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GURPS General /GURPSGEN/

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Zombie Prepper Edition
>>
I'm the Anon working on the custom tiny 'bot system that uses scaled-down Spaceships rules. I tried making a powered battlesuit and ended up with something comparable to TL9 Powered Combat Armor on my first try (with some exceptions, namely that the ST for the battlesuit was INSANE and needs serious scaling). I'm pretty happy with the results though.

If anyone want me to try and make a 'bot or battlesuit, throw ideas my way and I'll stress test my system.
>>
>>53728459
Please do Lancelot from Code Geass.
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>>53728459
Tachikoma!
>>
Ive done the math


The best shotgun that a normal person can have is a Winchester 1901
>>
How would one stat a golf ball sized floating ball?

I can't even begin to think of all the stuff needed to make this work
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>>53729219
A regulation golf ball is 1.680". Falling between 1.5" and 2" on the SSR (B550), we take the higher value, for a base SM of -9. We then add +2 to the SM as it's a sphere, so total SM is -7. A regulation golf ball can weigh up to 1.620 oz., which is 0.10125 lbs. Using the formula for homogenous objects gives us 4HP. There's your golf ball's stats. Maybe give it DR 1 because it's some sort of rubber or something, I don't know. If you want it to float, that's just a natural property of golf balls in your setting, for whatever reason.

If you meant a golf ball that's a character, a la psychic blueberry muffin, just go look that thing's statblock up and modify it slightly for being a golfball.
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>>53729171
Sounds like I need to invest points into engineering, machining, and armory (small arms) to make a 10 gauge version of the USAN.
>>
>>53729130
I'll try, but no promises as everything I've converted is TL9 because that's what the campaign I was going to use this in is going to run.

Actually, the weight of the Lancelot sets it at about SM+4; enough armor systems can reduce it to SM+3 (Pyamid #3/34), and I'd argue that the lancelot, like most mechs, it pretty stocky, justifying a 5 yd. tall SM+3 mech.

>>53729137
Tachikoma's coming up right after that and should be a bit easier too.
>>
>>53729171
So here's a question

In point blank range does a Winchester shot deal 12d-6, or does it deal 12d-1?
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>>53729662
12d-6.
>>
>>53729662
>>53729745
11d-2 or 10d+1
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>>53729745
See this is why the Winchester 1901 beats the spas 12
Spas 12 3x4d+4
Average = 48

Winchester 2x12d6-6
Average = 60

USAS will cream both, but you have to be really good at shotguns
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>>53729391
I love you gurps
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>>53729866
Those make it even better, both 62

Anyways take the mare's leg variant it weighs less.

Shotguns are super good at killing unarmoured targets. Like zombies or civilians.
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>>53729528
The average for this monster would be 186.

It's a weapon of mass destruction.
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>>53729980
Well, if you stat up something like a Browning BPS 10 gauge or other modern 10 gauge able to handle 3 1/2" magnum shells with smokeless powder you'd have a real goddamn monster.
>>
>>53729130
>>53729602
I just said "fuck it" and made it a SM+4 TL11^ mecha; I couldn't fit in enough armor to warrant the SM decrease. I also couldn't figure how to best handle the grappling hooks as a battery, so I'm hoping the cargo I left is enough for the Lancelot's hand-held weapons as well as mounting four grapnels on it.

Front
1-2 2x Robot Arms; $200k
3 Tactical Sensor Array; $100k
4! Force Screen (Heavy, Partial, dDR45); $500k
5-6 Armor, Diamondoid, dDR17; $200k
Central
[c] Control Room; $20k
1-2 Cargo Hold (1 ton capacity)
3-4 Energy Banks (32PPH); $200k
5-6 Armor, Diamondoid, dDR17; $200k
Rear
[c] Antimatter Power Plant (4PP); $200k
1-2!Wheeled Drivetrain; $6k
3-4!2x Robot Legs; $200k
5-6 Armor, Diamondoid, dDR17; $200k
Armor has been multiplied as per Pulver's "Alternate Spaceships."
>>
>>53730202
>>53730317
That's soft of what I'm working toward with my current GURPS character. 10 gauge autoshotgun because why not?
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>>53730438
Also you get the massive damage at .1 of your range.

Most shotguns have a range of 40 yards

You can murder everything in 12 feet
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>>53730476
You can also just buy slugs.
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>>53730476
>>53730531
Slugs, flechettes, and since 10 gauge is 20mm, you start to get some nifty warhead capacity at TL9.
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>>53730531
What page is the slugs on
Can seem to find it
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What is the best range "C" melee weapon in your opinion?
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>>53731026
talons
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>>53730933
High Tech p166.
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>>53730933
High Tech page 166.

>Solid (TL3) A solid bullet is the baseline projectile for most small arms and early artillery. At TL3-5, it’s a ball of soft lead for small arms, while artillery fires cast-iron or stone balls. At late TL5, it’s a lengthened and streamlined projectile of hard lead. At TL6-8, it is a streamlined lead or steel projectile, enclosed in a sheath of metal such as copper alloy; this is known as “full metal jacketed” (FMJ). Rifled Slug (TL6). This solid subtype is used in shotguns. Germany’s Brenneke company introduced it in 1898, but it was uncommon in America before the 1950s. Multiply buckshot damage by four. Change damage type to pi++ for shotguns of 20-gauge and larger, or to pi+ for shotguns smaller than 20-gauge (and remember that the higher the gauge, the smaller the bore – see Calibers,pp.161-163). Add +1 Acc. Multiply buckshot 1/2D by 2.5, Max by 1.5. Remove any multiplier after RoF. A slug can be further modified by other projectile options (e.g., Frangible, p. 167, and Baton, p. 168).
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>>53731318
Can be combined with..

>Extra-Powerful (+P) Ammunition (TL4) Most multi-part or fixed ammunition can be given an extra-powerful propellant charge to eke out higher damage and better range. Such “hot” ammo mainly sees use in sidearms – typically with solid, hollow-point, AP, or APHC projectiles – but other rounds can be handloaded (p. 174) to similar effect with the Armoury (Small Arms) skill. Powder-and-shot weapons can be loaded as the shooter sees fit, but he must make an Armoury (Small Arms) roll or an IQ-based Guns roll at -2 to stay within his weapon’s safe limits. Most TL5-6 firearms – and cheap-quality TL7-8 guns – aren’t designed to withstand such increased pressure in prolonged service: -1 to Malf. Automatic weapons are often sensitive to changes in propellant; they, too, may suffer Malf. penalties, and RoF is likely to increase. Multiply Dmg, Range, and ST by 1.1. Multiply CPS by 1.5.

