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GURPS General /GURPSGEN/

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Previous Thread >>53132785

Today's Random Question:
What's the stupidest setting you've ever played using GURPS?
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>>53182426
It was this not!fallout where there were bikers using lances and cannibals roaming the area.
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>>53182426
Overly campy supers campaign.
I want it back but we broke up over unrelated supers fiction arguments
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>>53182670
Speaking of, while I know Supers has some vague guidelines, SJG isn't always in touch with their actual mechanics. What makes a good general point range (say, 100pts variance or so) to do upper-street-level, lower-heroic supers? Like Worm's Undersiders, or the Avengers and Justice League's B-teams. 300-400?
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>>53182737
Yeah, around 300 sounds good.
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Bump
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>>53184323
Is asparagus viable for a vegetable game?
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>>53184669
Don't forget about tomato supremacy while deciding what to play as.
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>>53184323
that formatting. bleh
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Here's a 100 points GURPS character for GURPS 4e. I think 100 points is a fair baseline for an adventurer.

ST 10, DX 10, IQ 10, HT 10
Don't even bother with advantages and disadvantages for now.

Set aside 20 points for side skills. This gives you 80 points to put into the guns skill of your choice. Pick rifles because they deal the most damage: you can just use defaults for the others, it won't matter because your skill will be so fucking high anyway. Guns is an Easy skill, so you can get it to 15 for 16 points. Another 16 will get it to 19, another 16 will get it to 23, another 16 will get it to 27, another 16 will get it to 31. There. You have put 80 points into your Rifles skill and now have a 31.

Now you can spread those other 20 points around into minor skills such as Armoury, First Aid, Stealth, et cetera. Sure you won't be good at them, but you're not the skill monkey. So who cares? You can headshot motorcycle gangs with lateral speed of 20 m/s from a half-mile. Oh, and if really want, take just 20 points of disadvantages and you can bump that rifles skill up to 36.

So what can you do with a 36 in Rifles? Well, lets take a look at the range / movement table. This is without taking a 1-second round to aim, by the way.

> you can easily score a headshot (-7) on a running target (-2) at 100 yards (-10). You're rolling against a 17 there, so you've got a 99% chance of success.
>If we extrapolate the range table, you could reliably hit someone at 1 mile distant who is running (-2) and be rolling against like a 17 or something.
>God forbid someone arms you with a Gauss rifle or even a .338. The former has Acc7+2, so with three seconds of aiming you could have an effective Rifle skill of 45.

GURPS 4e is broken.
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>>53185817
"No"
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>>53185817
At least your bait has new pictures each time and bumps the thread.

How'd everyone's last session go?
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>>53186213
Slow. Intra-party fuckery ensued and we wasted a lot of time doing nothing in particular. I was really sad that we only got in I think two or three fights in a 3-hour session--I thought I was running combat poorly or it was dragging--until someone pointed out that, no, the fighter were over in about 10-15 minutes each and what took time was the peasant threatening, zombie seducing, and (out of combat) face carving.

I'm hoping things speed up in this week's dungeon crawl.
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>>53185817
Yea but
Unkillible 2 costs 100 points
And it is the hard counter to that
And sure you end up being an unkillable person with no skills but that's pretty sweet
At least you aren't based on ammo and stuff

Or you could have a sane gm who doesn't allow crazy stuff like ~40 gun skill
Gurps is a gym heavy game for a reason
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>>53185983
Speaking of GM screens, anyone have some good inserts for a screen?
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>>53185817
Where did your character get 30+ skill in Rifles? I think elite military units usually go for training a more rounded-out skillset than that.
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>>53185817
>This gives you 80 points to put into the guns skill of your choice.

B172:
>The GM might wish to consider limiting PCs to skill levels somewhere in the 20-25 range.
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Are there any RAW templates for children and adolescents? Or should I just stick with the unofficial ones in GURPS Sex & Reproduction?
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Since people are still falling for old bait surely gurpsgen won't fall for this
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>>53187304
B20
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>>53187592
I said "templates", not "guidelines".
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>>53187653
Ah. Horror page 35.
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>>53186213
Sadly, I ran neither Grimwyrd nor Firefly:the Verse this week

Bachelor parties and hangovers are ROUGH

Next week tho. Next week will be ""fun""
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>>53186994
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>decide i might as well buy the actual books in addition to just having pdfs
>check out local game store
>they just have multiple copies of basic set: characters, gurps horror and one other splatbook
It's like they're not even aware that the Basic Set is two books.
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>>53188472
The horror
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Does Obscure Vision affect melee combat, would it be capped at -4 since the other person would know where the dude with obscure vision is?
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>>53188531
Obscure applies perception penalties to an area; assuming you fogged up the place up enough, yes you could apply those to combat
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>>53185817
Even if your GM would allow any legal character, putting that many points into one skill is just not very effective.

Sure, you can shoot someone in the head at 100 yards without aiming, but with Per 10 and no Acute Vision, you only have a 50% chance to see someone standing in plain sight at that distance, let alone someone trying to hide.

Next time, use a melee or unarmed skill for your bait, since Deceptive Rapid Strikes to the eyes would actually be useful in ordinary encounters.
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>>53188472
At least yours actually had one of the two. Mine only had Discworld and Mars Attacks. I had to buy the Basic Set books online. They had almost no RPG books, either. Just Shadowrun and Pathfinder.
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>>53188976
>Discworld
That was the other one they had, the one I couldn't remember.

It's 75% D&D/Pathfinder here, 20% Shadowrun/Star Wars, and a few assorted books.
The vast majority of the store is comics, anime and toys. Such is life in a smallish city.
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>>53189160
The majority of my store is dominated by 40kidshit, cards, and board games. I haven't really gone there much since that well is dry for RPGs, and it's a half-hour drive away. So are all of the other gamer meetup places, which is again dominated by Pathfinder, so I just play online.

I wish GURPS was more popular. I'd go and GM myself if they weren't so far away. The immediate nature of online games has spoiled me.
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>>53189250
>>53189160
>>53188976
My friendly local gaming shop is the largest one in Canada, and even it only has like "1 of each" of the second or third printing of 4th Ed books. Martial arts, magic and high tech. I bough their only copy of low tech when it came in, and it has a misprinted page! Big miscut corner!

http://www.sentrybox.com/
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>>53185817
>Meanwhile the proper sniper with a spotter head shots you from a mile away and sprays your brains all over a rock because his spotter can see you well you can't see them.
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My physical GURPS collection.
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>>53189576
Not including Dragons which I've also got around somewhere.
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>>53189576
This shit loaded at dial-up speed. Is 4chan dying? Nice collection.
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>>53189576
I just have basic, the techs, and tactical shooting. Good on you.
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>>53185817
GURPS is only broken if you have a shit GM who doesnt know how to set boundaries.

Maybe in a Supers game a Hawkeye type character will have Guns 32 and his opponents will be balanced in some way (high dodge or high def).

Or if you're playing a normal person game, the rule of thumb is not to allow normal humans skill levels of over 25, which would be considered the level of someone who was the greatest grandmaster of all time in rifles.
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>>53189576
Very noice
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If I were trying to make a super spy
What stuff would you guys recommend?
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>>53190201
High DX, IQ, and the Super-Spy talent from Power-Ups Talents. They should also be good unarmed and with something like a pistol, or other easily concealed weapons. Charisma also helps, as does Forgettable Face.
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>>53190262
>Forgettable Face.
Cheater! Perks are no substitute for great role-playing!
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>>53185817
Here's a 100 points GURPS character for GURPS 4e. I think 100 points is a fair baseline for an adventurer.

ST 10, DX 10, IQ 10, HT 10
Don't even bother with advantages and disadvantages for now.

Set aside 20 points for side skills. This gives you 80 points to put into seduction skill of your choice. Pick Sex Appeal because they give the best reaction: you can just use defaults for the others, it won't matter because you will be so fucking sexy. Sex Appeal is an Average skill, so you can get it to 14 for 16 points. Another 16 will get it to 18, another 16 will get it to 22, another 16 will get it to 26, another 16 will get it to 30. There. You have put 80 points into your Sex Appeal skill and now have a 30.

Now you can spread those other 20 points around into minor skills such as Erotic Art, First Aid, Stealth, et cetera. Sure you won't be good at them, but you're not the skill monkey. So who cares? You can seduce motorcycle gangs with lateral speed of 20 m/s from a half-mile. Oh, and if really want, take just 20 points of disadvantages and you can bump that sex appeal skill up to 35.

So what can you do with a 35 in Sex Appeal? Well, lets take a look at the range / movement table. This is without taking a 1-second round to strip, by the way.

> you can easily score a great Reaction (-7) on a running target (-2) at 100 yards (-10). You're rolling against a 17 there, so you've got a 98.1% chance of success.
>If we extrapolate the range table, you could reliably hit on someone at 1 mile distant who is running (-2) and be rolling against like a 17 or something.
>God forbid someone arms you with Appearance (Very Hansom) or something
GURPS 4e is broken.
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>>53190363
>not building a character with Escape Artist-35
You're completely unstoppable. What are people going to do to you, throw you in jail?
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>>53190430
>I roll to escape the natural process of death
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How well does GURPS cover shit like having good rules for swimming and diving, actually interesting wilderness survival and scavenging/salvaging based crafting?
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>>53191466
>having good rules for swimming and diving
Pyramid #3/26 - Underwater Adventures

>actually interesting wilderness survival
Dungeon Fantasy Wilderness Adventures

>scavenging/salvaging based crafting?
After the End 1 or 2, can't remember.

They're all great.
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>>53191537
Cool, I'll have to look into those. I've been wanting to do a spinoff of the CATastrophe setting and been collecting books to look at. I've already been looking at Blue Planet from 3e a lot, which is pretty interesting, not sure how much I'm actually going to use from it but it's at least an interesting read.

Low-Tech, High-Tech and Ultra-Tech are all super useful. Transhuman Space and Bio-Tech have been good too.

Early in the game will be the typical coastal biome good times with comfy cat people, so I definetly need good shit for diving and treasure hunting and scavenging shit around, then later level adventures will be going inland more. Instead of the whole world being ocean in my setting, civilization stays on the coasts when are pretty trivial to survive in, other than the occasional tropical storm, angry sea critter, or malicious pirates, whereas inland is poison swamps and hostile rainforest, which most people avoid, but adventures are attracted to because that's where the goodies are, but I want combat to be more impactful in this game instead of being the only activity there is to do so I want stuff to make the other aspects more interesting.
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>>53191663
D-david Pulver?
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>>53191663
Pyramid #3/95 - Overland Adventures might also be something you want to pick up. It covers jungles, which wasn't in DF Wilderness Adventures, plus some other things like low-tech transportation.

Sounds like a fun game! I hope it goes well. Remember not to get too bogged down by rules during play, though.
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Why is it that Autism is literally worse than Blindness[-50] in GURPS.
See Autism (full blown) could be stated as Hide Bound; Loner; Stuttering; No Sense of Humor; Bad Temper; Low Empathy; and Confused. That is a whopping -70 points. You could even add a few more disadvs to the mix. Is it really that bad to be living with autism that one would rather go blind?
GURPS 4e is broken.
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>>53190363
This. You can take penalties out the ass and still be guaranteed success. A literal diplomancer, D&D 3.5 style.
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>>53191693
I also suspect his hand in this post...
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>>53192497
Some autistic people would have all of those disadvantages, but they're the sorts who have to live in a supervised facility because they're nonfunctional. Autistic people who you'd rather have on your adventure than the blind guy might only have one or two of those disadvantages full-blown and the others in quirk form or not at all.
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>>53192497
>Is it really that bad to be living with autism that one would rather go blind?

