searching for a particular PC in a city or town?
>>
>>52314895
Thanks, but what raider table, I don't see one in AtE: 2 New World
>>
>>52314979
Depends on details, so give some more informations. Who is your PC? Is magic involved? What's the TL?
>>
>>52314979
Research, to search for a person in official records, Observation, to spot them in an area, Interrogation, to ask people about if they've seen you, Streetwise, to find people that keep an eye on those that move though town, and Tracking, to follow a trail if they've been where you were. Note that cities are generally pretty hard places to follow one person's trail.
>>
>>52314979
Depends on how they're searching for them. The NPC can have one (or more) of Current Affairs (if the PC has done something notable), Streetwise (if looking for word on the street), Carousing (if done in a more social schmoozy way), etc. Actually any influence skill could work, I guess; they keep trying with that skill until they succeed against someone that knows where the PC is.

>>52312384
Basic Set prices slaves at roughly the amount the slave would make in five years, assuming fair pay and working at the typical pay rate for the best job they qualify for. If your slaves are meant for physical menial labor rather than specialized industry/house service, you could rip some of the rules from the chapter on work and draft animals, increasing cost based on ST (p. BS459), but beyond that, it's up to the GM.

If it turns out there isn't a solid formula, work with that. Slaves didn't have a solid pricetag; they were sold for what the crowd was willing to pay for them. If a plantation owner was stuck with a case of jungle fever, he might purchase an Attractive slave for an amount way out of line with Attractive's point value.
>>
Is there any tool or software helping with making gear list and include budget for it? Or the only way is to carefully go through books and search for every detail?
It's VERY off-putting to constantly flip pages and searching manually for this.
>>
>>52315852
>the amount the slave would make in five years, assuming fair pay and working at the typical pay rate for the best job they qualify for
And how could I know how much they've should earn?
>>
>>52315987
GCA or GCS

GCS is free, GCA is SJG's product.

just google gurps character sheet
>>
>>52316024
Maybe think about what Status/Wealth a free person who would do what the slave might do for a living would be, and look at jobs rated as supporting that lifestyle.
>>
>>52316224
... still not a number
>>
>>52315987
>>52316186
Not either of you, but one time I asked about GCA/GCS, some dude got hypersalty about how GCS was better than GCA in every possible way.

He went so absolutely sperg that to this day I'm thinking that there's something workflow-related or some tool or whatnot in GCS that makes it near-perfect.
(..and that I'm to blame for not using it correctly/optimally, mainly perhaps due to an unintuitive UI or something)

The way I feel about it now, though, is that GCA is better as a player (or when prototyping stuff as a GM), whilst GCS is better for churning out quick NPCs.
Is this totally screwed? What are the merits of GCS in your opinion, dear reader?
(Assume that everything is free)
>>
>>52316266
I do remember job writeups having pay per month numbers. Just multiply those by five years.
>>
>>52316290
I never used GCA in my life, simply because the guy who "get me" into playing GURPS handled me few pdfs and GCS. Serves me ever since, but because of that, I never used anything else. So I literally don't know what's the difference.
>>
>>52316024
Jobs table (p. BS517), pulling from historical data, and/or winging it with what sounds right.

A black slave in 1830's American south would have little in the way of practical skills beyond farming with his own two hands, so no running a large-scale multi-family farm. 1830s mean TL5 (though late-end TL5) for a typical monthly pay of $800 to $1,600 (avg. $1,100). Bondsmen and subsistence farmers are listed as Status -1 (p. BS265), which means the slave has his projected monthly income cut in half to $400/550/800. A slave would thus fetch around $24000 to $48000, averaging $33000 (though as I said, 1830 is close to the end of TL5, so it may average closer to $48k).

I have no clue if this is historically accurate after factoring in inflation (1 GURP$ =/= $1 in 1830), I'm just posting what's RAW. The price may drop significantly their Status is more serf-like at -2 rather than -1 or if you're supposed to factor in the social climate where freemen were unlikely to surpass Status -2 (in either case, Status -2 means their monthly income drops to 1/5 rather than 1/2).
>>
>>52316356
Huh, interesting. Damn, I'd love to have you give me a course in GCS' odds and ends.