>Example: A “Kentucky rifle” (p. 107) does 4d-1 pi+. By increasing the powder charge, it could do 13 ¥ 1.1 = 14.3, divided by 3.5 = 4.09 or 4d pi+ (see Adjusting Damage, p. 166). ST would increase to 9† ¥ 1.1 = 9.9 or 10†.
>>
Hey guys, does anyone have that Pyramid about mecha creation? I seem to have lost it.
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>>53731361
"Modular Mecha" is in Pyramid #3/51 Tech and Toys III.
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>>53731318
>>53731337
It seems like a normal shotgun will still deal more damage

And is a lot cheaper
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>>53731422
Thanks friend!
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>>53731643
You'd think that. Until you're up against things with more than a point or two of DR you'd maybe even be right. But slugs do Pi ++ which makes them pretty impressive against anything without injury tolerance.
>>
How much WW2 stuff does High Tech have?

Does it have info on tanks and planes as well as guns?
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>>53728459
How about a SM +1 TL 9 heavy battlesuit?
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>>53731794
So we use the shotgun for unarmored targets.

What weapons are good at fighting armored targets TL 8
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>>53731852
It has weapons from the 1800s through WW1, 2, the Cold War, and on up to the early 2000s. So pretty much most of the WW2 stuff you're gonna find in Gurps is in High Tech.

There's two WW2 fighters, two WW2 tanks, and a few jeeps and trucks.

>>53731891
Shotgun with slugs is good for armored targets at TL8. You can use AP slugs you know? Or APDS. Since shotgun rounds are larger than rifle and pistol rounds, you don't do pi- damage, Pi or Pi+ with an armor divisor of (2) and so on.

Shotguns are very flexible, especially the ones that feed from magazines and allow you to switch ammo types quickly.
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>>53731935
Thanks.

There's WW2 books for 3rd ed but I presume the stats will need to be converted? Is that a pain?

Another question is does the Spaceships book have information on how to make spaceships?
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>>53731976
I don't know anything about third edition, sorry.

And yeah, the Spaceships book tells you how to build spaceships.
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>>53731859
That's what I ended up with; I tried making a SM+2 walker, but ended with something much closer to Ultra-Tech's PCA.

Front
1-6 Armor, Advanced Metallic Laminate, 90DR; $12k
[c] Cargo (100 lb.)
Central
1 Battlesuit; $2k
2 Energy Banks (4PPH); $10k
3-4 2 Robot Arms; $20k
5-6! 2 Robot Legs; $20k
[c] Cargo (100 lb.)
Rear
1-6 Armor, Advanced Metallic Laminate, 90DR; $12k

Armor & Volume
12 sections of armor; DRx1.8, SM-1

Armor by Facing
For humanoid shapes, add all DR from armor systems together, then divide by three. 2/3 of this quotient is applied to the torso, and 1/3 is applied to limbs/head.
90+90=180/3=60*1.8=108
DR=70/35

Final Stats: SM+1; DR 70/35; $76,000 before gadgets; ST 70

Compared to the Powered Combat Armor
+MUCH stronger; could probably do this with either a smaller base size or take Robot Arms from one SM smaller.
+Slightly cheaper
~As durable
-MUCH shorter duration

>>53729137
Got sidetracked while statting out the tachi'. I'll post it as soon as I finish.
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>>53731976
>I presume the stats will need to be converted?
not a lot of that really; 3rd ed mostly stayed the same except for some specific character point costs. I'd advise using the 3rd ed book for direction and the high tech book for stat blocks. Those old books are golden and chock full of stat-free material
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Does anyone happen to to have the Mars Attacks PDF yet?
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I think the tonfa might be the best weapon
It deals both sw and thr cr damage and has a C version.

Is there anything better? TL 8 please
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>>53733249
Long knives (or machetes, if you're poorfagging) deal cutting damage, which is a better wounding modifier for making things die than crushing.
>>
Any reliable way to make explosives in the apocalypse.
Is it sane to make a character based around grenades?
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>>53733249
Winchester 1901. Deals pi, pi++ or cr damage.
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>>53733421
Reliable and sane? No. Fun? Oh most definitely. Just be sure to take gadgeteer, scrounging, chemistry, and maybe demolitions (explosives) to cover your bases.
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>>53733421
Black powder grenades with friction fuses aren't that hard to make and are very cheap, GURPS wise. You can build a character around building and throwing those.

Better grenades are harder to get, but not impossible.
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>>53732043
ST 70 does seem really high but that is cool. I like it
>>
With crit successes and failures.
Do you think a character who is sneaky for there defense would be worth it?


Also how would you stat a 4 gauge shotgun?
>>
>>53736593

Depends. Realistically speaking..

4 Gauge blunderbuss

Damage 1d pi, ROF 1x18, shots 1(20), weight 13, cost 220, ST 13
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How do you make a superhumanly charimatic character(for a superhero game?)
How do you make a character that makes crazy inventions?
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>>53738954
There is the gadgeteer advantage in the base set, with a couple of pages of invention rules if you want that level of detail. A supers game would probably take 'quick gadgeteer' and a bunch of other helpful advantages...wealth, a base of operations (workshop) etc.

Or you can just go the simpler route and give them a higher TL and a few pieces of signature equipment to represent cool pieces of tech. This is less work, but not really inventing things.
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>>53738914
Wouldn't it be something more like 1x24
I mean 10 and 12 gauges aren't that different size-wise but they possess hugely different stats.
1x9 compared to 1x13

But I also did some math
6x18 1d+1 pi average damage = 216

6x24 1d+1 pi average damage = 288
>>
How would make a character built on brainwashing and subtle mind control?

Is it even worth it?
>>
>>53739154
Mind probe
And a gm without moral conpunctions
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>>53739154
I'd focus on the idea that you are a spider in the web. Lots of Allies, some with Unwilling to represent people you can activate and use. Disposable people you use and throw away. Kidnap people and reprogram them to turn them into more of your sleepers.

This kind of character could be a lot of fun. Allies and contacts, more then your own skills and combat abilities.
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>I use RPM
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>>53739793
>What did he mean by this?
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>ritual path magic allows me to fulfill my character concept in an elegant and balanced manner
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>>53739999
>>53739958
>>
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>>53728281
Does anyone have the GURPS WW2 pdf or the WW2 Dogfaces pdf?

I'd also like to ask if there's components to add onto the Character Assistant for these pdfs?
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>Why yes, I did buy two copies of GURPS Thaumatology - Ritual Path Magic just to support the creator of this wonderful balanced system
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Is GURPS balanced? I'm asking for a friend.
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>>53740136
No.
Balance is for girls, manly man's don't need balance.
>>
>>53740215
But how can you have fun without balance?

Just kidding. I actually love GURPS, I was just testing you GURPS Gen. You pass.
>>
>>53740136
If you mean "does every character build have the same combat efficiency?" - No.
If you mean "does every character template have same combat efficiency within their genre book?" - No. Although DF tries to make everyone equally useful in dungeon crawling, Action heroes have much wider range of tasks to solve.
If you mean "is gurps flawless and does it have no issues?" - No. There are weird pricing here and there, but overall it works and does it very well. I'd rather fix couple issues that may pop up in my campaign with GURPS than try to houserule the shit out of other system.
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What cases does Arm DX apply to which High Manual Dexterity does not?
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>>53740520
Shooting a gun.
Using a sword.
Punching a bitch
Juggling.
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>>53740619
All Combat Skills are explicitly not affected by eithet, though. I guess Juggling it is.
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>>53740626
>>53740520


Arm DX is a terrible advantage and nobody should ever take it. HMD is pretty good, if somewhat limited.
>>
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This week on Grimwyld..