Depends on how severe. Your degree? Yes, so I wouldn't have to read these meme posts.
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newbie here. Can someone explain how skills work in GURPS?
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>>53191709
>Remember not to get too bogged down by rules during play, though.
Yeah, I'm planning on going through all these books and picking and choosing what I want to reduce it to the basic details players will need and shit and make a document to distribute out instead of making everyone have to be constantly flipping through ten different books to get what they want.

I'm still trying to figure out what species I want to be available as player races.

Cats and dogs are given of course.
>Dogs will probably be the generalist jack-of-all trades adventurer who can be good at fighting and scavenging
>Cats would be not!elves, agile and graceful, more prone to intellectual pursuits, but also lazy and arrogant.

Thinking for the other races there could be
>Pigs (think pic related) as not!dwarves, being short, stout and good at practical crafts
>Goats as the weird outsider witches and gypsies, the only race I will allow players to start with Occultism learned.
>Monkeys (like Sun Wukong style monkeymen) could be like the Rogue class maybe, agile and clever, less scholarly more trickster type

Not quite sure who the others could be, been considering horses, cows and rabbits, and possibly birds.
It's a kind of Chinese Zodiac thing going on I guess, which fits given the nature of CATastrophe, I just don't know if I can make the races diverse enough to be worthwhile and not just extra bloat.
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>>53191693
>David Pulver?
>>53192613

Huh? What reminds you of him there? I don't really know who he is other than being an author of a lot of GURPS things.
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>>53192739
Like most things in GURPS, skills are roll-under; if you have Boxing-14, for example, you need to roll a 14 or under to punch something.

Skills are relative to attributes (DX, HT, Will, etc.), with 95% of all skills using DX (if physical) or IQ (if mental). Add the attribute modifier to the relevant attribute to find your skill level; someone with DX 12 and Guns at DX+2 has Guns-14. The attribute listed with the skill is what you'll be using most of the time, but you may roll with a different attribute under certain situations. One example is clearing a jam in the gun being IQ-based; if you know Guns at DX+2, you roll to quickly clear jams at IQ+2.

You invest points in skills to get better at them. While there is a pattern to it, I recommend just referencing the table on p. B170. That table tells you the TOTAL AMOUNT OF POINTS you need to invest in a skill to reach a certain relative skill level; for example, 8 points in a DX/Average skill nets you that skill at DX+2. Remember that the value on the table is the TOTAL AMOUNT OF POINTS you invest; you do not need to invest 16 points simply to go from a +3 to a +4, and instead all you need to invest is 4 points to bring the total from 12 to 16.

Most skills have "defaults"; even if you aren't trained in a specific skill, you can still try (just don't get your hopes up). Skills can either default to attributes (e.g. DX-5) or closely related skills (if you know a lot of stuff about nature, you probably picked up *some* practical info you can use to survive in the wilderness; this is why the Survival skill defaults to Naturalist-3).
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>>53192928
He's infamous for an attachment to catgirls.
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>>53182426
Hello. I am looking for movies that are good inspirational material for a campaign set in Soviet Russia. Its going to be a one shot, and I had hoped to have the players watch a movie while they ate before the session started, but I have yet to find anything.

Anyone have anything they'd recommend that fits the theme?
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>>53193047
Boku no Piko
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>>53193188
xD
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>>53193188
>>53193047
This is movie, Come and see, is the sort of thing I am looking for.
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>>53193047
Come and See
Stalingrad (the 1993 german version)
Shtrafbat (Russian TV miniseries)
Two Soldiers (1943 and a bit propaganda filled, but it does a good job of explaining the Soviet mindset at the time)

Basically any Russian WW2 movie would work, particularly if it was made after Stalin died, since they tend to be a bit more truthful.
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>>53193047
Wait, I kinda thought you wanted WW2 movies so I put some here >>53193273 but if you want movies about Soviet life then I can also think of some, given a bit of time.
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>>53193273
Company of Heroes 2 proved to me that they're anything but honest with themselves.
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>>53193308
The average Russian film maker is about as honest about WW2 as the average Hollywood film maker. Although Putin times have ramped up the patriotism, so the time between Stalin's death and Putin is probably the best for Russian movies, of any kind.
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>>53193047
>Anyone have anything they'd recommend that fits the theme?
Alcoholism.
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>>53193011
Ah, I see.

I just like CATastrophe because it fits the style of game I want to run really well.
And it's cute.
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>>53190439
Crappy inefficient grim reaper!
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>>53193308
You probably also think that Enemy at the Gates was historically accurate?

>>53193273
>Shtrafbat (Russian TV miniseries)
Ewww. In fact, probably stay away from any Russian WW2 movies made after perestroika. Except Fortress of War, but it's joint project with Belarus.
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>>53190363
>>53185817
If it weren't broken, why even play it?
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>>53197431
>responding to bait
>>
>find out there's a gaming shop near me, had no idea
>go there
>does mostly board games and warhammer
>has a handful of 5e and Cthulhu books
>bloke says they do tabletop nights which I bet means just shitty boardgames

Well that's disappointing.
>>
GMing a TL9ish campaign with one of my players playing a Mad Scientist archetype. He wants to create a super human from scratch essentially. He's been playing it pretty well so far, stealing research from bio-tech companies etc. But I'm not sure how to approach this. How long should it take? It's an ongoing campaign, but I don't want it to drag out too long, I want him to be rewarded for roleplaying his guy really well, but at the same time, I don't want him to be able to create an Übermensch in a week.
How do you properly deal with long-term inventions?
I have GURPS Bio-Tech as well, it doesn't quite have the mechanic spelled out as far as I can tell, so I've been going off the "Inventions" rule in the Basic Set.
Any help appreciated!
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>>53191537
It's after thr end 2
Pg. 36.
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>>53192874
How would you balance bird people in a game? Wouldn't being able to fly make things kind of overpowered when everyone else is ground bound?
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>>53199576
Not him, but you can slap on limitations that both balance them and make them realistic. A few options come to mind:
-Gliding Only. The race is too heavy to actually fly, but they can glide easily. May want to throw in something like Clinging to let them climb to high places easily.
-Costs Fatigue. The face can fly, but it's exhausting at 1+ FP/min.
-Wingspan issues. You need room to fly; dungeon tunnels aren't conducive to that.
-Cannot Hover. You can't stay put when flying, and you NEED to keep moving, which limits your tactical options--you can get anywhere, but you can't just stay out of range and rain death from on high.
-Wings as arms. You're limited to kicking (likely with talons) or mental actions when flying as your arms are your wings. Psionic bird-people would be OP, though.
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>>53200022
Can you make it costs fatigue but not for gliding? That sounds possible. Wings as arms are what I'm going with the idea because I'm basic it off pic related.
Does pic related look anatomically possible?

Maybe make it so hovering costs even more fatigue points, and flying while retaining a limited use of your arms is even more exhausting
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>>53200313
Either-Or limitations in Power Ups 8 cover Gliding or Costs FP.

For more complex version when you can choose whatever and want to know FP cost at this power level... You can extrapolate Costs FP, Variable using enhancement cost instead of level.
I wrote some stuff that covers wide variety of variable powers, but I am not sure if that would fit you. It's a bit mathy and I dunno if it's clean enough.
http://angelforest.wikidot.com/blog:variable-limitations

Regardless, you probably want to set Flight with Gliding as zero level for purpose of FP cost, and treat normal flight as enhancement that cancel this limitation. I am on mobile so I can't run math you.
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>>53200694
I'm having trouble deciding on how to balance flying, because flight can be a potentially very useful skill, I want it to be useful and not crippling bad to the point that the race isn't really good for anything except flying and not even too good at that.

Making it cost too much fatigue to be useful sounds like it would be really limiting, I think having no use of arms while flying is fine though, the extra drag feathers would add would probably limit the swimming skill, though that can be overcame with extra training and assistive gear, but clothes would need to be modified to fit their different anatomies.

Is hollow bones a thing in the game, be lighter at the cost of being more fragile.
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>>53200832
>Is hollow bones a thing in the game, be lighter at the cost of being more fragile.
Canonically, it's Vulnerability to Crushing, x2. Can't remember where I saw it.

Why are you so concerned about the balance of fliers vs. non-fliers, if I may ask? If you're worried about them attacking people from the air, wings as arms mostly solves that problem. I assume CATastrophe has guns, so there's no real issue with shooting them down besides skill. Costing FP also means they won't be able to fly for long without getting dead tired, which makes them easy targets.
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>>53200832
As long as ranged weapons are a thing, flight won't be really overpowered. And you can't take cover in the air.

There is no special trait for hollow bones. Weigh is a feature. You may want to add Weakness to crushing damage.
>>
Hey guys
I'm going to be playing a super heros campaign as a super robot

How do I heal without needing anyone else?

Any cool advantages that I could use?
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>>53200999
Having a high Mechanic or Electronics Repair skill. You use the rules for repairing objects on B484. Since a robot would have Unhealing (Total), Regeneration is out of the question unless you drop that disadvantage. Be sure to take Accessory perks to have Mechanic and Electronics Repair toolkits built into your body.
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>>53196269
The book was mostly alright as a dramatized non-fiction.
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>>53200949
>Why are you so concerned about the balance of fliers vs. non-fliers, if I may ask?
I've just never played an RPG with flying characters so I don't know how to handle it really and not sure how it would work out. I want the flight ability to be a useful tool but not so useful it's gamebreaking.

Having flying characters means I'd have to design environments and encounters with the potential of flying characters in mind.

I feel like flying could trivialize some things, but making flying too costly would negate its usefulness entirely. Being worse at swimming due to the drag of wings would be a decent penalty consider that water, swimming and diving will be really prolific in this setting.
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>>53201148
I'd say don't worry about it too much. You can typically use the environment to your advantage here. As you said, water and diving will be prominent. It's also difficult to fly inside buildings, so setting goals or encounters inside those would mitigate flying's usefulness (until a clever player decides to provide aerial support akin to a helicopter by flying past windows and spraying the interiors), wind and thermals should give bonuses or penalties depending, so if you want to make an encounter that isn't easily won by flyers you can just have strong wings that give them a -2 or -4 to their flying skill, etc.

If flyers are common in the setting, there will be observers watching the sky (unless they don't have reason to suspect bird people are nearby), and guns are the greatest equalizer of them all. As for letting them be awesome outside of the ocean and buildings, that's what they're paying for. They'll still be difficult to shoot even if they get spotted, as long as they're high up enough. Which reminds me, giving them acute vision and telescopic vision would make them excellent observers.

And I'll say, as one GM to another, let it go when players surprise you and obliterate your encounters. As long as it isn't happening constantly, they should be having fun because of it, and hopefully that'll rub off on you if you did a lot of prepwork.
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>>53199310
Try Pyramid #46: The Daughter of Necessity.
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>>53201049
>>53200999

Technically you don't HAVE to take Unhealing. You might be a robot with sophisticated self-repair functions.