Anyway, not to sperg to hard about GCA, but you should try it! The interface is wonderfully intuitive, and it's really easy to "wing" stuff and abilities, in case you don't know how to do it 'properly' with the abilities and modifiers already there.
Try building a 2000-point demon or robot or something just to play around with Innate Attacks and stuff. It's really fun.

...But! If someone like you have used GCS without ever feeling the need for something else, there's got to be something in GCS that I'm missing out on.. I guess I'm just spoiled with GCA.
First, I took notes and looked up stuff on my laptop during sessions, whilst using a paper character sheet. ..Now I've even started using GCA during play. ..which I suppose is one the program's intended functions.
>>
>>52316024

Page 517 of the Basic Set covers pay by month. That's modified by Wealth level.

A Typical TL 5 slave is doing a job you'd need to pay a Struggling wealth level sharecropper for, so to replace them you'd be spending $550 per-month to replace a field hand. With a slave you are on the hook for $100 per month to maintain the slave's Status -2 lifestyle (Note that if you want to protect your investment/aren't an asshole, it's $300 a month).

So a fieldhand slave will generate $450 per month profit at TL 5. This works out to $27,000 in 5 years, a perfectly reasonable point for an investment to get out of the red.
>>
Should a character that is a TL3 noble lord start with Wealth as Wealthy or Very Wealthy? How does it even relate with the estate such character owns? After all, average wealth for TL3 is 1k, so even with Very Wealthy it's highly unlikely to pass the value of the land and/or village(s) in it, being barely 20 grands
>>
>>52316537
Depends on the guy you want to play. To maintain Status 4 requires $60,000 per-month, so at TL 3 you'd need Filthy Rich ($100,000) to pay out-of-pocket for the lifestyle of a lesser noble.

That's.. 50 frigging points! It would come with +1 free Status, but ouch. Maybe we could go a different way though?

Let's assume that, though ruler and keeper of your land and estate you don't directly own everything in your demesne.

In this case, let's say that Noble Lord (Or Baron, ect) is your Rank in a complicated Peerage system. Your Status is, rather then being directly from your birth, partly from rank.

So you get +2 Status from Rank 5 (Nobility), making you a peer of the relm and bound to vote on matters, provide military service if needed, ect. In return, you only have to pay for and maintain Status 2 from your personal wealth, and the rest is paid for by the government/noble estates you guide, but don't own.

So you pay $3000 a month, rather then $60,000 and can afford it with a Wealthy.

Anybody that wants to live like you but doesn't have the income of a noble paying for your lifestyle would have to pay the whole thing.
>>
>>52316866
Nah, I needed the most straighforward version, thanks for the breakdown. 50 points is still worth it, at least in this particular case
>>
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An idea.

Mean Girls, the TRPG.

Objective: become the most popular girls in school.

Rivals change based on team comp. A team of bimbo cheerleaders might face against Mackenzie Campbell, the cheer captain, or Stacy Williams, the obnoxiously intelligent, pretentious, tryhard president of the student council.

If the PCs end up being nice, well-rounded people, their enemy will be Stacy Sue, the Politically Correct (TM), super-friendly angel, who wants everyone to be included and socially equal, while promoting school spirit (Go Hornets!)

Ranks could be gotten in clubs. Savvoir Faire could be applied to cliques.

Challenges would include plans to foil the popular bitches while deflecting their attacks, figuring out how to not actually do homework without getting in trouble, and maybe avoiding the wrath of a crazed school shooter, who undoubtedly will see any 'normies' as the enemy.

Thoughts? Just had this idea today. Can't tell if retarded or gold.
>>
>>52318514

You could have a lot of fun with this Low point value adventuring.

Maybe a poor girl with low Status and less Patron value from parents then most, but buy extra IQ and some skill points. Academic powerhouse, but going to need help from the rest of the party, especially given I could see HUGE penalties if you can't get the right clothes for your status when you try to move up in the school.
>>
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>>52319835

Exactly! I was wondering Status should be seperate from actual popularity in school, but that is a great reason for it play an important part.