>An unconformable gather in a dingy shack that was once a mill. A witch leaning over a cauldron that bubbled without any flame, her table set with rotting food. She spoke of Fae Horrors that would overwhelm the world if the hole ripped between worlds by the Ansible of Spirits was not repaired.
>Sleepy players tried to kudgle their brains into action enough to deiced what to do next.
>Lots and lots of talk about what to do next while a storm grew outside, turning day into night and filling the sky with eerie green lightning and black spirits. Suddenly screams from outside drew the heroes out to confront a blood-marked elf on a giant Roc, a massive bird. He'd had the bird torturing an ogre for information with it's talons.
>Fuck that guy. He was shot with arrows, bullets, and a near miss with a huge fucking harpoon. His backup arrived in the form of more elf or half elf furies, people using shadow weapons and possessed by spirits. One was shot by Elf Archer and lightning slinging killer, three others blasted with a cone of fire by noblemen, mage and swordsman guy that spread his points around widely and the last few were scattered when the resident big fucking beast-man tried and maybe succeeded at using Exorcism to drive out the spirits they were using/possessed by.
>Party walks over to the Ogre and recognizes him as someone that was a PC like a year ago. He's surprised to be healed.
>Roll Credits
>Next week on Grimwyld: Shower scene with Roderick.
>Pic Related: Slyviss in the made for CW TV show version of the story.
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>only just got the Basic Set books, just started and already I'm in love
>>
How would tech 10 look like if it could not use robots and ai at all?
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>Vanilla Magic and Sorcery just lack the flexibility, flavor, and balance of RPM. I pity those who still use those systems.
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>>53742614
>Everyone was fucking tired
OMG, and here I thought I was being obtuse. Doesnt help I had the wrong map up for an hour too :P
You guys are so patient with me

>>53743052
Play Sins of a Solar empire Tec faction, or some Stellaris. TL10 is pretty much the same with or without robots. If you have enough automation, you get slaves and efficient combat controls for your ships, etc. Without them, humans are at the controls most of the time.
>>
So, the "100 points on Guns" guy is finally doing the Telegraphic Shitposting (+4 to shittiness, +2 to ignoring it)?
>>
How fine GURPS work for highly wuxia realism?
Like in Hero or Crouching Tiger, where dozen yards jumping, walking on water, fight on polearm shafts while footmans trying to fight with them, but every one still understading they just fragile humans, no plot armor and other thing
>>
>>53743761
Don't forget that he's going All-Out (Multi-Post), so that's a lot more posts to roll to resist.
>>
>>53743875
It does that fine enough, but you need to know what you're doing. You just keep stats reasonable (10-16, more for ST, 12 for HT+Fit/Very Fit) and make skills and cinematic abilities prominent. Allow Enhanced Defenses, everyone has to have Combat Reflexes, probably 360 vision. Main combat skills should be 20+ at the least. All suitable powers are bought with Chi, -10%. Possibly also requiring a Will roll to activate some powers. Don't allow DR beyond a few points, allow unarmed attacks without the disadvantage of being hit when someone parries you with a weapon (either for free, or as part of Trained by a Master, perhaps increasing its cost if necessary.)
>>
So I did math
Every two gauges you go down increases damage by +3
This would give a 4d+1 to damage for a 4 gauge shotgun

The rof modifier goes up by 4 every two gauges leaving us with a 1x25


So a single shot shotgun with 4 gauge shells would do


4d+1 pi 1x25 damage or an average of 156 damage
>>
>>53743936
At first i was thinking about Exalted, but tmuch ppl advice to use GURPS for that
>know what you're doing
Trying to do TL5 Wuxia Dark Ages Europe, where musou-style line infantry armies marching on each other, while swoosh jumping officers clinching in grace swordfight on spearshafts and muskets barrels in hands of infantry, under sky where ironclads try to broadside each other.
>keep stats reasonable
>combat skills should be 20+ at the least
Yeah, PCs got stats around 12-14, and combat skills 17-18, with WM/TBAM
>suitable powers
I'm thinking about make powers as skills. Any way many of them which is not attacks are suitable for that.
>Don't allow DR beyond a few points
Why? PCs already get cuirasses for DR5 and some mail sleeves

And how good Imbuements for that?
>>
>>53731026

Reverse grip dagger or short sword of choice.
>>
>>53744145
At that point, it's just a small cannon full of grapeshot
>>
>>53744562
I meant DR as the Advantage, not as in bought and worn armor.

They need higher skills than that if you want them to be able to fight multiple opponents on their own at once. 25-30 is a better range for their main combat skills, even then being ganged up on can still fuck you up, since the enemies just need one lucky critical and you might be eating penalties, or even be in threat of being knocked out.
>>
>>53744562
Imbuements work reasonably well. They can also be a very nice one-size-fits-all approach to qi abilities if you include Defensive Imbuements (Pyramid #3/4) and Vehicular Imbuements (#3/71). Vehicular imbuements is of special note; this category includes your all-purpose buffs and general non-attack abilities like flight, insubstantiality, water-walking, etc.; just have Mount imbuements apply to users directly.
>>
>>53745183
>DR as the Advantage
Oh, in that way, i gave them ablative dr to soak 14d of bullet damage per day.
>fight multiple opponents
GURPS doesn't have some sort of magnitude system for one VS many like that in wh40k:dw or exalted 3e?
>enemies just need one lucky critical
Well, in such way, players suck anyway...
>>
>>53746156
You gain a penalty to your parry for each successive one until your next turn, though if they have high Dodge they can use that instead without a penalty. I believe it is a -4, or -2, not sure. But take 5 attacks and even at -2 that's -10 to parry.
>>
Mars Attacks pdf anyone?
>>
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>>53744145
I wish someone would just stat picrelated
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>>53747074

1d10+1, Pen 0, Scatter, Reliable.
>>
>>53747125
That's not a /40krp/ thread tho.
>>
How does one make a superhero combat effective in under 100 points?


Any unknown but cool combat powers?
>>
>>53747558
Superhero at less than 100 points?

Uhh...

80 points in Rifle Anon? It's finally your time to shine.
>>
>>53747558

Invisibility.
Insubstantiality.
Super Luck (limitations as appropriate) and as many levels of Luck as you can afford.
>>
My 100 point superhero isn't 100 points but rather 300

However I spent 100 points on social stuff and another 100 for skills

Do you think I could spend 100 points on terror?