You could also have a Gadget based "Repair Kit" item that provides a Mitgator for Unhealing (Total) and provides temporary regeneration with Takes Preparation so you can't spam it.

>>53201148

Don't be afraid to give other people limited Flight abilities. Jump packs and/or glide wings make for fun Gadgets without breaking the game. After all, the flyers can always get swim fins and an airtank to swim.
>>
>>53202242
Thanks!
>>
>>53200313
>Can you make it costs fatigue but not for gliding?
Flight (Gliding, -50%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%; Alternate Ability, x1/5) [2] + Flight (Cannot Hover, -15%; Costs Fatigue 2, -10%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%) [8].

>Does pic related look anatomically possible?
Enough for most fantasy games, sure.

>Maybe make it so hovering costs even more fatigue points, and flying while retaining a limited use of your arms is even more exhausting
I'd use power stunts from GURPS: Powers; spend FP, make a penalized Will roll, and drop certain limitations as allowed by the GM. Alternatively, you can write up an additional AA to Flight that swaps out the Temporary Disadvantage for Untrainable to represent how clumsy your flight becomes when trying to hold stuff.
>>
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Playing TL9 cyberpunk.
How to realize quadcopter drones as gear?
For military and adveturish uses.
>>
>>53200949
>>53200970
>Vulnerability to Crushing, x2
How many points would that be worth?

>>53202778
>only 10 points for winged bird people
Interesting.
>>
>>53203377
>How many points would that be worth?
You can find damage types and their occurrance rate on B46, in the Limited Defenses box. Crushing, for example, is Common, so it would be [-30] for Vulnerability to crushing weapons. Anybody with a bat could break a bird's wing very easily, and sling-thrown rocks (using Low-Tech, not Basic Set) en masse could quickly down a bird on the cheap.
>>
>>53193304
I did want WW2 moves, although soviet life would have been good as well. I appreciate all the advice. I had to sleep.
>>
>>53203921
Moves?
>>
>>53203416
So that's a really punishing disadvantage then?

>>53202778
So would Costs Fatigue 2 mean that it would cost 2 FP to start flight, then 1 FP per minute to continue flight, because the book says you pay half the initial cost per minute to sustain a continuous ability?

I'm looking at
Flight (40)
-Winged, -25% = -10
-Cannot Hover, -15% = -6
-Costs Fatigue 2, -10% = -4
-Temporary Disadvantage, No Fine Manipulators, -30% = -12
= 40-10-6-4-12 = [8]

Flight (40)
-Winged, -25% = -10
-Controlled Gliding, -45% = -18
-Temporary Disadvantage, No Fine Manipulators, -30% = -12
40-10-12-18 gives a total of 0 already without making it an alternate ability. So did I do my math wrong on this or what? Would this just be a free ability?

Then another Flight
-Winged, -25% = -10
-Small Wings, -10% = -4
-Costs Fatigue 2, -10% = -6
-Temporary Disadvantage, Ham Fisted, -5% = -2
-Temporary Disadvantage, Total Klutz, -15% = -6
= 40-10-4-6-2-6 = [12]

I think I might make this one the main ability just for balance reasons, then the one with Cannot Glide would be an alternate so it would cost 2 (well 1.6, but I assume you round up) points, so these three flight abilities would could 14 points in total.

The reason the third one has short wings would be they can't extend their wings fully while in a position that allows the use of their hands, but this different position does allow them to hover and move around to an extent, but not to ascend, I think that's how small wings is supposed to work. Also I think hamfisted and total klutz make fitting disadvantages for the awkward positioning such a feat would require.
>>
>>53205667
>So that's a really punishing disadvantage then?
Yup. It's worth the -30. Let's just look at a few things people could do do a 10HP bird person with that Vulnerability disadvantage.

Somebody with a fist load (nothing else, just a pool ball) does 1d-2 cr, which winds up being three injury on average, so a couple punches can easily break an arm. Give them a length of rebar, which should be plentiful in CATastrophe, and that turns into 1d cr, or 7 injury on average, which is a Major Wound every hit and two will send them to the negatives. This is just from a standard ST 10 human with junk found on the ground taking pot shots at a bird person, mind you. Giving them additional ST quickly means that a baseball bat is doing enough damage per swing to knock a bird out every turn.

Slams and falling damage are both crushing, so being shot out of the sky or falling a few yards is even more deadly for them than the average character.

Of course, as fliers, they really shouldn't be engaging people with sticks on the ground.

Also, for limitations, it's capped at -80%.
>>
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>>53205793
>for limitations, it's capped at -80%
Ah okay, so the gliding flight would be capped at 8 points because that's 80% of 40, then divided by five so it's 2 points, and the normal flight would be down to 8 on it's own anyway, then divided by five for 2, so they could get the three different flying styles for a total of 16 points.
That seems pretty balanced right?
The anatomy doesn't even look too terribly awkward.

Would the vulnerability extra damage count before or after damage reductions due to armor, so a padded vest could make a big lifesaver for birdpeople by shaving off even a few points of damage before it gets doubled.
>>
>>53205874
>That seems pretty balanced right?
Seems fine to me, if a bit complicated. You might want to cut out the middleman and disallow the small winged flight for the sake of ease of use in play.

>Would the vulnerability extra damage count before or after damage reductions due to armor, so a padded vest could make a big lifesaver for birdpeople by shaving off even a few points of damage before it gets doubled.
It goes like this: Damage is rolled, modifiers are added. Damage Reduction (DR) subtracts itself from the totalled damage. Any remaining damage is then multiplied by the wounding modifier, which in this case is x2 for crushing against bird people. There's a minimum of 1 injury for all damage types besides crushing. Most of this can be found in the Combat chapter, B377-381.

Something to keep in mind during play is the distinction between damage and injury. Damage is the number you modify to get injury, the result.
>>
>>53206077
I want to keep the short wing flight because it would allow players to hover and manipulate objects while in the air, thinking of dropping "total klutz" from the small winged flight, but upping the fatigue cost.
I don't think turning any failure of dx based things into a critical failure would work too well, I'll just give an extra difficulty penalty to rolls for making an action while flying, especially since guns are a dex based skills and throwing out too many critical failures with guns if players try to shoot while flying can get bad fast.

I think I'll make short wing flying be fatigue cost 4, but switching between flying styles while already in flight negates the initial cost and instead just makes it cost x FP per minute.
So taking off to fly normally costs 2FP then 1FP per minute of flight, taking off for short wing flight costs 4FP and 2FP per minute of flight, and gliding is free, as long as you're already in the air, switching between flying styles is free other than the cost per minute.

So does this seem good?
Racial Template: Avian [45 points]
-Vulnerability (Crushing x2) -30
-Flight (Winged, -25%; Small Wings, -10%; Costs Fatigue 4, -20%; Temporary Disadvantage, Ham Fisted, -5%) [16]
-Flight ( Controlled Gliding, -45%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%; Alternate Ability, x1/5) [2]
-Flight (Cannot Hover, -15%; Costs Fatigue 2, -10%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%; Alternate Ability, x1/5) [2]
-Claws (Talons, feet) [8]
-Clinging [20]
-Penetrating Voice [1]
-Speak With Animals [Birds only -40%] [15]
-Mimicry [10]
-Sharp Beak [1]

With Speak With Animals also allowing Avians to communicate with each other, and only birds or other creatures capable of understanding birds able to listen in.
>>
>>53206918
Take Winged *or* Small Wings, not both.
>>
>>53206918
Looks fine to me, although Clinging seems out of place. Can they really walk up walls and along ceilings?
>>
>>53207682
That doesn't make any sense, why does Small Wings reduce the cost of flight less than Winged does even though it's a much worse disadvantage?

>>53207683
>Can they really walk up walls and along ceilings?
Rough surfaces they can dig their talons into, or things that are small enough to wrap their feet around, and they'd have fairly large feet.
Is there a better advantage to represent that, or should some sort of limitation be added to clinging?
>>
>>53207895
Are they bats? I don't think they should be able to cling from ceilings like that. Can they cling to sheer walls? I think this would be better represented by a racial talent for Climbing (B451), or always counting as having climbing gear or something.
>>
>>53207895
>That doesn't make any sense, why does Small Wings reduce the cost of flight less than Winged does even though it's a much worse disadvantage?
What? Winged requires sizable clearance for takeoff, landing, and maneuvering, and if your wing gets crippled, you straight-up crash. Small Wings requires less room AND if your wing gets crippled, you get to roll Aerobatics to pull off a safe landing instead of faceplanting into the cement 100% of the time.

>>53207947
>>53207895
Super Climbing is what you want, probably. My bad; I originally recommended Clinging because I confused it with Super Climbing.
>>
>>53207980
Ah, I was misreading small wings I guess. Is there anything to represent being able to hover but not gain altitude? Or should I just drop that and have the extra fatigue cost and difficulty penalty to trying to manipulate things while flying like this be enough?

What would an appropriate amount of ranks to super climbing be? Thinking also a single rank or two of super jump could be fitting, possibly, as well as. Giving the race a talent for flight, jumping and climbing, and a penalty for swimming would probably work well too.
>>
>>53208111
You could give them Super Jump (Accessibility: When able to fly only) and make their flight Gliding Only. So they can take off from the ground or jump off buildings, but after their launch they glide back to earth and can only gain altitude if they can catch a thermal updraft.
>>
>>53205530
movies
>>
Hey guys, simple question regarding RPM I couldn't find an answer for on the forums.

I notice that for charms there are the kind that continuously ward whomever is holding them, with duration starting from moment of creation, and there are those that you just activate by breaking (is it even possible to have another trigger for charms?).

What exactly is RAW for charms which affect whomever is currently in possession of them? Do they have to have their duration start immediately, or can you save them until triggered and pass them off to change the current subject while they are still running?

I'm curious because some of the special cases like Wards seem to imply you can pass active wards off, but for something like a spell that grants Low-Light vision or perhaps a more obvious improvement, having it start from the moment of creation and be always-on seems inconvenient.

That said, making a charm that provides some restorative effect and then passing it around to top everyone off seems like a broken use if so.
>>
>>53210582
I think the easiest way to do a charm that stays active and affects only the wielder is to make it an advantage with gadget limitations. Now you've got...
Defensive charms that break when triggered
Spell charms that let you (or anyone) trigger them later on
Gadget charms that aren't charms as all but should probably still include a Control Magic effect, maybe a Greater one because of its utility.
>>
>>53209351
What about them?
>>
Anyone here ever use Tactical Shooting? I'd love to run a high speed low drag operator game but I feel like using the Tactical Shooting rules would bog the game down a lot.
>>
>>53214382
You're mistaken.
>>
>>53214382
The only thing that really bogs it down is if you get too autistic about cover rules
>>
>>53207683
>>53207895
>>53207980
>>53208111
What skill level of climbing would allow them to effortlessly hold onto something with just their feet once they've got a grip? In real life birds legs can lock into place to hold on once they've found a perch. Its what stops them from falling off while they sleep
>>
>>53214382
It shouldn't slow things down too badly. A lot of the detail from TS is one-off -- you find options useful for your character, calculate the final modifier, and write that mod down because you'll be using it every time and won't need to recalculate -- or it's not mechanical -- differentiating unsighted, sighted, and aimed shots; levels of awareness; and tactics to employ like slicing the pie, all of which add interesting detail but don't really affect the mechanics of the game directly.