There could be always these events. Homecoming game/dance. Big holiday party around winter time. Prom, naturally, but the twist will be finding a date prestigious enough to either befit your status, or make you more popular, with a shitty date or no date at all costing you.

I'd want to think about this some more, but does this catch anyone's attention? Would anyone be interested in going on this stupid adventure with me over roll20?
>>
>>52290138

Check this out -> http://chainlinkandconcrete.blogspot.com/2017/03/infantry-fighting-positions.html
>>
I can't find the disadvantage for 'can only cast magic using HP, never FP.' What's it called?
>>
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>>52320856
Nuuuunnhnhuhnnrnn..... shit I dunno. I forget too. I think it was like, -30% or something. On Magery cost. I think.

I handwaved my own dark magic school my saying that it eats HP despite using Will instead of IQ.
>>
>>52320856
Injurious Magery limitation for Magery. It's in Thaumatology, iirc.
>>
>>52320918
Yikes. That skill penalty per HP sacrificed really smarts, though
>>
>>52320922
>>52320918
Thank you! A limitation it was, not a disadvantage, good to know.
>>
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>>52320952
Oh, that's the thing. The sorcery school is powered by blood alone, so there is no penalty to skill, which is all based on Will, and there's only one level of the advantage to take. In fact, the more HP you burn, the higher you can force your skill!
>>
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>>52321021
Humm.. Sounds cool. Coupled with really harsh and gritty takes on injury and recovery, that probably makes for some really dramatic sorcery!
Balancing it with "normal" magic would be interesting.. With blood magic, you'd have the caster's cast rarely and momentously, because of the injury/danger, not to mention the strenuous and lengthy recovery periods.
..but to compensate, you could boost the spell effects immensely.
Imagine having each HP give 3 (or more) energy (and/or a large bonus to skill), but the GM being absolutely devilish about HT rolls, crippling, bleeding, psychological effects of pain, etc.

On another note:
In my settings I love making small/local magical schools/traditions like that; shamanistic traditions, blood-sorcery, song-meditation-spellweaving, alchemical fetish-spells, etc. etc. ...all of them "lesser"/constrained variations of the true and normal kind of magic, which only a very few know or have the talent for.
(Kind of like tribes and cultures in our world have various takes on healing and medicine, when it's all really ways of approximating/emulating the one True Way. ..Scientific medicine in the case of this example.)
>>
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>>52321226
In this case, it's Sorcery that can only be used by one kind of class, and it follows a sort of Vagrant Story style The Dark sort of trappings. But it's all raw blood and life force for a whole college of hand-picked spells, along with class powers also powered by blood. Along with a giant host of Perks to enhance said power.

It's made for some heavy drama in incidental flavor though, yeah. There's been a handful of PCs and NPCs who can use it, including once plot-heavy NPC who happens to have a massive blood corruption that regenerates blood painfully fast, so she can fuel tremendous death expenditures.
>>
>>52315987
I don't like neither GCA nor GCS. I made a Calc Sheet in LibreOffice that simplify most of the calculation and I use that with the Basic Set for most of my character generation.
>>
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>>52321330
Sounds neat!
(Just make sure you don't make it better than everything else and too edgy: A friend of mine did exactly that with this pet clerical magic system he'd made, you see. Also blood-based. ...And he got obsessed with it after first having established ritual path magic as "generally the most powerful and diverse". ..Which meant that there was this awkward increasing prevalence in GM-favourite NPCs and the Mary Sue school of magic they employed. He didn't quite pick up on his players' suspension of disbelief and respect being steadily ground away. To top it off, the leader of these "Apostles of Neutrality" was his female waifu character)

Anyway, have fun, and best of luck!
Also, post more gifs of fancily animated mysterious inverted equilateral triangles