I have weapons but do you think I could just scare opponents away?
>>
>>53748004
Post your sheet.
>>
>>53747558
Enhanced move?
>>
>>53747558
Regeneration with Bane (Burning) to cut the cost down, sharp claws, points in stealth. At 200 points an under a Super can be brought down by a prepared mundane character in many cases, but that's not a bad thing. It's cool that The Punisher can keep up with Daredevil.
>>
Do you think there is a point to optimizing terror?
>>
>>53749671
Racist terror
Resistable terror
Wardable terror
Linked terror
>>
Is arm lock worth it?
>>
>>53750542
It's a relatively solid option for taking out an armed foe when unarmed. That situation is of course, bad, but you have to do what you have to do. I wouldn't go crazy on investing in it. It does leave you vulnerable when you are dealing with one target to anyone else that might come along.
>>
Can I build a character built around shields

Can I be shield guy?
>>
>>53752125
High ST, high Move. One arm gets a large shield and the other gets a buckler. Spikes all around. Shield Wall training perk.

Charge into combat with a shield slam, then use a bash when they are down. Don't be afraid to be aggressive with the buckler, it's defense isn't vital.

You won't be as good as a more conventional shield and axe or shield and sword guy, but should be memorable.
>>
Could I just buy charisma 20 and never lose a social interaction again?
>>
>>53752517
No, it's just like combat. You can't just focus on the skill you use to kill you also need the Advantages, Attributes and other Skills that let you get into position to make the kill.

Maxing out Charisma is far less effective then Status, Appearance, Contacts, Wealth and Allies.

Maxed out charisma makes you a guy that can talk homeless people into shearing their hot dogs. Properly built party face can get shit done.
>>
>>53746464
Its -4 per parry after the first with the same weapon/hand and -2 for an offhand parry without ambidextrous. That probably whats mixing you up. Actually I cant remember if you can do multiple parries with your offhand or not.
>>
For my (first time with the system) GURPS campaign I'm working on I want players to be fairly average TL3ish mercenaries with some room to grow. Setting is no magic. I'm thinking about 50/-25 or 75/-25 power level. Thoughts?
>>
>>53752896
Go with 100-150 if players are new m8
>>
>>53752916
I've been using GCS to make some sample characters I was afraid that 100-150 (it will be a fairly combat/subterfuge with some social campaign) would let them hit near 20 in their main focus skills which is master level I believe? and peak human stats (though not across the board). Which seems a bit much.

As I said new to the system, am I getting something wrong?
>>
>>53752998
Just cap their starting stats and skills.
>>
>>53752998
That they're only investing an unholy amount of points in a peak skill.
>>
>>53747074

This is my best guess:

>KS-23 6g; 3d+1 pi; Acc 3; 150/1,500; RoF 3x12; 3+1(i); Rcl 1; Bulk -4
>KS-23k 6g; 3d+1 pi; Acc 3; 150/1,500; RoF 3x12; 7+1(3); Rcl 1; Bulk -3
> A Russian 23mm (6.2 gauge) shotgun firing a dozen 10mm pellets. The k version is a bullpup conversion with a 7 round box magazine.
> With solid slugs damage becomes 12d+4 pi++ and Rcl becomes 5.
>Loaded with 00 Buck the stats become:
>1d-2 pi; Acc 3; 42/835; RoF 3x25; Rcl 1; Bulk -4
>>
How does attacking with two guns work?
-4 because shooting both at the same time
-4 to the off hand weapon?
>>
>>53754145
Yep. Main hand is at -4, off hand is at -8 unless you have Off-Hand Weapon Training/Ambidexterity (reduces off-hand penalty by 4) and/or Dual-Weapon Attack (reduces both penalties by 4). There's a reason dual-wielding is seen as a bad idea in most realistic settings (including IRL).
>>
>>53754213
So, let's say I have ambidex and dual weapon attack.
I attack with all out with both weapons, hence rolling vs dual weapon attack, right?
>>
>>53753799
I feel like that might be very optimistic. The velocity of the projectiles is very low, with the effective range of the weapon, when firing buckshot, listed as 25 meters.
>>
>>53754229
If you use All-Out Attack (Double), you don't need Dual Weapon Attack, but with Ambidexterity you'd make two attacks at full skill.

If you use Attack or Move and Attack with Dual Weapon Attack (a special option for those maneuvers), you need Dual Weapon Attack technique to reduce the -4 penalty for each attack. (Specified per combat skill)
>>
I want to be a completely self sufficient character, kind of a one man army thing, were he needs no one else. Any advantages to look out for?
>>
>>53755637
How many points?
>>
How hood is GURPS for Spaceship combat similar to shows like Battlestar Galactica, Babylon 5, hard sci-fi stuff.

and Mech combat of the "real robot" kind like Votoms, Heavy gear, Front Mission.

i have been trying to get into Gurps but it seems that Gurps does not have a section dedicated to vehicle combat, and other people tells me those that do are not good.
>>
>>53755709
350
>>
>>53755637
>>53755783

How fantastic is the game? Are there nonhuman characters and magic? What TL? This is going to change a lot if you want Guts or John Wick..
>>
Could one make a beast master type character?
If so what stuff would you recommend to make it viable?
>>
>>53755783
Damn you, Loch Ness Monster.
>>
>>53756492
Superhero atomic age
Al la dr. strange love
>>
>>53756504
Advantages: Animal Empathy, Speaks to Animals, Animal Friend talent.
Disadvantages: Sense of Duty (Nature)
Skills: Animal Handling, Veterinary, Falconry, Mimicry (Animal Sounds, Bird Calls).
Alternatively buy it as willcard skill to cover all specialties and any interactions with animals.

You'd probably want to take at least one beast as Ally. Also take Special Rapport.
>>
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>>53755637

You have fallen in love with the most beautiful prince in the kingdom, but you are lowborn and your only hope to win his hand is EPIC FEATS IN BATTLE.
>>
What is the max acc you can get?
Or it stacks forever?
>>
>>53757173
For modern firearms it pretty much lands at 7, for weapons that are Fine and have the highest base acc anyway.

Ultra-tech weapons get better, of course. There's no theoretical maximum.
>>
>>53757223
Maximum as in maximum from aiming.
Lets say I aim for 7s (7turns) with a acc2 weapon.
Is my bonus acc*7=14?
>>
>>53757468
You get the acc of the weapon for the first turn of aiming. You can get a minor boost for another few seconds irrespective of weapon. Don't quote me but I think +1 for another second, and +1 for another 10 seconds at which point it caps out.

You never apply listed accuracy multiple times like you suggesting.

Some fancy scopes and operator shit books list accuracy as X+Y, in which case you can get the X for the first turn of aiming, and then increase it by +1 up to Y for each additional second. I don't have books handy, take it with a grain of salt.
>>
>>53757600
>>53757468
Your maximum bonus from aiming, bracing and scope is the base acc of the weapon.

Per Page 364 of the basic set, Aiming gives you +1 after two seconds, and +2 for 3 or more seconds. You There's no extra bonus for aiming longer then 3 seconds. The maximum bonus for extra time is +2 on top of your base acc.