>>53214411
Not helpful; waste of dub-dubs.
>>
>>53187340
I don't get it.
>>
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How to model Wuxia Martial Stances?
>>
>>53215104
The most fanciful way is Alternate Forms. Each AF is a different "stance" that comes with skills and advantages. One stance might give you DR/IT and the skill that makes you immune to knockback. Another might give you a fuckton of Striking ST but a DX penalty or even No Fine Manipulators to make it a punch-only stance. A third would grant you a limited version of Flight.

A more down-to-Earth version is just using styles with a focus on cinematic skills; to learn the Soaring Crane stance that lets you sail through the air, you must master the Soaring Crane style that teaches Flying Leap.
>>
>>53215261

Not that anon, but how the fuck do alternate forms work? I've been trying to puzzle them out on GCS but it's looking like it's just not totally compatible with the math yet.
>>
>>53215400
For human characters, it's easy. Take a suite of traits you want to have, multiply the point value by x0.9 if positive, then add 15 to the result to find how much the AF costs. A fire wizard that can transform into a fire elemental has AF (Body of Fire), which costs 90% of the Body of Fire template plus 15 more points -- and being a wizard, he could justify a larger point break by adding on Magic (-10%), Costs FP (-5%/level), etc.

For characters that already have racial templates, it's a bit more complex and I don't want to dive into it unless I have to.
>>
>>53206918
>mfw also planning on running a game vaguely inspired by CATastrophe
>have been thinking about a fourth race to add
>see all this talk about birb stats and balancing flight
shit, that would work pretty well.
guess i'm stealing this
>>
>>53217843
Might could keep with the mammal thing and make bats instead, neh?
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>>53218021
Possibly. I just have a liking for bird wings over bat wings.
>>
>>53199310
Failing that. AtE 2 has rules on gadgeetering & inventing rules that can be applied to what you're asking.
>>
Top 3 GURPS SETTINGS:

1: Reign of Steel
2: Autoduel
3: GURPS Mars

Special mention to Banestorm

Prove me wrong

Pro tip: please
>>
>>53219638
That's, like, all of the GURPS settings aside from Infinite Earth.
>>
>>53214770
B349 says you make one roll to start the climb and another for every five minutes you climb. You could give a modifier for just hanging in place, say +1 or +2, but obviously it shouldn't be indefinite as they'll get tired from holding on.
>>
I'm making a fantasy setting. It's primarily designed to be mechanically interesting for tabletop. I have 10 races, each with at least 1 weird mechanical feature (other shit too but whatever). Games are going to be around the 200-300 point range. How fun and/or balanced do they sound?

>+1 HT, 4 arms
>+1 SM, +1 ST and HT
>+1 SM, +2 ST and +1 HT, horns, fur
>+1 DX, agoraphobic, darkvision, [something simulating light intolerance], clinging
>+1 ST, winged flight
>+1 HT, +1 arm ST, water breathing, constricting attack
>+2 DX, enhanced vision and hearing
>+2 IQ, -1ST, telekinesis, levitation, 4 arms (2 of which have -2 ST)
>+1 DX, +1 per, danger sense
>-2 ST, +1 DX, Clinging (trees), -1 SM, chameleon 2
>>
>>53219776
How many players? I'd cut down the races to that plus one and add some unique units and equipment, etc.
>>
>>53219873
It's not for any specific game atm, but it'll probably be the standard 4-6.

What do you mean by unique units?
>>
>>53219928
Classes? Lenses of training and education you can start with?
>>
>>53220036
Oh aye, I'm also going to have a number of cultures players choose from with a talent and equipment options for each and suggestions of their background.
>>
I'm making a GURPS campaign about robots after the apocalypse, after humans have been effectively wiped out. Any ideas for some good robotic religions/cultures?
>>
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>>53207683
>>53207947
>>53219722
Why not just give them clinging but with the limitation of no ceilings, and only natural materials/rough surfaces?
What kind of point discount would such a limitation give?

Actual bird anatomy is made so they can lock into surfaces and not fall off, like that anon >>53214770 said, so they can sleep, and tolerate strong winds.
>>
>>53220951
>Actual bird anatomy is made so they can lock into surfaces and not fall off, like that anon >53214770 said, so they can sleep, and tolerate strong winds.
Didn't know that. Off the cuff, I'd say -60%. Going by the book, -20% for no ceilings, as that's half of the utility per Power-Ups Limitations, and then another -20% for only "natural" surfaces, as opposed to man-made ones. So by the books, -40%. If they can't walk while clinging, that'd be another -10% to -20%, which would get you close to my initial guess.
>>
>>53221032
So they could cling to a surface when landing just fine, but to move from one position to any other would require either taking off and relanding or making a climbing skill check to move?

Sounds like something that would work out well enough.
>>
>>53221642
Yeah, sounds good to me.
>>
Would a creature with no corporeal form have only IQ?
Such as a virtual consciousness/AI or unbound spirit.
Then would their ST, DX and HT be based on whatever form they possess, which is seperate from their actual being?
>>
>>53222102
ST should be 0. HT should be kept; there are still effects that call for HT checks, and they affect BS. DX is on the fence. I personally keep it because I see coordination as a mental trait.
>>
>>53222102

Yes. Look into Transhuman Mysteries from the Transhuman Space books.
>>
>>53182426
I ran GURPS: The Tick once, featuring:
Exploding Lad! His power only worked once, as he died, and he did as much damage as a small nuke so the City forced him to wear a caution sign with a flashing light everywhere he went. He stopped crimes by hanging out at the crime scene and saying "I don't feel very well."
The Silver Pinball! Who bounced with such force that he once sent a mook to -10xHP in a single slam (he didn't know his own strength.)
The Eternal Merc! A barely-competent mercenary who just wouldn't die.
>>
>>53222296
Fuck, Exploding Lad make me laugh so damn hard.
>>
>>53222296
That sounds great
>>
>>53209351
I want to know the titles of good WW2 movies from the Russian perspective and soviet life, for the sake of a one shot campaign.
>>
>>53219776

I think that you have an interesting idea, though I'd think that you might want to make races more dramatic and at the same time narrow their focus so you don't end up with them stepping on each other's archetypes.

I would also note that in GURPS a bonus to attributes isn't very exciting. A player can always buy that with free points. A race should instead focus on Exotic or Supernatural advantages, things that a player can't normally buy.

So let's build some races.

"Ogre"
>SM +1, ST +4, Regeneration (Average) with Bane (Burning), Increased Consumption 1.

A race of huge, powerful creatures. Attractive to people that want to play a front line type and remarkably tough, but easy to hit. Fur, Horns, and Temperature Tolerance can be added to make the race more alien and stand out.

"Nightstalker"
>+1 DX, Flexible (Double Joined), Dark Vision, Photo-phobia (Mild, so most of the race can go into bright light but takes a penalty to most rolls and self control when they do), Clinging, Silence, Chameleon

Stealthy creatures that can climb most surfaces. Make a note that a offshoot of the race common to woodlands tends to have Dwarfism (-1 SM).

"Flyers"
>+1 ST, Winged Flight, Acute Vision 2, Telescopic Vision 2

Avian flyers that tend to prefer attacking from out of reach of others.

"Etherials"
>+2 IQ, -6 ST, -3 Basic Move, Telekinesis (10) (Psi limitation), Extra Arms (4 arms), Levitation (Psi limitation).

Fragile creatures utterly reliant on their psionic powers.

Each creature has a hook and a reason a player would pick them over another race, but they don't duplicate their niche unnecessarily.
>>
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>>53220922

Robot religions and philosophies is an interesting idea. Ideas that first come to mind is the possibility of those that wish to protect and preserve humanity. Perhaps some might think humanity should return in large numbers while others believe humans should not be wiped out, but should also not be considered equals.

One culture might see their future off the world all together and want to collect resources to build spacecraft, with the idea of leaving the world for space where robots would no longer need deal with the dangers and complexity of organic life.

Maybe some recyclers that want to break down everything that isn't them into resources that they can use. They see even other robots as nothing more then obsolete tech they haven't gotten around to recycling yet.
>>
>>53217843
What races do you have included?
I've posted mine before here >>53192874
Also the addition of birds because I worked on them long enough to develop a liking for them.

Six is already a lot races, especially when they can still be made fairly diverse. I would like to add horses, cows or rabbits possibly, but I can't really think of a good niche for them to fill.

Perhaps horses or oxen could be the big strong guys in the setting, being the taller of the races, I feel like there would be a lot of similarity between cows and horses anyway, and I really don't know what to do with rabbits.
>>
>>53199576
Don't forget that birds make a lot of concessions in order to fly, particularly crazy light bones. A bird person would probably be pretty fragile in comparison to another species its size.
>>
>>53225485
Low ST, Skinny or some kind of Fragile to represent that?
>>
>>53220922
You've already played Primordia my negro.
>>
If I wanted everyone who could be a player character to be smaller (average 4' to 5') should I just make them SM 0 for simplicity sake and shift everything accordingly (making a 6' human be SM +1 to these people)
>>
>>53230429
That should be fine. Will you also be changing range/speed penalties since they use the same table?
>>
>>53230508
Yeah, I'm just shifting the scale back by 1 so -1 is the new 0 and adjusting everything accordingly, I just want the human tech in the setting to be mildly over-sized for the player characters, but having nearly every humanoid be at SM -1 just sounded like a bit too much extra work for me.
>>
It seems like there are multipul printings and covers for cthulhupunk. Anyone know if the content very different or is it just the cover?
>>
>>53232297
In my timeline, there is only one; you may be caught in a convergence scenario.
>>
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>>53232838
>>
>>53233021
No Anon, those abominations are not Israeli, you're pretty close though.
>>
>>53233037
inter-dimensional israeli internet defence force go
>>
Outsider question.
I know GURPS is a bell-curve system and you must roll below your abilities value, but what about not having specific ability? I get it you can still roll, but what value you would have to roll to pass? After all, you don't have skill to compare with

And in similar vein - is there such thing as DEFAULT difficulty of rolls?
>>
>>53233775
>No skill
Most skills have defaults mentioned in their descriptions.
Some do not have defaults, which means you can't roll them at all until you train them.
>>
>>53233845
Adding to this.

Skill defaults are either against an attribute roll at -4 or worse, a related skill at some penalty, or a different specially of the same skill (e.g. Guns (Rifle) default to Guns (Pistol) at -2).

Skills that have no default are so specialized, complicated, or esoteric that there is no feasible way to have "picked up" anything useful without explicitly studying that subject.
>>
>>53187304
>GURPS Sex & Reproduction
???

link please
>>
>tfw my character got retconed into being a dealer
>>
>>53235199

>tfw you did it to yourself
>I let you get points for it, don't pretend like it's not a good thing
>>
>>53235238
I'm not saying it's a bad thing.
>>
If a character with Shrinking (Magical) shrinks and enters an antimagic zone, which of the following happens?
>he loses the ability to return to his base size
>he returns to his base size instantly
>>
>>53235628
Up to the GM depending on whether mana was used just to trigger the spell, or is required to maintain it.