>>52321403
That sounds deliciously autistic. Screenshot? I've considered doing something similar, but GCA is just too practical for me. (The rest I just wing--players rarely need precise stats/point values anyway.)
>>
>>52321403
>I made a Calc Sheet in LibreOffice
>Simplify
Sounds like you are one of those people who use Linux, "because it's better", without actually having any need to use any of the options that makes it better
>>
>>52322278
I don't like the Character Sheet in GCA and GCS. The Excel Sheet export in a nice PDF tha I can print and use like a real Character Sheets, work a lot better for me and is appealing to the eye.
>>
>>52310389
>Damage Resistance 100 (Can’t Wear Armor, -40%) [300];
>Payload 130 [130]
>Enhanced Move (Air) 6 [120]
well, that's about 550 points all on its own and none of that you'll see on what's basically a techpriest
what you just gave us the stats for appears to be a VERY large drone or a small vehicle, not a robot - and certainly not anything directly comparable to what is basically just a cyborg with some extra gubbins

>>52303750
what even are you spending all 3000 points on, strength 310?
give us the template

>>52299514
also give us your ideal skitarii, too
>>
>>52322340
>Not an actual character sheet
>Just random bloc of floating text
>More appealing
Yup, you are most definitely using Linux "cause it's better"
>>
>>52322756

Fine. After all I play GURPS 'cause it's better.
>>
>>52321403
This sounds autistic as fuck, even for /tg/ standards.
>>
>>52322340
m8 what.
You can get GCS to export to .pdf, and GCA can print directly shit that looks like the official char sheets.
>>
Autoduel > Reign of Steel
>>
>>52299514
>>52303750
Here's the problem with 40k statting in realistic systems: Fanboys want to have their "fuck yeah!"-spot tickled by making things powerful and pulpy. ...which is fine, nothing wrong with that, especially considering that's kind of the point of the Warhammer setting.
However, the main issue is that they make characters/creatures appropriately cinematic by just throwing insane amounts of points at them, when really it's more a question of using extremely cinematic rules, and not all-that-over-the-top characters.
This leads to everything in the setting having way too much points, and you end up with a very weird (and oddly fragile) game mechanical power balance.
>>
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>>52326209
Reign of Steel > Autoduel when you want to justify TPK each session
>>
>>52327275
Stat her with GURPS
>>
>>52326489
This.

It never cease to amaze me how inept people are when it comes to making powerful characters. Rather than using different set of rules, they just throw hundreds of points on their PC. You can make mid-power Super for 300 points. And yet there are guys who can't make a generic space marine for less than 2k points.
>>
So a few questions for an upcoming game:

1. Are there any books in GURPS that cover 'corruption' in the sense it happens in some others RPGs...Being exposed to something triggers a test, and failing that test adds to a Corruption score (or levels of an disadvantage), which brings some downsides with given milestones? Or anything of the like? The idea here is that being exposed to anything magical causes the players to be corrupted if they are not warded, and corruption can cause mutations and make one vulnerable for spiritual possession and other maledictions from the magical world.

2. Related to the first...Seeking for mutations/side effect tables I could use for the things mentioned above.

3. For the same game, I had the idea of players being able to cast magic througth a pact with a entity that binds to them. The Entity gives them magery, but may on occasion try to persuade them into actions they wouldn't otherwise take, influencing their behavior in subtle and not so subtle ways. The idea is that said entities can only experience the world through the senses of living beings, but binding to non inteligent creatures often mean the entities themselves become more feral and lose their ability to be rational overtime (this is what spawn monsters), plus they have a hard time passing to our plane without being summoned, so often when they have a chance to bind with anything, they do so with the humans who used rituals to summon them. In theory a fair trade, sensorial abilities for magic, but this entities are often greedy or just have not the same morals than us. I'm thinking of a way to represent that...A magery advantage that relies on the player keeping the entity pleased. Where displeasing it doesnt mean being auto locked out of magic, but doing so often will. And where being taking the entity, they'll have monthly checks (modified by corruption maybe, made rather by those already corrupted) to resist the entities influence.
>>
>>52327656
1) You can gain disadvantages during play purely based on RP situations, so go figure

2) After the End 1 elaborates on having mutations, with listing where to look for more.