Scope rules are a bit weird. With a variable power scope you get +1 per second to the shot for aiming. With a fixed power scope you have to aim for a number of seconds equal to the full bonus to get any benefit.
>>
>>53757468

If you aim for 7 seconds with an acc 2 weapon your bonus is 2 (you get this after 1 second) then 3 (one extra second) then 4 (two extra seconds) and you've maxed it out. The rest of the time is just you pointing the gun at someone, giving them time to say goodbye.

Note that if your weapon is Braced you get +1 to hit without aiming, then your maximum bonus from extra time drops to +1. So after 2 seconds of aim, it's all ogre.
>>
>>53752125
Buy a slave and make someone else do your fighting for you.
>>
>>53757725
Yeah I was totally wrong, thanks man.
>>
Speaking of aiming, can you aim indefinitely with a bow, or do you eventually get tired and lose the bonus?
>>
>>53757725
Wait. Now I'm confused. Then how would taking a shot through a scope at say, 700 meters to an illuminated target play out?
>>
>>53758353
Well, you can either eat the -15 to get a center mass shot with Basic Set rules, aim bonus with a scope should get you most of the way there.

Alternatively you can use the Precision Aiming rules from Tactical Shooting.
>>
>>53758353
>>53758416

At 700 meters you suffer -15 to hit from distance. You said the target is illuminated, so you can see it clearly, and you take no penalty there.

With a x21 power scope and a rifle with acc 7 you could aim for 7 seconds. At that point you could fire with +14 to hit, and have maxed out your Aim bonus.

If you have a variable power scope you would get +8 to hit in the first second (from the gun's Acc and +1 from the scope) then +1 per second for up to 6 more seconds. You could fire at any time with the bonus you'd built up. With a fixed power scope you get the +7 for the rifle with the first second, but after that you get no bonus until you finish the 7 total seconds of aim and get the full bonus for the scope.

Note that as a practical limitation there's little reason to, with a TL 8 gun, buy anything more powerful then a x15 power scope (+5 to AIM) because you can still max out the Acc bonus of even a Fine rifle with 6 base acc, the best in High Tech.
>>
>>53758353
>>53758935

Note that this means that with the best rifles (A Fine Barrett light fifty or tl 8 Sniper Rifle with Fine) and the best scope you can use you get +14 total. This offsets shooting at a man sized target at 500 to 699 yards, but beyond that the range penalties outstrip what a modern gun and sight can do. You need to be, well, good at shooting a gun if you want to hit a person. This seems reasonable, as 2/5ths of a mile is pretty fucking far to shoot a gun, getting to the point where simply compensating for bullet drop won't do it anymore.

This is all Basic set. Tactical Shooting has some optional rules.
>>
>>53758935
You grossly misinterpreted rules for scopes.
They give +1 Acc per full doubling of magnification, so at best you'll get +5 for x32 scope.
>>
>>53755753
Chapter 13 of the Basic Set has stuff on high-speed movement, which will cover car chases. Spaceships has rules on how to build and use spaceships and (in Spaceships 4) mecha.

The problem with vehicle combat is that the overwhelming majority of players treat vehicles the way Homer treats war chariots in the Iliad - they're a way to get from A to B at the speed of plot, and the interesting things happen when the characters are themselves, in the environments they're designed to operate best in.
>>
>>53757725
>There's no extra bonus for aiming longer then 3 seconds.
Not quite true. Both Gun-Fu and Tactical Shooting have Precision Aiming, which has you roll against IQ-based gun skills at increasingly long intervals to keep upping your Aim bonus. Theoretically, I believe there is no limit (though it may cap at an extra +5 or so if other concerns don't stop you before hand). That being said, those increasingly long intervals make this extremely impractical for combat; PA is exclusively for lining up a perfect shot from a smiper's nest over the course of an hour (or more).
>>
>>53759873

so gurps is not good for pilot centric games and "dog fighting" scenarios?
>>
>>53760670
Yes.
GURPS just for general "we will have some skippable dogfights in game", not about "our game will be totally about boomzooming and night witches".
>>
>>53760670
You'll want something more along the lines of Mercenary Air Squadron or Crimson Skies for that.
>>
>>53760670
I had a lot of fun playing a pilot, but there was also other stuff going on in that game to keep things fresh; it might have gotten stale if we ONLY did ship-to-ship combat. Then again, I guess that's true of anything in any system.
>>
>>53761100
obviously, piloting is just a small part of a fighter pilot, i would just like to know if GURPS has good mechanical combat, and vehicle building rules. with space for things like Mecha, power armor, and regular vehicles. some people like to hand wave those things but i don´t. and so far i only know of 1 good system that gives me that.
>>
>>53762233
We're still waiting on Vehicles for 4E, but spaceships has rules for mechs, power armor, and fighters and so on.
>>
What page is non lethal combat on?
>>
>>53762563
All combat is potentially lethal. Punching someone in the head can cause serious damage. If you want to take prisoners, use less-lethal methods like crushing weapons to limbs, tasers, and choke holds.
>>
>>53762233
Spaceships has enough additional bits bolted on between all the volumes, especially 4 and 7, plus Alternate Spaceships from Pyramid that you can make most any vehicle with those rules without too much issue. So far, my scaled-down version seems to work okay for power armor, though more testing is needed.
>>
How does this race look?


Does it look playable?

I'm trying to make a floating cube race, anything I missed?
>>
>>53763340
>anything I missed?

The stat block in your post, to start with.
>>
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>>53763340
Forgot pic
>>
>>53763359
It looks playable, yeah. Not sure how fun it'd be without knowing anything about the setting though.
>>
>>53763393
Well>>53756514
>>
>>53763443
That doesn't help much, I don't recall Strangelove having much in the way of superheroes. Just insanity.
>>
>>53763488
Well Cold War superheroes.
Kind of silver age but with more spies and Russians
>>
>>53763527
Oh shit. Rocky and Bullwinkle, or Roger Ramjet stuff?

Oh yeah, that'll be great.
>>
>>53763359
What software are you using for that character sheet?
>>
>>53762563
>>53762582
p. B401 in the Subduing a Foe textbox is the closest there is. There's also a bit in Martial Arts that talks about the same stuff, basically saying how 8 HP lost to punches is as lethal as 8 HP lost to knives and bullets, but because it happens a lot slower, you can stop before it goes too far.

One thing Subduing a Foe doesn't mention is "stunfishing," or going after areas that trigger Knockdown and Stun checks and give K&S checks hefty penalties on a major wound; go for the face (NOT the skull!), groin, or vitals (legal option in Martial Arts) with cr attacks and either keep them rolling and hope to get lucky or go for a solid KO blow by dealing a major wound. While stunning will only last a couple of seconds on average, it's an easy opening for a fast grapple>pin or similar measure, and a seriously failed K&S check *does* result is total unconsciousness.

Lastly, Martial Arts opens up a few more hit locations that treat K&S similarly.