I'd personally say they return to their normal size.
>>
Whats a good number of levels to give something like acute sense or telescopic vision or a natural bonus to skills?
>>
>>53238004
Two levels is usually enough to make a noticable impact for acute senses. One is enough for Telescopic Vision.
>>
>>53238030
Should scent and taste be linked always or would it make sense to split them? Or is there a better skill to use for giving something a good ability to track things by scent?
>>
>>53238070
>Should scent and taste be linked always or would it make sense to split them?
From what I understand, no. Smell and taste are linked. People who lose their sense of smell will have a hard time tasting things, if they can at all.

>Or is there a better skill to use for giving something a good ability to track things by scent?
Tracking is the skill you want, as well as Discriminatory Smell.
>>
>>53238070
>>53238112 Is right, unless you're making some kind of bioroid or nonterrestrial/supernatural lifeform.
>>
>>53238112
>>53238150
Alright then, thanks.
>>
>>53235761
>>53235628
I'd agree with the other anon. The shrinking is the magical effect; antimagic would cancel the magical effect, presumably, in this case the reduced size.
>>
Gurps gen is it worth increasing basic stats
They are really expensive, far more expensive than skill ranks?
>>
>>53241016
Depends on what kind of character you're playing. DX and IQ are expensive because increasing them also increases skills associated with them.

It's actually more efficient pointwise to increase IQ and DX if you've got a bunch of skills.
>>
>>53241016
If you have one skill you want to get to a high level, the skill is the most efficient investment. If you have five or more skills at 4 points each, it's more efficient to raise DX or IQ because those cost as much as raising the five skills, and they give you better levels for every other linked skill, plus some extra benefits. Between increasing attributes and skills is talents, where you want your character to be talented at something without being overall more competent. These are more efficient than attributes, typically, but more expensive than investing in a single skill.
>>
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How much protection would a life jacket offer?

Probably not much or nothing against most sources, but it should provide some padding against crushing at least, being a thick mass of foam.
>>
>>53241541
A LOT of Blunt DR, since it's basically a thick piece of styrofoam in bright cloth. I've got hit by a boom when I was teen right in the chest. The force of impact was strong enough to flung me few meters away from the yacht... with zero sustained damage. Not even bruises.
Also, most life jackets come with a collar nowdays, granting both better protection, insulation and making sure your head is always above the water level.
>>
>>53241541
About 5 DR crushing, 1 slashing, and not much in the way of piercing protection? It depends on which sort really.
>>
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Are there any extensive /k/ approved weapon tables besides the high-tech ones? I'm specifically looking for guns that are a bit out of the ordinary such as the jatimatic or vintorez for example
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>>53241993
High-Tech has a few splats. I also know both Tactical Shooting and Gun-Fu have small weapon tables. I remember a table dedicated to weird limited-production variant models but not where that table was; it might be in one of the locations mentioned or in a Pyramid article.
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>>53241993
Vintorez is right in the HT, and what is so out of ordinary about jatimatic? Sounds like yet another 9mm Parabellum SMG.
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>>53246069
>Sounds like yet another 9mm Parabellum SMG.
It is
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>>53246069
>Vintorez is right in the HT
My bad, didn't see it. I was mainly looking at the separate weapon tables.

>and what is so out of ordinary about jatimatic? Sounds like yet another 9mm Parabellum SMG.
What I meant is that I'm looking for guns you don't typically see in films or games and whatnot.
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Gurps gen
What is size modifier used for? Does it make you easier or harder to hit? Does it help in stealth?
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>>53248740
It affects attack rolls and Vision rolls mostly. Some other effects like spell cost also interact with SM, but the main effects are affecting attack rolls and Vision rolls.
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>>53248820
Cool thanks
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>>53245465
What about bumps?
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>>53252030
what's the racial template for a bump?
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How to build an ability that costs FP to activate and has increased effect depending on the amount of FP spent?
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>>53253456
Alternate Abilities that scale up depending on FP spent is one way to do it.
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>>53253456
I think Powers says something along the lines of "buy the ability at full power and max FP cost; if you pay a fraction of the cost, you get a fraction of the effect." For example, Burning Attack 10d with Costs Fatigue 5 lets you deal 10d burn if you spend 5 FP, 8d burn if you spend 4, 6d for 3, 4d for 2, and lastly 2d for 1. Check the "Costs Fatigue" section under "Existing Limitations" for the full rules

That works for Innate Attacks and other advantages that operate in levels; if you're looking at something different, though, or your "increased effect" comes from enhancements rather than more levels, look at Limited Enhancements (p. B111). For example, Cosmic (No DR) for +300% that is limited by Costs Fatigue 5 for -25% can be slapped on to an attack for +225%; the attack functions normally most of the time, but the user can spend 5 FP to power up that blow and have it tear right though any armor.

On that note, I recently discovered how good limited enhancements can be for costly modifiers; -80% in limitations doesn't do shit if you have an enhancement worth +300% too because it still comes out to +220%, but if you only limit the enhancement, the total comes out to +60%! I also think there's opportunity for flavor here and not rank munchkinism, but I won't deny that the ability to effectively bring down the cost of huge enhancements didn't factor into my joy at the discovery. It's also not a campaign switch like multiplicative modifiers, and it's in the Basic Set, so it's more likely to be accepted.
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>>53253603
>>53253833
Thanks, comrades!
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I'm ripping off some L5R clans for a game I'm running. What disadvantage would best represent the Lion clan's loathing of "dishonorable" people? Part of me wants to make it Intolerance at the -5 level, but that doesn't seem quite right.
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>>53256446
It's a good question. The rigid and inflexible ideas about honor is a complicated mental drawback.
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>>53252783
Affliction (Flight (Lighter Than Air, -10%), +360%; Accessibility, only threads not in bump-limit, -30%) [43]
Social Stigma (Doesn't contribute to thread) [-5]
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Can these modifiers from After The End be applied to weapons? I'm considering putting the players in a position where they need to pick whatever weapons they can get and use resources to rebuild and upgrade them.

>Bulky:Multiply weight by 1.5. This usually represents incorrect replacement parts rigged to work and duct-taped into place. -0.5 CF. Fragile*:The item has -1 to HT and3/4 of normal DR (round down). -0.2 CF. Hard to Use: This modifier comes in up to four levels. Each level gives -1 on all success rolls to operate the item. This may represent a broken screen, missing buttons, and so on. Only for items that require a success roll to use. -0.2 CF per level.
Unreliable: After every use of the item, roll against its HT. Failure means it breaks and must be repaired before being used again! Only for items not intended for continuous oronetime use. -0.6 CF. Very Fragile*: The item has -2 to HT and 1/2 of normal DR (round down). -0.5 CF.
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>>53260667
Oh definitely.
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>>53260182
Honesty is actually pretty good for Lawful Stupid sort of honor, which is very in the style of the Lion. It's just their rampant assholery that's the issue. I think Honesty and Bad Temper are they key things. Maybe Selfish instead of Bad Temper due to the whole issue of status, proper hierarchy, etc.? I think Intolerance at -5 works as the final piece of the asshole triumvirate that is the Lion.
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>>53260737
>>53260667

So an example of this and a weapon my players might pick up..

"The Thirty"
A battered rifle with wood furniture roughly shaped by hand and iron bands to reinforce the breach. The repairs almost enough to hide the well made barrel and the very old action. The weapon's age and weight are considerable, but care and hard work could bring it back.

Base Weapon: Remington Rolling Block (High Tech 120) with Bulky and Hard To Use (1).

CF 0.4, x2 for TL 5, Final Cost: $520

Weight: 13.8 pounds, -1 to Guns (Rifles) rolls to use.
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>>53182426
One time I was in a street level supers game where superhero was a profession. There were superheroes WAY stronger than the party, which for reference was

>Red Jack Jumper: Myself, an Austrailian guy with bug DNA infused into him in order to be kinda enhanced in physical traits. Wore a biker helmet with antennae, knew judo, had a taser

>Bert Nakamura, the Associate Samurai: A middle-aged, Japanese accountant who did heroing as a side gig. Whilst RJJ super jumped to whatever crime was occuring, Bert would show up 20 minutes later on his bike, because "It is a far more economically sound means of travel". After arriving, he would slowly walk up to the villain(which was likely locked in a grapple with/kicking the ass of RJJ), set his briefcase down, unsheathe the katana he had with him, then speak a bunch of japanese about how he is sorry, but must strike them down. Then he would kill them in a single strike of his katana. Every. Time. He did this to a fucking DRAGON once.

>Name and hero name unknown, only referred to as "The Torso": Imagine every terrible trope about minmaxing with disads and powers in GURPS? This guy is all of them. He was a quadriplegic, psionic mute who made himself levitate and could telepathically speak to us. He floated to the villains and then shot pebbles at a RoF of like 7, all of which dealt 3d6 for some reason. Every time he used this ability, and I mean literally EVERY. SINGLE. TIME. One of the party would be in the line of fire, he would be warned of this, and then went "Eh, I don't fucking care, I'm doing it anyway." So naturally, we all HATED him.

But that's just the characters, the setting gets a lot funnier
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>>53263817
So the campaign started with us fighting some villain called the spin doctor, who was screaming about how he needed to rotate everything to save it, something about how not spinning fast enough meant death. Total freakshow. We fight him, all goes well.

Despite having the guy in an arm lock, about to pin him to the ground to detain him, with Bert walking up behind RJJ, the Torso decides to just unleash a barrage of psionic pebble bullets at us.

Completely misses the Spin Doctor, but RJJ's arm is now broken. RJJ's arm gets broken a LOT. Then he does it again, and misses the villain again! And hits RJJ AGAIN! This time in the torso, but thankfully he's wearing a vest, so no major damage. STILL SHOT, THOUGH

So then, Bert walks up, spouts some weird weeb shit, and cuts the fucker in half. Obviously I'm writhing in pain because I've been shot NUMEROUS TIMES. We get a call after all is said and done, get told how it sucks I've been hurt so close to the holiday.

We didn't realize we were playing near Christmas time, but it was no big deal. I had decent regeneration, and with a stop to the ol' centralized super health care, I'm fine. My pay check is used up on this, but oh well.

cont.
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>>53263902
The next encounter we have is with a villain we later called "Gender Neutral Game Child" who was basically just a walking Gameboy with a shitty attitude and a desire to unleash vidya based horrors onto the world.

And what better to unleash than the old giant monkey in a construction site!? Thankfully Red Jack Jumper is real good with heights, and a few hops and jumps later he's up where the ape is, barrels be damned. Of course, wrestling a huge gorilla is tough work, and tazing the bastard just made him angry, but EVENTUALLY I got a solid arm lock on the thing and was about to toss him off.

And then the TORSO arrived. And he fired, and hit everyone present. Red Jack Jumper, shot for the third time by this guy, has a broken arm again. And he also topples off this construction site with the ape, both in decent condition when we hit the bottom.

At this point, Bert had finished locking up his bike, and had made his way over to us. He spoke thus: "I am sorry mister gorilla, I know your species are endangered, but a construction site is no place for you. For this, I must see to your end." All spoken in Japanese. Needless to say, before he was done the Torso fired ANOTHER barrage, missed the monkey, hit Bert.

To Bert's credit, he powered through despite his frail accountant's body, accrued after a rather sedentary lifestyle, and cut the monkey in half. This made the Game Child mad, but Bert responded, "Videogames serve to spoil one's mind, you should spend more time in the real world."