3) There is simple Pact limitation for powers and spells covering that, combined with Enthralled effect should work just fine. Just every time players cast spell, make as a GM roll for Enthrallment and the same when they go against the pact they have or are in situations that the entity can use against them/for own purpose. Previously ofc making the demon character to have stats, advs and skills for pulling that rather than making it from your ass.

4) Just play Warhammer already
>>
>>52327948
I've just realised the scary part is that I've never in my life played or run GURPS, but I sit in those threads for over a year.
/tg/ should be definitely listed under things hazardous to mental health.
>>
>>52327656
1) Horror, thaumatology
2) Do it yourself, you glorious GURPS master race or filthy non-GURPS peasant?
3) Thaumatology, horror
>>
I'm about to start my first GURPS campaign and I've only done a game of Only War before that.
Is there any differences in mechanics ?
>>
>>52328072
>>52327948
Grazie mile, my fratelli.
>>
>>52328156
I ain't your bro, white boi
>>
>>52328101
How about you just read the rules as presented in GURPS Lite and check for yourself?
>>
>>52328191
I'm not your boi, pal.
>>
>>52327982
I hope you find a group of awesome people to play with and have your mind blown. It really is a fantastic system
>>
>>52328685
Technically I'm hosting pirage game tomorrow with Lite, but I'm not sure if my players will manage even with Lite.
It's more about the fact how fast all this came up together without ever playing or running GURPS game.

Also, if someone will ask for advices about making TL4 pirate char for 125/-25 within next 20 hours - that will be most likely people from my merry band
>>
>>52328781
Have you scanned through How to Be a GURPS GM yet?
>>
>>52328806
I've read that last year, now just skimmed through the most important parts. Don't worry about me, I'm GMing since '06, just different games.
Worry about my players, who so far only played Witcher TTRPG with me and d20 Modern on their own.
>>
What's the difference between 4e and 3e?
>>
>>52328806
Is that available in the MEGA archive?
>>
>>52329854
4e simplified and unified many overarching and/or complex rules from 3em while streamlined the entire game. It also made magic more pallable (at least for me).
Armor rules in in 3e are generally shit, while 4e only have issues with Ultra-Tech weapons vs armor
>>
>>52329854
>Cleaned up point values
Buying up attributes in 3e was more complex than it is in 4e; you basically used a table. While that's not the end of the world, I think 4e did the right thing by making it a flat X/level. Similarly, some advantages/disadvantages went through a bit of tweaking too.

>Removing weird bits
Passive Defense was something that seemed good at first glance, but got weirder the longer you looked at it, so they cut it. They similarly cut underwater combat rules because multiple fans with experience in underwater operations pointed out the rules were unrealistic in a boring way. Snapshot was ditched in favor of reducing the Aim bonus. Skills ditched the Physical/Mental divide, stopped playing coy, and simply said "this is based off [attribute] for most rolls."

>Expanded the focus
4e has been around for a long time, and since this edition started, there have been some serious improvements to the system. The introduction of powers/abilities is pretty huge (IIRC, psionics in 3e was basically just another flavor of magic) and I don't believe 3e had nearly the number of variants in terms of, well, most things e.g. most magic boiled down to minor variants on the default system and combat variants were less drastic. Imbuements, impulse buys, and similar mechanics introduced during 4e have changed the game in significant ways.

>Ditched specific settings
Though you see this every now and then (most recently with Discworld and Mars Attacks!), 4e doesn't do a lot of setting-specific books anymore. Instead, they opt for genre series like fantasy (Dungeon Fantasy), modern supernatural (Monster Hunters), post-apoc (After the End), modern thriller (Action), and steampunk (Steampunk) and give out general tools that GMs can use to adapt existing settings to GURPS rather than doing all the work for them.
>>
>>52329854
Tweaks and name changes. Big enough that it can throw a wrench in, but small enough to glossover. There's a free suplement for the conversion.