WARNING: Stunfishing on the Face is still risky as a(n un)lucky crit can send you to the Critical Head Blow table full of nasty effects.
>>
Not rolling. Looking for a serious answer. Can someone sell me on why I should run GURPS instead of Pathfinder for a high fantasy campaign.

Assume I know nothing about GURPS mechanics.
>>
>>53763708
>Martials are not useless
>>
>>53763359
-Sealed is on there twice.
-You want No Manipulators, not No Fine Manipulators
-Consider limiting TK to bring the cost down; unless you've giving everyone HUGE point totals to start with, this racial template is going to eat up a ton of their budget and leave them as a telekinetic cube and nothing else. I personally recommend Reduced Range.
-Ditto for Crushing Attack, but I have some specifics.
--No Knockback drops the cost a bit and is good if your cube has gravity-themed abilities; you aren't knocking them back but instead imploding them!
--Buy Crushing Attack as an Alternative Ability to your TK, dropping the cost to 10.
>>
>>53763708
I'd explain to you, but I know nothing about Pathfinder mechanics.
>>
>>53763724


While that's good, is that the only major difference when all's said and done? I'm not going to learn a whole new system and teach it to my players when they all play casters/semi casters anyway.
>>
>>53763708
No trap player choices
Deadly and therefore meaningful combat
Magic worth a damn that isn't just LOLIWIN
inherent balance
Armor as DR, active defences (so much more engaging than "you get hit for 8 damage")
>>
>>53763708
Melee combat that is actually fun and is not a complete ass. Character generation offers a choice between complete freedom only limited by your GM, or a simple to use character templates. Several magic systems, all fun to use. High fantasy actually gets lots of attention from GURPS writers, in Dungeon Fantasy series. No SJW shit.

>>53763784
It's D&D 3.5 that fixes some minor bugs and introduces heaps more, as well as lots of SJW shit.
>>
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>>53763708
It seems like D&D has really made random tables work well for it. A GM can do very little work and still make a decent game by smart use of random tables. I'm not sure the same can be said of GURPS without a lot of work ahead of time.
But if you want to make the world your own, with all sorts of unique magic and races and stuff, then GURPS is what you should use. Also, lol caster supremacy.
That's my impression, anyway. Take it with a grain of salt, because I'm still reading through GURPS for Dummies before starting in on the Basic Set.
>>
>>53763708
Personal Reason: If you like mechanics that correspon to what actually happens in universe more than a heap of vague abstractions, go with GURPS.
>>
>>53763814
I know, but I don't know a thing about 3.5 mechanics.
>>
>>53763708
To avoid this being a wall of text, I'll throw up some general things and then give specifics on any that pique your interest.

Even mundane everyman fighters have options in combat.
Legendary fighters have easy access to legendary abilities in the form of advantages.
Multiple systems of magic let you change things up.
Classless point-buy lets your players build what they want rather than jump through hoops.
As above, but lets YOU as the GM easily make monsters whole-cloth.
Templates (specifically Dungeon Fantasy templates) let you skip point-buy if you want; the decision is yours!
No HP bloat; a focus on avoiding attacked or actually tanking them with DR over absorbing things with your HP sponge helps epic fights feel like epic fights.
Damage is based on ST and modified by weapon rather than the other way around.

And the number one reason to pick GURPS over Pathfinder is you start browsing /GURPSgen/ instead of /pfg/.
>>
>>53763794
>inherent balance

I disagree. If you actively try to powergame it's VERY easy to break GURPS. That said, if you're playing with a decent group that all make actual characters rather than optimized builds, its not a real problem.
>>
>>53763794
>No trap player choices
If we're talking about DF, then there is Martial Artist. Also Swashbuckler with Thief lens is better thief than actual Thief.
>Deadly and therefore meaningful combat
Do note that you need to get rid of "Attack! Attack!" mentality of some other games and actually use maneuvers such as Deceptive Attack or Feint, otherwise it may actually be not lethal enough.
>Magic worth a damn that isn't just LOLIWIN
Some clarification - magic is shit at raw damage, but offers many damage choices (elemental damage, AoE attacks) that are simply not available to non-magical fighters, or can buff friends or debuff enemies.
>>
>>53763846
Six attributes, three or so "saves" rolled against different types of threats, 1d20+modifiers trying to beat target numbers.
Characters have skill levels, which are added to attribute-derived numbers and d20, for example.
It's simpler in a lot of ways. For example, instead of a weapons skill, classes get a Base Attack Bonus that increases as they level up.
Feats take the place of Advantages, and typically provide small bonuses or slightly change how things work. For example, being able to use exotic weapons is a feat, as is changing elemental spell damage from one type to another.
>>
>>53763794
>>53763814
>>53763830
>>53763836
>>53763862

Thanks for the info everyone. I'll probably get the core rulebook and read through it.
>>
How does one export character sheets from GCS?
>>
>>53763894
I wouldn't say Martial Artist is a trap though. They explicitly tell you that Martial Artists are unimpressive at the beginning and need a lot of points to invest in their grab bag of chi skills and abilities before they git gud. Compare that to the trap that is the 3.PF Monk that they parade as being swift masters of unarmed combat but can't really fill that role at all at any level.

Swashbuckler-Thief is a bit iffier; the Swashbuckler-Thief is obviously a better fighter that the pure Thief, but the pure Thief is better at actually, y'know, thieving due to their higher IQ and investing points in areas besides Weapon Master and a melee weapon skill. Plus, the SB-T is a 250-point template with a 50-point lens; are you comparing it to an experienced 300-point Thief or the basic 250-point Thief?
>>
>>53764022
>I wouldn't say Martial Artist is a trap though
But it does suffers from MAD, as Chi abilities are all based on different attributes.
>but the pure Thief is better at actually, y'know, thieving due to their higher IQ
I dunno, Lockpicking is DX skill in DF, and lots of skills required by Thief are DX-based. The only thing Swashbuckler would lack is Perception.
>Plus, the SB-T is a 250-point template with a 50-point lens
Swashbuckler template has 60 points for customization - you can buy a lens right off the bat.
>>
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Here is the character sheet
>>
>>53764096
True, the MAD is insane, though the Talent helps. As for Thief, I was meaning more stuff like Merchant, Connoisseur, Holdout, Fast-Talk, and Counterfeiting; the Thief in my game has made as many Merchant rolls to price loot as he has made Stealth and Lockpicking rolls to get the loot.
>>
>>53764258
Well if you need a skillmonkey, then you are probably better off with Agent+125-point lens.
>>
>>53764008
Save as PDF
Print to pdf
>>
>>53764140
Is there anything I missed?
>>
>>53764140
Homogeneous includes No Blood. If it was me, I'd take Innate Attack as an Alternate Ability of TK. You will rarely need to do them at the same time and it gives you more points to play with.
>>
>>53767733
So I pay 1/5 cost for that?
What are the drawbacks?
>>
Would someone happen to have GURPS Dungeon Fantasy 9: Summoners?
>>
>>53767943