The Game Child, pissed, begins to grow super huge, and its screen sucks us in like a tornado. The Torso spends 20 minutes whining that he should be able to resist it with his levitation powers(This happened anytime anything threatened to do any harm to his character, since he also had a fucking full body barrier). Meanwhile, with both arms broken, I just accept my fate. Bert does the same.

cont.
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>>53264048
End up in a fantasy world, surrounded by orcs and a dragon. With two broken arms, Red Jack Jumper is useless, but tries his best anyway.
Get lucky and kicks an Orc in the head, knocking it out. Find a health potion on its body, and fixes his BROKEN ARMS.

But they don't last for long, as other orcs run up to surround. A good job is done to fend them off, but then the legendary Torso fires wildly into the crowd, shooting RJJ through leg this time.

The Orcs all pile on and smack the hell out of RJJ, as Torso suddenly decides to stop helping, and focus on the dragon, shooting it all over. Bert has begun monologuing at this point, his briefcase respectfully set down. He spoke thus:

>"Fogive me, dragon-san, but I am lost in this world. I know that this is a fantasy, but I have a great reality to return to once you have been slain."

And then he cut the dragon's tail off, and as it turned around and missed him with a wide swing, its head followed. The orcs were getting tazed down slowly, and eventually everything worked out. We escaped by glitching out the game with electronics rolls.

Outside, the game child is sans batteries in the hands of a floating little girl. The Torso immediately threatens her, and says it was our kill. Bert and I cringe before the flying hero girl speaks.

"Oh, while you were in there, I was cleaning up the other things he unleashed. Anyway, have a nice holiday."

RJJ gets his leg fixed and ANOTHER paycheck wasted, and the holidays are upon us.. But they weren't exactly what we expected.

likely concluded in next post.
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>>53264188
So, something to note was that all this time we were given small doses of the "internet buzz" our exploits generated. The Associate Samurai was always considered a great role model, people talking about how they saw him on a bus, tried to talk to him, and fell asleep as he rambled on about projected cutbacks for the next quarter. The Torso was considered the 'strongest' of our little street-level group, and Red Jack Jumper was always talked about sympathetically. Since at this point, his arms had been broken twice each in the span of a couple days.

Now, the holiday was here, and we decided to hang out together that day at our hangout: Bert's office, abandoned by everyone for the holiday by everyone but Bert himself, the hardworking Japanese businessman he was. He was telling us about how his family had left for the holiday out of the country to visit family overseas. We were really just sitting around, RJJ checked the forums and kept contact with his hero friends, as honestly I was just expecting some kind of santa claus monster.

But no, instead, when the 'holiday' began, all broadcasting networks played the following message:

>"We're so happy the holiday is finally here. At the sound of the siren, the annual Purge will begin, and all crime will be legal for the next 12 hours. Good luck, and have a happy purge!"

We're stunned, and the sirens go off. I look out the window and, of course, there is chaos in the streets. Being superheroes, it was supposed to be our jobs to stop that, but the holiday was a day off the job, so we had no real obligation to do anything. After a while, I see something REALLY fucked up in the distance.

It was an Apache helicopter, and piloting it was Red Jack Jumper's arch-nemesis Black Bob Bullet. I'd had him as an enemy at creation, but he had never come up until now, of all times. The machine guns began to fire on the buildings and I take cover, waiting for the right moment.

to be concluded.
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>>53264318
Torso, of course, takes this as a direct challenge, and stands up to a helicopter in a 1v1 gun off. And to his minmaxing credit, he does pretty well for a while, both guns' bullets glancing off Apache hull and psionic barrier, both. And Eventually, the helicopter was JUST close enough for my super jump to reach, and so I went for it.

With a splat, I landed on the windshield like the bug I was, sliding into the passenger seat and slapping the shotgun barrel away just in time to avoid becoming chunks meat. I realized the only way to stop this was to crash the helicopter after throwing him out of it.

But I crit three consecutive judo rolls, and so my arch-nemesis, after roughly 5 minutes of screen time, was judo-thrown directly into the propellers of his own helicopter, turning paste and sending the machine spinning DIRECTLY at the office of Bert, who was really just a spectator to all of this. Bert hid in the office fridge.

Torso was still fighting when it all went down, the explosion knocking him out through his barrier and whining. And Bert, after leaving the fridge and digging me up, did the smartest thing he could. He walked up to the torso and placed down his briefcase. Bert spoke thus:

>"I am sorry, Torso-san, but you have proven more a threat to your heroes than to villains, and unfortunately, we will have to make cutbacks."

And then Bert sliced the guy in half, right between the eyes. I didn't expect that, but everything seemed to have worked out... Until the floating girl showed up, angry because APPARENTLY she had dibs to kill the torso.

concluded for real in next post. 100% serious this time
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>>53264440
"I'll just have to settle for you two.." Were he words before unleashing psionic hell on both of us, missing Bert but nailing Red Jack Jumper and knocking him flat out. In a move of desperation, out of range, Bert threw his katana as hard as he could at her. So hard, in fact, it flew right past the girl, who laughed.

But her laughing would cease as Bert clapped his hands together and activated his only super ability, one that he had bought with every single point he had saved throughout the campaign, for this very situation.

He warped to his katana, grabbed it, and cut the little girl's head off with a single utterance:

>"Nothing personnel, kid."

And as her head rolled off her shoulders, Bert Nakamura, the Associate Samurai once again helped Red Jack Jumper to his feet. And just as they thought it was all gonna work out? A meteor crashed into the Earth, destroying it.

Turns out the Spin Doctor was trying to rotate everything so fast that the Earth would move out of the way of an incoming object that would destroy it.

So the game ended. Torso was still really pissed off. He couldn't figure out why Bert killed him. Somehow, he thought shooting other players was okay.

And that's how I played a superhero purge game.
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>>53220922
Related: does anyone have some good ethnic slurs for carbon-based, cellular life? Something that would be as degrading to a tree or a bacterium as it is to an ape.
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>>53266009
Too broad of a target, slurs have to be specific to be effective. Almost discriminatory in how they point out differences, you might say.
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>>53219716
Been doing a read through there are more than thought - not even counting licensed and adaptations of other games.

Cabal
Black Ops
Shadow War
Cyberworld
IST
Technomancer
Terradyne
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>>53266535
>He doesn't have clearance to mention IOU!
>laughingmadgirls.tiff
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How is After the End? Like is it playable?
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>>53270192
Is preddy gub. It seems to suffer from a few of the problems that Action has--namely you have some archetype templates that will be useful often and in nearly every campaign, and you also have incredibly niche templates that depend wholly on the type of the campaign and/or will rarely get a chance to do anything important--but as a whole, it's not bad. AtE2 is baller.
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>>53270361
Well thanks for the info.
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Hey guys, I want to make a campaign for me and a couple of friends and I wanted to ask if you have any links where I can download or read the basic rule-book and maybe some that would go well with a 1920-1930 Mafia/Mobster setting
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>>53272649
wait, I just noticed that the OP is a pdf, are the links in there basically what I'm asking for?
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>>53272693
Yes.
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>>53272649
For a straightforward setting like that, with no supernatural elements, you can 100% start with just GURPS Lite which is available for free on the company's website. It'll be easier to learn to play using just that. The only thing you might want to add is a couple of "signature weapons" from that era like the Thompson, etc. and the rules for firing full auto, which I don't think are in GURPS Lite. That's it!
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Guys if I put a secondary or tertiary battery in a spaceship, and let's say the battery has 30 turrets, am I supposed to roll 30 separate attack rolls when that battery is fired? Thanks.
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>>53273000
Thanks mate, I'll look into it
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>>53273074
In theory. In practice, I'd either automate it with a simple program or treat it as one weapon with a very high ROF
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>>53273152
Yeah, I guess once you figure out the modifiers you can have a dice roller roll all 30 shots with the added/substracted modifiers and then just count how many have hit.
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Enlighten me, please: how does one Link an Innate Attack to a mundane weapon?
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>>53274188
Imbuement? Or just give the innate attack a limitation that it can only be used with said weapon?

Can you be more specific about what you're trying to accomplish?
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>>53274188
Not sure if you can directly. Would Follow-Up be an acceptable substitute? That can be linked to mundane attacks.
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>>53274360
I'm trying to build a power like this:
An enchanted weapon. It has all the base properties of a mundane weapon of that kind, but attacks with it deal extra damage, have an armor divisor, and parries with this weapon are destructive. All those nonbasic properties turn off when in antimagic zones.
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>>53274438
Check the Material Magic chapter of Thaumatology for an example ability that's VERY similar to what you just posted; everything from the sword up is a gadget'd advantage. Alternatively, check out the Natural Weapon article from Pyramid for an easier way of doing it.

The base weapon wouldn't have special limitations beyond Can Be Stolen/Broken, but the magical buffs should have Magic (-10%) to represent them failing in anti-magic zones.
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>>53260575
I like it, thanks.
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>>53182426
is there a shadowrun supplement?
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>>53277601
GURPS Cyberpunk, natch.
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Two seperate random questions.

Is there rules for a good Xcom style researching system to unlock new tech over the course of the game?

How hard would it be to successfully avoid detection by hiding under a woman's skirt, assuming the woman is also trying to help in concealing you?
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>>53279698
Monster Hunters: Applied Xenology covers this a bit, which is appropriate as it's basically GURPS: XCOM. IIRC, though, it's less "tech tree" and more reverse-engineering a specific piece of equipment.

Her blocking line of sight lets you roll in the first place; assuming you don't have to move with her, I'd say roll unmodified stealth. This is all assuming you have enough time to ball yourself up to get your SM down, though; I'd slap you with a -5 of you only have a second or two to prep or -10 if done instantly. The big benefit, though, is that unless you critically fail, the woman can probably use Fast Talk or Intimidation to get the suspicious guards to leave her skirt alone.
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>>53279698
>Is there rules for a good Xcom style researching system to unlock new tech over the course of the game?
Invention rules and GM intervention. A series of Simple inventions can lead to an Average, a few Averages to a Complex.

>How hard would it be to successfully avoid detection by hiding under a woman's skirt, assuming the woman is also trying to help in concealing you?
Uh... like a big hoop skirt? I'd say +4. A long japanese skirt like in my animes? I'd make it a straight roll.
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So what is the most hardcore/over the top thing you character has done and how many rolls/time in real life you needed?
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>>53279934
Nothing especially hardcore or over the top yet. But now that he has 12oz of LSD brewed up I have hopes that'll change soon enough.
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>>53279698
1) Kind of. The invention rules give you the amount of time and dosh you need to pour into a project to make something new. This can be used to reverse engineer and understand higher TL gear.

2)

Hiding under a skirt of your SM should be about a -4 to SL, while a skirt of your SM +1 should allow an unmodified Camouflage roll.* To move while under the skirt without detection make a Stealth roll at -4 if the woman is your SL and -0 if the woman is +1 SM larger then you, or +5 if the woman is +2SM or more larger then you.

If you fail the Stealth roll the woman must make a DX roll or fall down, at -2 if you are her SM or +2 if she is SM+1 or more larger then you. If she falls down you may attempt to hide in her skirts at -5 to SL, otherwise you will be seen automatically.

If the woman passes her DX roll to stay standing she may make a Fast Talk roll to explain away the noise you made and her momentary stumble.