>>52329938
Yes
>>
>>52330190
>4e doesn't do a lot of setting-specific books anymore
I just wish they've made either Vehicles for 4e or just re-released SMAC under 4e. It's a pain in the ass each time you have to make vehicles on your own for it, or you are basically playing infantry-only.
>>
I love Sorcery!
>>
It was hard to find this thread, but let's hope it's not dead yet. Can someone please help me with making a character? I have a broad idea for it, but I'm not sure how to balance skills properly, and there is only so many points I've got.
This is my first time dealing with GURPS at all. I've already read Lite version of rules and went through in-depth descriptions of skills, advantages and disadvantages from Basic Set. The GM was nice enough to provide me with GURPS Character Sheet software.

I need a character for a pirate game. It's for 4th edition of the game. Our GM gave us 125 points and optional 25 more from disadvantages. The tech level is 4. Gear will be handled by GM. We are supposed to be playng in historical setting, somewhere in the tail end of 17th century Caribbean, but we are absolutely free to go with origins of our characters. I've asked the GM already if it would be ok if I would play with a Chinese character, as if taken from a wuxia novel. He agreed.
So here are my questions:
1) I assume it would be wise to use this as an opportunity to get some disadvantage related with being completely alien culturaly, but I can't find anything specific. While there is an advantage related with cultural familiarity, it;s only as advantage. What should I look instead?
2) Arm Lock skills exist solely to pull "Batman punches", right? When you are standing with your back to the guy, but still knock him out cold without even looking in his direction?
3) What's the big difference between Boxing and Karate? I mean I know what's the difference IRL, but Karate seems to represent all "attacking" martial arts, while Boxing is apparently only for punches. Are there any other differences? It's a bit confusing, especially since there is also Brawling (but that's for bar fights and alike I guess)

Post was getting too long, will post rest in next one
>TBC
>>
File: Wu Sheng.pdf (27KB, 1x1px) Image search: [Google]
Wu Sheng.pdf
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>>52333814
4) There are few specific versions of disarming skill. Can I try to disarm someone without having any of those skills or I am allowed to do so only when I have related skill? What I mean assume I have Karate 14. Do I need to get Disarm (Karate) to try to disarm someone or can I just use Karate? It feels very confusing to have it separated
5) The same question (or at least very similar) applies to Feint and Ground Fighting. From their description it seems they simply give smaller penalty than regular skill. Am I right here?
6) What's the difference between Throwing and Thrown Weapons (Specific Weapon Type)? Shouldn't just Throwing cover it all?
7) Where is any stealth/sneak skill?

And aside those questions can someone please check my character sheet? I know the points don't match, but I'm still looking for that cultural unfamiliarity disadvantage.
Since I assume this will be mostly fists, kicks and staffs against guys with broadswords, guns and similar, I tried to make a fast and resilient character, but to be honest - I have no clue what the hell I'm doing. The only thing done for sure was picking Combat Reflexes, solely because GM said it will be extra-helpful for everyone.
>>
>>52330208
>Yes
Where? I can't find it for the life of me.
>>
>>52333865
http://www10.zippyshare.com/v/331ct4N6/file.html
Here. It was faster for me to upload than to log into my MEGA account and search for it
>>
Latest Pyramid added to the Mega archive.

https://mega.nz/#!OpE3AQpY!nzQXtw7nOyM0DDxc7JsY3FKsAK-c-wwDnXso-KyYBlw
>>
>>52333865
It'd have been under play aides
>>
>>52333825
>>52333814
Looks good so far
Drop opium addict tho. It's entirely incapacitating, so if you succumb to a need for a hit, you're useless untill it's gone. Bully or bad temper might better suit a brawler

Your questions are numerous
Karate grants bonuses to hand and leg strikes. Brawling is an easier skill, and grants bonuses faster, but doesn't get a scaling increase to damage like karate. More techs behind the harder skill too.

Ask your GM, but most often you can try maneuvers like disarming and such as a roll against karate with a penalty. Buying up the Technique means buying off the penalty of that specific technique(like buying down the kicking penalty(-2) or the elbow strike penalty(which is a whack against a guy behind you)

It's the age of sail; make sure you can swing a sword and fire a gun alongside your Kung Fu. Guns may be flintlocks, but are still deadly

Your social familiarity issue: if the game is set in the Caribbean, and you don't buy cultural familiarity( carribean) then you've got a -3(?) Penalty dealing with folks through social skills. You don't buy the Disadvantages, so much as fail to take the Advantages.