You can't use both at the same time, and if one is disabled for any reason, both are disabled.
>>
>>53763930
I recommend reading GURPS Lite first (http://www.warehouse23.com/products/gurps-lite-fourth-edition), just so you know the essential mechanics of play. Basic Set does a poor job of teaching you how to play.
>>
>>53765921
You took a Flight adv., but you are missing a Flight skill
>>
>>53768742
You don't need the Flight skill for flying. It's the same as Running, you don't need Running skill to run, but it helps with extended long-distance running.
>>
Is there a way to change the number of points once you've started a character sheet with GCS?
>>
>>53770237
Little box, upper-right corner. There's a points field.
>>
>>53770265
Without having to artificially inflate/decrease the "earned" field?
>>
>>53764140
You can slap the psionic or psychokinetic limitation on your Flight and Innate Attack, dropping their value by -10%. Note this means they can be disabled or protected from by anti-psionic defenses and countermeasures, but that's likely true fluff wise anyway.
>>
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Anyone here with the patience to help me with some combat questions from GURPS Lite 4e?
>>
>>53770296
If you look at the top of the box, you can see that changing that field changes the total number of points. If you want to change starting point totals, you can do that somewhere under preferences.
>>
>>53770312
Go ahead and ask your questions. If anyone knows the answer you'll more than likely get it.
>>
>>53770296
The "Earned" field represents only points that are not assigned. It will decrease on it's own as the points are assigned to attributes, skills and abilities.
>>
Can someone talk me through a fist fight bewteen a PC and an NPC according to GURPS 4e lite.

Neither are skilled in fighting, both are expecting it, PC punches first.

PC: ST 14, DX 12
NPC: ST 15, DX 9

I want to see how unarmed combat works. Either the guide is bad or my comprehension is bad. In any case, please spoonfeed me, this is my first RPG.
>>
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>>53770331
>If you look at the top of the box, you can see that changing that field
Just to be clear, pic related is what you're talking about right?
That's not a field, for me.
>>
>Finally, you may use your Judo skill instead of your DX for any DX roll made in close combat
Does it mean I can punch with Judo? Can I swing a knife in Close with Judo?
>>
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>>53770516
Sorry, mis-spoke. Maybe the image will clear things up. You can add and subtract points from the earned field. That changes the total points at the top. That's how you change total points in GCS on a sheet-per-sheet basis.
>>
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>>53770577
Thanks for clarifying.
Please enjoy this moving image of a jumping spider chasing a laser.
>>
>>53770466
Forewarning: http://www.themook.net/rpg/examples/ might be easier for you to understand than my rambling.

Well, I won't go into the gritty details, but in general, you roll your attack, and if it's a success, that means your attack is good, and your target needs to roll defense or be hit.

Assuming they both start within punching range, which should be about a yard by GURPS Lite's standards, the PC rolls vs. DX. If they roll 12 or less, their attack is good and triggers a defense roll. If they roll 13 or higher, they miss.

Assuming the PC's hit is good, the NPC now rolls for defense. They have a 7 for dodge, since their DX is 9 and that probably means their Basic Speed is 4.75 or lower, and they have a parry of (9/2)+3, which comes out to 7. If they roll 7 or lower (unlikely), they successfully defend. We'll assume they rolled 8 or higher, which means they're hit.

Your PC has ST 14, so they're punching for 1d-1 cr. If they roll a 1, that's no damage. Let's say they got a good roll of 5, so they're dealing 4 damage. The NPC has no armor (this is where DR would come in to reduce damage) and crushing has a wounding modifier of x1 (it's applied after DR), so the NPC takes 4 * 1 = 4 points of crushing damage, which is called injury. They subtract 4 from their HP of 15, and are now suffering shock penalties.

It is now the NPC's turn. They have a shock penalty of -4, which is applied to all DX- and IQ-based skills, but not active defenses or other defensive reactions. This means their parry and dodge are still seven, and if they had to resist a spell with Will, their Will would not take shock penalties. However, if the NPC wants to attack, they're at a -4 to hit from shock. The NPC probably uses All-out Defense to get better defenses, or more of them to avoid taking more shock penalties on their next turn.

>>53770555
No, it's a grappling skill. See http://forums.sjgames.com/showpost.php?p=1865199&postcount=71, second question.
>>
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>>53770994
God bless you for typing all that shit out. This appears to be way too complicated for me. I will never be able to do this on the fly. Maybe if I had a week, a calculator and highlighters in eight different colours.

Im amazed that people can run a game in this fashion. Makes me feel bad about myself though.

I require a simpler system. Or maybe I can strip down the combat by getting rid of dodge/parry and make all successful punches land and just have a bigger health pool (HP=STx5) to save on all that other shit.

Can anyone recommend a more idiot friendly system?
>>
>>53771346
It simplifies as you learn it. Make cheatsheets if you have to.

But it boils down to roll to attack, if you hit your opponent rolls to dodge/parry, and if they fail that you roll for damage, and apply that minus DR.
>>
>>53771346
It's actually not that bad, all the complex calculations are done before hand and put in the character sheet and combat, with a couple of sessions of practice, is fast and fluid. Boils down to: declare action, roll under number, enemy rolls under number, roll damage if enemy failed.
>>
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>>53771346
Sorry to hear that. I think you could do it, but it does require perserverence. It flows naturally once you get over the initial learning curve. It's much easier if you have an experienced GM to baby you through the game, though.

If you want a simplier system, there is GURPS Ultra-Lite.
>>
I'm new to to the thread, so please forgive me for what seems like a question that might be asked frequently, but:

Why are there so many duplicate files in the trove?
>>
>>53772547
God likes a struggle
>>
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>>53728281
Yo how do I share maps that are too big to post on 4chan.

The one I'm currently using is. 10752x6336

It's an industrial area made from a collection of satellite images taken from Google Earth Pro (free) and stitched together with MS ICE (also free)

used these instructions.
http://dylanbrowndesigns.com/tutorials/how-to-save-or-print-high-resolution-images-from-google-earth/

The whole reason I looked up how to do this was because finding modern setting maps for games is a bitch, and while INDOOR ones are even harder than outdoor ones, outdoor ones are still a problem and this method seems to help.
>>
>>53774417
imgur
>>
>>53763862
>that spoiler
Love you guys
>>
>>53774916
I thought Imgur got mad if you tried to upload something over 10,000 pixels wide or tall?
>>
>>53763875
I wouldnt call 80guns a person m8.
Plus he only has 80guns he is a popato otherwise and a balanced character is way more powerful
>>
>>53763875
one problem I've found is when the players and GM have talked, but they all come out of the pregame talks with a different idea on what kind of game it is supposed to be

Now thanks to the setting and time period and everyone ACTUALLY being on the same page as far was what builds are ok, nobody makes something broken.

but by 3 session the game fell apart because everyone is shocked or mad about how everyone else is playing things.