Skirt sizes:

Mini-skirts and dresses at their wearer's SM -7, and could only conceal a brave mouse. A voluminous evening dress or average wedding dress has a skirt of the wear's SM, while large Victorian dresses are SM+1 and very large bustled dresses may be SM+2.
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>>53280002
That's 3,400,000 doses of LSD at a relatively potent 100 micrograms each. (Most tabs are instead ~75 micrograms)

It's much more then a lifetime supply.

>>53279934

>Hardcore, over the top

We crept into a underground building where some Dugar, dark dwarves, were being battered and commanded by a beastial ogre. My character ducked into a alcove out of sight and threw a rock into the wall, enough noise that the ogre walked over to check it out.

He came right by my character's hiding place and I hit with an All Out Attack (Strong) in the neck with his defenses denied because he failed to spot. Cut his head off and kicked it back to the dwarves.
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>>53280002
One of my player's characters instead of my own, but a series of interesting rolls turned what should have been a brutal beatdown of the party into an enemy curbstomping.

The party was facing a huge and nasty demon wielding an equally huge and nasty chain. The sniper had been plinking away at it, and while the demon lacked the brain/vitals hit locations that the sniper usually exploited, the damage was starting to add up. I wanted to give the demon one last hurrah before the fight ended, so I had him charge *through* the party to get to the sniper, slamming and trampling the PCs. The first in line was the brick shithouse of a barbarian, and being a team player, he chose to tank it rather than dodge. I rolled near minimum damage for the slam; he rolled near maximum. Going by p. B371, the demon fell prone in front of the barbarian.

We started to freak. Dude just chest-bumped a charging hellspawn to the ground. He was far from done, however. Earlier that session, he found a large silver cross about 5' in height (treated as improvised maul with higher damage and ST); additionally, last round, the barbarian finally succeeded on his Hidden Lore check to find the demon's weak point. The demon's failed charge was an All-Out Attack, and the barbarian took the shot. Turns out that in the hands of a ST17 barbarian, a sw+4 cr weapon swung with All-Out Attack (Strong) to the vitals deals a terrifying amount of injury: the demon was full out slain on the spot.

All in all, took only a couple of minutes to resolve; we could have done it in less than a minute if we weren't freaking out over the results.

>tl;dr A party member no-sells a giant charging demon, knocking the demon on its ass in the process, and golf-swings a giant silver cross into its torso, killing it instantly; this is all in the span of two in-game seconds.
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>>53280294
Really? I calculated it out to 88k 40microgram doses. Is LSD denser than water? I went off the assumption they were about equal since I couldn't find any hard info on the matter.

If I seriously fucked up the math somewhere, please tell me.
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>>53281362
Shit, never mind, I was off by three orders of magnitude.

I think >>53280294 just saved a lot of NPCs from a possibly terminal overdose.
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New book is out. Hot Spots: The Silk Road looks like a fun read, though crunch-heads like myself aren't likely to get a whole lot out of it.
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>>53280294
>That's 3,400,000 doses of LSD at a relatively potent 100 micrograms each. (Most tabs are instead ~75 micrograms)

Hahaha, awesome. I just had a session sort of like this, where the PCs decided to bring along a recurring NPC who had previously always stayed at home. She brought along this filthy gallon milk jug FILLED with a thick black brackish tincture.

It was about half alcohol, like fucked up faerie moonshine shit, and then a whole awful rainbow of every non-fatal-interacting drug and alchemical backwater she just kept adding to it over the course of like two years in her witching and experimenting. She gave up alcohol, so she wasn't using it herself; she just had it around.

Then, the lord of a cult they destroyed, back for revenge, ended up so beaten and Chronic Depressed anyways that they decided to bring him with them, and he unknowingly took down a *fourth* of the jug. He's now about an hour into and about to hit the come up of the most powerful (and first) trip of his entire life, while being carted around by his friendly enemies the PCs, in a melting color city, while suffering a massive religious crisis.
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Holy shit, DMing a GURPS game sounds like piloting 10 spaceships. How do you guys do it?
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>>53283819
It's all in the preparation. Actually running the game is easy.
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>>53283819
Easy. You read the book thoroughly, like, you actually care and give a shit about having fun with other people, you do some prep homework, and the rest is just rolling and shouting and pretending any of it matters.
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>>53283819
Just remember that all the rules are optional. If you try to run with every rule in the book you'll bog down and nothing will get done.
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>>53283819
I've read the books a lot, so I don't have to look things up, and I have a basic understanding of the core math so I can improvise instead of look things up.
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>>53283819
>>53284009
Oh yeah, that's the secret actually. GURPS is not a RP system. It's a toolkit you use to assemble your OWN rule system, by picking out what options you like for the flow that suits your game.

Use it as a toolkit, and you'll never have a problem.
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>>53283819

It helps if you note down the basic rules you expect to come up and do a little research ahead of time.

If a player surprises you or something comes up you didn't anticipate, just pick a Attribute or Skill that makes sense and tell them to roll vs it. Give them +2 if they have a good idea and the right tools to do it and -2 if they are trying to do something that seems like a long shot.

If they pass, let them succeed and move on. If they fail, tell them what happens and move on.
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>>53222102
>>53222175
They still have DX, and IQ, but if you're statting them (especially as a PC), they have to pay for the ST/HT, and all other costs of the strongest form they "own", treating it as their "base" body, according to TS.
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Somehow, someway, this weekend I will run Firefly: The Verse and Grimwyrd

Hell or high water

Sick or no

Drunk or no

Will play
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>>53287800
You've been running that game for a long time. What is your writing process for getting things together? Do you grab your monsters from a book or make them?
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What are some good rules for specifically fighting to incapacitate rather than kill? I got some targets that the players are supposed to take alive for bounty hunting reasons.
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>vaguely wonder at how Dragon Ball would even work modeled in GURPS
>nose immediately starts to bleed and hands clench up
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>>53290099

Do: Shoot the legs. People can't go fast without them but they can only do Full HP damage no matter how hard you hit them.

Don't: Hit the center body mass. The torso and vitals are targets when you want a corpse, not a bounty.

Do: Be prepared to commander a surrender and restrain someone. Handcuffs, chains, locks, all of that. Someone good at Intimidation is useful too.

Don't: Tell them they are going to hang. Men that are only going to die if they give up fight harder.

Do: Hit them with Cr damage. It's x0 Wounding means it's less likely to run away with you or cause critical bleeding.

Don't: Hit them with Imp or Pi+++ damage. An unlucky hit with these can send someone to the happy hunting ground in a second.

Do: Charge, slam then grapple. Once you've hit someone and knocked them down you can pin them. This lets you take even fragile people alive.

Don't: Forget to bring extra medical supplies. At least bandages.

After that check what tools your TL has. Nets and bolos and lassos are always around but take special skills to use most of the time.
>>
>>53290099
What TL are your players at?
>>
>>53290146
Easy modo: everything's just Imbuements (use vehicle Imbuements for flight, force fields, etc.).
>>
>>53290342
TL 8-9^

Think like Cowboy Bebop, space western with handwave-y interstellar travel.
>>
>>53290464
Net guns and taser shotgun rounds.
>>
>>53290464
Ah. So they have all kinds of options on top of >>53290298 's list. Beanbag rounds for shotguns and grenade launchers, chemical sprays to knock them out. Net and bolo rounds for grenade launchers, tasers, etc. There's no shortage of less lethal options at TL8+.
>>
>>53290592
>>53290626
I was mostly looking for more actiony ways of going about it, instead of just using the fancy gadgets to accomplish it.

Is GURPS good for getting those fancy choreographed kung-fu fighting moments down well you see in action movies?
>>
>>53290937
>I was mostly looking for more actiony ways of going about it, instead of just using the fancy gadgets to accomplish it.
The Action!-y way is to grapple them and inject them with a tranquilizer, or to use a taser/stun gun on them. Blood chokes from Martial Arts are also very effective at knocking someone out.

As for choreographed kung-fu, I imagine you can do it with the Chambara rules from Martial Arts. I've never used them, though, so the most I can say is that they look good.
>>
>>53290937
Judicious application of grapples, locks, wrenches, and throws is a great way to take people alive. Grapple the arm and lock/wrench it to cripple, forcing them to drop their weapon; do the same to the leg and they can no longer run. You can also do a more brutal version with a grab n' smash to the limb's joint as per Martial Arts.

If all else fails, pummel them in the face/vitals with punches; each calls for a HT roll vs. knockdown and stunning. If they critically fail that roll, you're golden; they're unconscious and easily taken captive. If they only fail normally, that gives you a huge window to fuck them up; if you're lucky, you can go from a punch to a pin in the time it takes them to recover from the stun. Even if they succeed, you're whittling down their HP in a (relatively) slow and safe manner; get them to 0 HP and just wait for them to pass out.

Kung-fu choreography is very much doable in GURPS; detailed combat with the more cinematic campaign options from Action and Martial Arts switched on leads to some very pretty fights.
>>
>>53291293
You can punch vitals?
>>
>>53225447
i know it's fairly late, but here's the quick rundown on the races i have so far without much of the fluff
>humans - luck and ambidexterity, no need for an unusual background to learn magic, no real penalty
>cats - claws and catfall, an extra arm in the form of their tail, sleeps more often and are easy to read
>fish - amphibious with a bunch of stuff to support that like speak underwater and gills, are colourblind and might have a low PER cap depending on how i feel
>birbs - flight, can use their feet to grip things, vulnerable to crushing damage
>rats - peripheral vision and really good hearing, but nearsighted, might get rid of these guys

overall i think i have a pretty varied selection for the players, but it still needs some tweaking, like the rats don't feel entirely right to me and don't have much of a real niche, for instance.

>>53291293
>punch vitals
no. tight-beam burning, impaling, and piercing only. you'll want to go for the groin with cr anyway because 2x shock penalties (up to -8)
>>
>>53292807
>You can punch vitals?
>no.
Yes. MA137:
>Vitals: Crushing attacks can target the “vitals” – e.g., the
>solar plexus from in front or the kidneys from behind – at -3.
>Wounding modifier is only ¥1, but shock requires a HT roll
>for knockdown, at -5 if a major wound.
>>
>>53292934
Just one yen?
>>
Whats a good way of making a currency system work out? I've been wanting to run my setting on commodity currencies mostly instead of just the typical bills and coins.


One civ is pretty easy because they're just going to ammunition and liquid fuel as their currency. Another one is an ocean based society, and I'm thinking their currency could be algae pellets possibly, different types of bio-engineered algae that can do different things (they didn't invent it, this is a post-apocalyptic world and they just found these species and how to grow and process them in old ruins) I'm just not sure how to actually have the exchange rate and such go, but I've had some ideas for what the different types of pellet could be.

The ocean based civ would be rather lighthearted and care free, and prefer bartering based trade, and I'd imagine the value of the pellets being more based around how "fun" they are rather than their actual usefulness, though the fun colors are more rare, since they weren't made in as high of quantities due to being less useful to the scientists that made them before the apocalypse, and are harder to grow, which does help their actual value as well.

The basic ones would be green stringy algae, that can be soaked in water to be rehydrated and makes a food eaten like noodles, takes a few pellets to make a whole bowl, they'd be common and the least valuable, due to be common, boring and not particularly tasty, though it does make a good base for some meals if you want to put some effort into cooking, though food isn't really a big concern, with lots of fish, coconuts, breadfruit and other tropical fruits being easily found on the coasts of a planet in constant summer.
>>
>>53293394
The next level of value up could be blue one, like those little compressed towels you can get that expand into wash clothes when you soak them. Not sure exactly what they do, could be shamwow like towels, or water filters maybe.