Also, buy spoken English/setting language
>>
>>52333814
>I need a character for a pirate game

>>52328781
>Also, if someone will ask for advices about making TL4 pirate char for 125/-25 within next 20 hours - that will be most likely people from my merry band

Ha!

Okay, I'm not much of a combaty type but I'll help out where I can

>>52333814
>3) What's the big difference between Boxing and Karate? I mean I know what's the difference IRL, but Karate seems to represent all "attacking" martial arts, while Boxing is apparently only for punches. Are there any other differences? It's a bit confusing, especially since there is also Brawling (but that's for bar fights and alike I guess)

Boxing is easier, so you get the bonuses faster, but Karate has better bonuses, like parrying, and retreat. However, Karate suffers penalities from your encumberance.

Basically the big umbrella fighting skills represent types of fighting.

>>52333814
>2) Arm Lock skills exist solely to pull "Batman punches", right? When you are standing with your back to the guy, but still knock him out cold without even looking in his direction?

Oh no, nononono. You're reading wrong. Go to Arm lock, read it, and skip down past the technique table, do not go to the next collunm.

>This technique allows you to
>improve your effective Judo or
>Wrestling skill for the purpose of
>applying an arm lock. For rules gov-
>erning arm locks, see Arm Lock
>(p. 403).

>Arm Lock
>An arm lock is an attempt to
>restrain or cripple an opponent

>>52333825
>5) The same question (or at least very similar) applies to Feint and Ground Fighting. From their description it seems they simply give smaller penalty than regular skill. Am I right here?

Mostly. You can also string techniques together into a single success roll. As in the example from Martial Arts, Ground Fighting and Kicking, to kick from the ground with less penalties. (I don't exactly understand it but eh)
>>
>>52333814

1) The only disadvantage which seems to fit is Social Stigma. GURPS generally treats all cultural familiarities and languages as equal to each other, regardless of how often they will be used.

2) I think you mean Elbow Strike. Arm Locks are for grappling. Elbow strikes are mostly for attacking behind you, but they also let you 'punch' without hurting your hands on armour.

3) Boxing and Brawling don't take penalties for encumbrance, while Karate does. On the other hand, Karate has no penalty for parrying swung weapons. There are numerous other little differences between the three striking skills.

4) Any melee or unarmed skill can be the basis for the Disarming technique. Note that it is a technique, not a skill. Techniques default to skills, so you can always try a technique if you have a relevant skill; putting points into it just improves your effective skill level.

5) Basically the same as 4)

6) Throwing is for rocks, balls, grenades and other relatively round objects. Thrown Weapon covers anything that doesn't meet that description. Throwing Art is a cinematic skill which lets you throw pretty much anything.

7) Stealth is on page 222 of the Basic Set.
>>
>>52333825
>6) What's the difference between Throwing and Thrown Weapons (Specific Weapon Type)? Shouldn't just Throwing cover it all?

No. Throwing is for stuff that fits in the palm of your hand, and is non directional. Rocks, baseballs, gernades.

Thrown Weapon if for unbalanced stuff or things where a specific part has to go forward and land forward.

Get Weapons Master or Trained by a Master and grab Throwing Art and Throw ALL OF THE THINGS.

>>52333825
>7) Where is any stealth/sneak skill?

Shadowing and Stealth.

An aside, I'd pick either Judo OR Karate, not both. Specialize is more effective
>>
>>52333825

Oh, and check out martial arts. 'm thinking 2 points of DR, partial tough skin (-80%) for your hands?
>>
>>52334261
No, the addiction stays. I wasn't sure how to measure severity, but given it it opium after all, this is going to kill eventually, either due to withdrawal or overdosing. It's part of the character I'm not going to shed and is fully intentional.