After that there could be yellow ones, that could dissolve in water and make a sweet lemonade like drink. Could be part water purification tablet as well, maybe it could make salt precipitate out of seawater so it could then be poured through the towel a blue pellet makes to filter the salt out and make it drinkable.

Pink pellets would probably be the most valuable, due to being rare and to process and the most fun, because pink pellets would be a bubble gum like candy when chewed, or ground up and used as an ingredient in making taffy and other candies.

Some other different types could exist as well, though I'm not sure exactly what. Or really how sound this idea is, it's just something I've been bouncing around, due to liking commodity currency and barter based economy, and don't imagine there being an influential central entity to control some sort of formal currency, as there aren't really nations or anything more organized than city type communities, so a "Currency" that has actual item value would be better for a more loosely organized society like that.
>>
>>53293351
SJGames has this stupid formatting thing where the special x they use for multiplier signs is a ¥. No idea why they did it.

That said, if you ran a business of gutpunching/hara-pan, you should certainly charge more than ¥1 per go. Seven punches from the average person and you're done for the day. Let's assume that this is the type of job a Status -2 person would have, so their monthly pay should be around $520. If they want to remain conscious afterwards (no guarantees there), they're going to take about 18 days to recover fully just by rolling HT. That means each session should cost $500, or ¥50,000 at least, as they're doing this about once a month.
(Very) Rapid Healing and increased HT mean they can work more often, charging less per session and cornering the market.
>>
>>53293600
Is there a rapid healing equivalent but for FP?
>>
>>53293889
Fit/Very Fit, or Regeneration (FP Only, -40%) if you want to regenerate magically spent FP.
>>
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Is a Dreadnought Battlesuit with some extra features sufficient to simulate a Heinleinian suit of power armor, or should I try and homebrew something together?
>>
>>53294158
Jump belt and a few more weapon mounts and it should more than do.
>>
>>53292848
Rats are smart and innately social; they run the gamut from honest engineers to smug keikaku schemers. Social Chameleon, Pitiable, and Charisma are appropriate traits, as are certain talents; a +1 to IQ will work if the templates can spare the 20 points.
>>
>>53289676
All free-handed, some basic Mook rules from "how to be a gurps GM" and otherwise nothing I could quantify for you.
Maybe just always remember; NPCs die. That's what they do. For plot or reasons or randomness, they will die. Be Zen about it.
>>
>>53293394
>>53293405

Food items have a value that floats on supply and demand pretty heavily. Basic foodstuffs that generally provide most of people's day-to-day calories tend to be very cheap because of their ample supply. To account for supply unreliably based on weather and environmental conditions basic food is produced in excess of demand under normal circumstances, so it's cheap as fuck.

The idea of currency-less economies is common in fiction, but IRL are very nearly unheard of. Practically every economy studied outside of gift-exchange tribal systems has some kind of basic unit of currency, with metallic coins independently invented at least a dozen times in different places. As long as silver is rare a coin made out of it will be useful for a system of exchange.

That said, dried pellets of vitally important algae could be very useful to trade and the color coded system could make them fun to use in trade, with people trading blues and yellow most of the time, as they mark the vital necessities of life. They might be willing to trade gold or silver coins too, but most people don't have many of those.
>>
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>>53185817
This character is not broken.

As others have pointed out, in any sort of realistic campaign a GM will not allow this type of shit, but disregarding that, you've successfully made the most boring character in the world. No persinality traits, no disadvantages, no quirks, and all you can do well is guns.

Besides making a stupid meme character, anytime you're doing something besides guns you're going ti be bored as fuck.

One of the great things about GURPS is that it encourages the creation if actual characters. You haven't made a character, you've made a murder machine. Back to the drawing board with you.
>>
>>53297912
Dude, don't.
>>
>>53297912
Don't fall for the bait.
>>
>>53188472
Ooh, look at mr. Showoff

My store doesn't have any GURPS books, and when I asked the dude to order some he couldn't get them in.

Shit sucks.

>>53199307
Be the change you wish to see in the world, anon that's what I did
>>
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I made a thread on this, but how would you run the olympics as a game? GURPS is the only system that I can think of that would have anywhere close to the kind of grabularity you'd need, and I can't think of how you'd do it.

In most rpgs you either succeed or you don't. In the olympics everyone succeeds, it's a matter of succeeding more than the other person.

Thoughts?
>>
>>53298296
>how would you run the olympics
inb4 Lifting Skill arguments

I would just run it as quick contests of skill, like Martial Arts tournaments.
>>
>>53298296
Literally every system I know have opposite rolls in one way or another.
>>
>>53294589

Don't think we don't know who is behind this post.
>>
>>53292934
So a gut check for 1 damage gets a HT roll vs knockdown? Damn.
>>
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>>53300054
>mouse
>rat
>rodent
>>
>>53301359
Mind that it's enough injury to cause shock penalties, and crushing can be reduced to 0 with DR. That said, Martial Arts' realistic injury rules are brutal and I love them. Punching/kicking someone in the solar plexus certainly should fuck them up. The real fun is when you use realistic injury tables, giving people weak hearts or chronic pain, etc.

I want to use those tables in a game, but they're really punishing. Most players I know wouldn't go for it, and it has to be the right sort of game for them.
>>
>>53302981
>crushing can be reduced to 0 with DR
Without DR, you mean. Any injury type can be reduced to 0 by DR, but only crushing can deal 0 damage in the first place via dice mods. 1d-3 cut against an unarmored target deals a minimum of one damage, while 1d-3 cr has a 50% chance of dealing 0 damage right out the gate.
>>
>>53303037
Yeah, without. I need to sleep.

Thread question: Anybody use the realistic injuries rules from Martial Arts? How did it affect your game?
>>
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>>53303050
I was sorely tempted to for Grimwyrd, but I erred on the side of survivable grim fantasy rather than deadly.
>>
Is there an Pyramid article or something to build mechas as characters? Want to have Code Geass like campaign with mechas and supers, but never found good advice at doing it.
>>
Is there a way to make Partial Shrinking?
Like, a giant who can shrink most of his body but leave one hand giant-sized to block a doorway.
>>
>>53305932
...Yeah. His hand is what he's gonna leave giant-sized. Maybe Extreme Sexual Dimorphism?
>>
>>53305916
Check Strange Powers and Tech and Toys
>>
>>53219638

IOU
Technomancer
Discworld
>>
>>53297707
Yeah, the way I was looking at it, actual coins would be pretty damn rare, mining operations aren't common in the ocean based civ, because underwater mining is a hard task, and otherwise their territory is just islands and limited amount of coastlines. The civilizations before them wouldn't have used gold and silver either, though some pre-disaster coins could be useful for operating vending machines and such if they still work, though these days, salvaged vending machines would probably just be used by store owners as display cabinets and lockers.

The greens would probably be the most common, the equivalent of pennies in this system, while yellows, blues and pinks would be of much higher denominations.

Their economy would still be mostly barter based, the algae pellets just make a good common medium of trade between different occupations, so it would be their currency, just not a traditional currency.

Coins and other forms of currency wouldn't be entirely foreign to them, as other traders would travelers could bring things to them, mostly the desert civ trading in ammunition though, they could cast gold bullets, or load shotgun shells with metal wafers, which would also serve as a commodity good that still has a decent amount of currency value.

They'd also have gold pellets that are made out of compressed nanobots that are used by some pre-disaster machines (if said machines are in working order) or for the wizards of the setting to power their abilities.
>>
>>53298296
>grabularity
This typo made my day. I just have a bunch of silly pictures of grabbing dice and throwing them on an olympic track/field event instead of running.
Thank you.
>>
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What kind of stats would a Synthetic have?
>>
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Latest Pyramid

https://mega.nz/#!OkUWxKhY!DgC6dAsQc9WdNt8xx9lTFmAORQ9PI_VIYnazVzD_A9g

Unusually large file due to a huge map of central asia on the last page.
>>
>>53307316

Most synthetics would have the "machine" meta-trait and/or the "AI" meta-trait. The automaton meta-trait is also good but is more for slaved robots rather than Weyland style androids.

Depends mostly on how robotic you want them to be, really.
>>
>>53310238
>Mad as Bones
UNF. A solid sanity systems that covers more than muh non-ecludian architecture including stress from combat and long-term low-key scenarios? Fucking finally. I wish it was put together a bit better (organizing and editing can use some work), but it's a minor quibble and I understand that word caps are what they are.
>Monster's Minions
A fun read that could be useful, but I can't help but feel that the character bios are unnecessary and that the article would have been better off simply giving us the statblocks as generic entities and fitting a few more in.
>Spaceship Malfunctions
I really like this article; it adds detail while cutting down on the bookkeeping, and I'm all for that. It adds something that I feel was really missing from the Spaceships series, namely something for day-to-day activities between fighting space-pirate-nazi-aliens and escaping black holes.
>DN: The Silk Road
Haven't read The Silk Road yet, so I only skimmed this article. It's seems jam-packed with extra historical info, which should be fun to read through later, and it ends with a few useful bestiary entries.

All in all, a solid 4/5; I'd like a little more out of Monster's Minions, but Mad as Bones and Spaceship Malfunctions make me consider spending the dosh to buy this issue legitimately; the historical info in DN:TSR will be a nice bonus too.
>>
Would you buy a gurps Book about sex?
>>
>>53310238
>63.3MB
What the hell is SJGames doing? Pyramids rarely top 10MB, and topping 20MB is practically unheard of.
>>
>>53312820
That map is ridiculous. There is no reason for it to be so large and so high-resolution because it's a simplified-to-fuck map; they could've done it with a single regular page at ASCII resolution and it would have been just as useful. All that resolution does is let you see how everything was outlined with polygon lasso (especially the water, and especially especially the Caspian Sea) and pattern/gradient filled.
>>
how hard is to stop a bullet with a katana in gurps?
>>
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What TL is recommended for a Destiny-like setting? And would it be possible to do so without any Superscience tech?
>>
>>53313877
Depends on the setting.

Parry Missile Weapon + Enhanced Time Sense is the go-to solution in most games, and that's a 45-point advantage and a DX/Hard skill that lets you roll an active defense at -5; even if you invest 60 points into Parry Missile Weapon, you have less than a 50% chance of stopping a bullet with a katana.

However, GURPS leans towards heroic realism, where odds are on the PCs side but reality isn't going to rewrite itself on their behalf; specific campaigns are free to move away from this assumption. In my current game that's much more cinematic, PMW doesn't exist, anyone can parry bullets at -4, and TbaM or a relevant WM removes the -4 penalty. On the flip side, I'm planning on running a gritty realistic game where you simply cannot stop a bullet with a katana.
>>
>>53313890
Does Destiny have personal force fields? Then you need TL12^.
>>
>>53313890
I'd say TL 9, in general. The game works around conventional (and unconventional) firearms. There are lots of super-science things however, from programmable matter to the supernateral abilities of Ghost and the Travler's Light to time traveling enemies like the Vex and some Fallen.
>>
>>53310684
Bishop at least is 3 laws safe, so there's some disadvantages there. Ash is not. Both peak at physical and mental attributes. Social Stigma. Both can pass as human, unless you cut them.
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