And I prefer the bow. Not because of lethality, but because it's not going to wake up entire garrison upon being used, unlike powder guns.

>>52334261
>>52334377
So basically Boxing is "easy start, nothing coming out of it later", while Karate is for continous improvement? Got it.

K, Arm Lock = grappling. I guess I will need to switch things around a bit to include this too.

>>52334481
>Get Weapons Master or Trained by a Master
Too expensive for my budget. I was thinking about it, because it looks super-useful, but that's at least 30 points.

Only Judo is described as allowing to parry two attacks, while Karate apparently can't do that
>>
>>52333814
>>52334261
Re: The social familiarity issue.

I would take that as Social Stigma: Minority (outsider). That's what Barbarians in Dungeon Fantasy have, and it seems about right.
>>
>>52334478
Oh, and thank you for directing me to Stealth. That will also require few tweaks to include it. Sorry for missing you in mass-reply
>>
>>52333825
>And aside those questions can someone please check my character sheet? I know the points don't match, but I'm still looking for that cultural unfamiliarity disadvantage.
>Since I assume this will be mostly fists, kicks and staffs against guys with broadswords, guns and similar, I tried to make a fast and resilient character, but to be honest - I have no clue what the hell I'm doing. The only thing done for sure was picking Combat Reflexes, solely because GM said it will be extra-helpful for everyone.

Going against armed opponents bare-handed is going to be fucking brutal, even in a 17th century setting where guns are fairly weak. Note that there's no reason a 17th century chinaman wouldn't know how to use firearms.

Try to scrimp some more points together for better skill levels. Boxing is probably useless. Jumping is usually a waste unless you sink a lot of points into it. Feint isn't much good with low skill levels; sink the points into your main skill. No skill should have 3 points in it; you only improve at 1,2,4,8,12... Karate is probably worth putting 8 points into to get the maximum damage bonus. Neck Snap is unlikely to be effective for someone with your ST and skills. Parry Missile Weapons is really only worth trying if you can afford much higher skill levels. Running doesn't really help much if you can't afford to sink a bunch of points into it. Ambidexterity is unlikely to be worth the points unless you are wielding a pistol and sword, double pistols or throwing weapons, in which case the off-hand training perk is probably a better option.
>>
>>52334705
Hm... that's -10... Would give -30 in total
>>
>>52334751
>you only improve at 1,2,4,8,12...
Good to know, I couldn't really figure out how this works.
>>
File: Wu Sheng 1.1.pdf (27KB, 1x1px) Image search: [Google]
Wu Sheng 1.1.pdf
27KB, 1x1px
To sum up your collective wisdom
>>
>>52335137
Damn, forgot to drop Jumping and Running and invest into Throwing (Knife). Also, I was unable to figure out how to put DR 2 from the Iron Hands
>>
>>52335137
Karate or Judo, not both, Not when you're just starting out.

Drop meditation down and use Extra time to up your skill roll if you actually have to meditate.
>>
A quick question before the thread is archived.

When you are training under a teacher any given skill, said person needs to have 12 or more Teaching. What about situation when a character has as a tutor, for example, an old war veteran? The guy knows what he's doing, he knows all the moves, all the useful tips and see what should be improved with your way of aiming the rifle and moving through terrain...
... but is no teacher, at least in a sense of having Teaching skill.
What then? Does it count still as learing with a teacher or you must use rules for learning on the job or even self-learning? I'm running After the End game now and one of the players asked for the option to study under certain NPC, who of course comes with impressive list of skills and advantages, along with lots of knowledge about the "old world", but does not come with Teaching.

Or should I just rig it?
>>
>>52336012
Social Engineering: Back to School covers this in more detail. The short version is that would-be teachers get a bonus to Teaching when leading small groups; one to two pupils gives enough of a bonus that they can teach semi-effectively even at default.

If teaching and master/apprentice relationships are going to be a big thing in your game, I recommend getting Back to School. If not, just wing it and take solace that there are rules for it somewhere and you're mostly in adherence with them.
>>
>>52336298
Thanks a bunch! You can't even imagine how many issues this solves.
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