Now after the first and second session we had spent about 2 hours trying to talk things out because ALL of us (but one, but that guy never roleplayed and barely roll-played and when asked to play or leave basically said "lol ok" and left. He did so little in the game and pregame setup sessions that I forgot he existed until I was most of the way through writing this post.) wanted this game to work, but it wasn't until the third game and after one of us had gotten so fed up that he quit that we figured out that everyone was on a different page as to what to expect.

So just because you are communicating at length in the pregame session and then after the game sessions, does not mean you are clearly getting across all the important stuff that is needed for a game to come together.

Having balanced characters, interesting backstories, inspiration, willingness to learn and practice to get the system down and painstakingly working out a schedule that everyone can manage, isn't enough by if it turns out everyone is expecting something different when the game gets rolling and nobody picks up on that.


I was one of the players not the
>>
Post GMing tools

http://www.instructables.com/id/Make-a-full-size-dry-erase-board-that-folds-up-to-/
>>
>>53732083
>>53746815
Thirding this.
>>
>>53752998
Best way to sort this out is no more that 4 points spent on an individual skill.
>>
>>53777967
Unless the game is based on people just out of training I'd say 8 to 16 is more reasonable. With 4 points for each skill you'd have people with minimal training. They'd be heavily dependent on attributes and talents.
>>
>>53777967
>>53778138
>>53777967
>>53778138
Doing a bit more messing around I see I was underestimating how much stats cost. I expect the players will want to increase their stats a bit, and probably buy some HP so I can see now how 100 or even 150 would work. I think it should be fine for moderately experienced characters with room to grow into mastery of their areas of focus. So I'm thinking 100/-25 now.
>>
>>53771346
Some nice person actually made a flowchart for combat here:
http://gameinthebrain.blogspot.com.au/2014/08/gurps-combat-notes-1-basics-of.html

I know you're probably thinking "oh god, i need a flowchart to play this game!", but like others have said, once your've played through a few combats and everything starts to click, it actually does become very simple.
>>
Hey, Im trying to make a super that throws electrified nets, can a binding attack have a followup? or Should it be an innate attack a binding attack linked together?
>>
I might be retarded but I cant seem to find the reaction table in basic.
>>
>>53778750
B.560
>>
>>53778771
Ah! thank you.
>>
>>53778727
That is....genuinely a bad flowchart.
>>
>>53778735
You can build it either way, legally
The question is how should it be built to best reflect your vision?

An electrified net is (a thing) hits the target, then(effect) of the electric attack happens.
I'd start with the binding hitting it's target (modifying for a physical net you have a limited supply of, which take time to reload, and can be broken out of/cut) and the add a follow-up affliction/attack that does your electric bit. Likely Pain, fatigue damage, and a point of incindiary for lighting fires. Depends on the lethality of the shock, and the realism of your setting.
>>
Anyone has used fantasy grounds for GURPS?
>>
>>53781020
I've heard that someone on Mook's discord does it. I don't really see the appeal beyond actually supporting GURPS rolls, unlike roll20. FG doesn't do much more than r20 does for free.
>>
Hey how would you make a character with omnilock?

http://powerlisting.wikia.com/wiki/Omnilock

Assume 500 points
>>
>>53782169
>They cannot be affected by anything, even temporal paradox or reality warping; and are immune to virtually everything, even Universal Irreversibility and Nonexistence.
Sounds like infinity points realm to me.
>>
>>53782169

Jumper, Cosmic +300% [400].

To exist infinitely (access infinite knowledge, utilize infinite strength, etc.) you need infinite points.
>>
What are the best powers from gurps powers?

What are some interesting point saving techniques?
>>
>>53783542
>What are some interesting point saving techniques?

Buy HT 16, for [60]
Sell 6 FP, 3 points each, [-18]
Sell 1.5 Basic Speed, 5 points per 0.25 [-30]

12 points gives you the same FP and Speed as a baseline character, but a HT score of 16 for the purposes of HT-based skills, resisting stuns, knockouts, death checks, etc.
>>
>>53783636
And you have almost exhausted the disadvantage limit in the process.
>>
>>53783719

IF that optional rule is in effect.
A good GM would shut down a point saving technique like that either way.
>>
Is burn damage any good?
Is it worth buying?
>>
>>53784026
>IF that optional rule is in effect
It almost always is.

>>53784079
Depends on how often you will fight the enemies that are vulnerable to fire.
>>
>>53784079
You usually get what you pay for, but when it comes to Burn damage I think you get a good value for your points. It's a solid all-round choice that doesn't cost a lot and occasionally is really, really useful.
>>
Is it possible to play without the 3 crit failure and the 18 crit success?

Is it worth it?
>>
So how does Damage reduction feat actually work, layman's terms.
Say I have 2 levels in it
>>53763551
Gurps character creator.
>>
>>53784299
You have those backwards. 3, 4 are always critical successes, and 18 is always a critical failure. Removing critical successes and failures means that there's a lot less randomness in battles, and skill is more deterministic, as it's impossible for a lesser-skilled fighter to ever get a lucky shot. It also means that anyone with an effective skill of 18+ can never fail at an action, which means auto-hitting in combat. With enough skill, you can auto-hit multiple targets.
>>
>>53784385
Damage redution works thusly:
1) Enemy rolls their damage
2) You subtract your DR from their damage
3) They apply the relevant wounding modifier to the remaining damage, if any
4) You take that much injury

So, say someone punched you twice, rolling 2 damage for the first hit and 3 for the second. If you have DR 2, that means they subtract 2 from both hits. 2 - 2 = 0, so the first hit does no damage. 3 - 2 = 1, which is just 1 for a punch because it's a crushing attack, so you take 1 HP of injury.
>>
Is there anyways I could get in trouble with a having a tl 12 lc 1 war suit? I'm in a tl 8 world. Are there laws against having one?
>>
>>53784702
TL12 warsuit in a TL8 world would make you more powerful than Iron Man. Your GM would be the person to ask about whether or not you could have it.

As for trouble? Gee, do you think governments and other organizations might want to coerce you into using that for their benefit? Or just reverse engineer it? It's this lack of thought that makes me wonder if you;'re underage b& or baiting.
>>
>>53784795
I'm just wondering if I was seen in it would I get in trouble?
Does legality class go up or down with differences in tech level?
My character tries to follow the law, would it be stupid illegal to have one.

Cause they really can't stop me, warsuits can topple governments
>>
>>53784878
>Cause they really can't stop me, warsuits can topple governments.

Gee, that sounds like something TOTALLY legal to have, doesn't it?

They're not likely to have any laws against warsuits specifically being they're a TL8 society.

However, you'll probably find that very quickly it'll count as military technology which is illegal for civilians to have, much like tanks or explosives. Or laws will be passed/amended to cover them.

It's not that fucking hard to use your brain. If it isn't illegal, it will be if only so that the government can get ahold of it and work on duplicating it.

This is all pointless, as you should be asking your GM about this shit before making the character. Otherwise you'll just postpone the game or be kicked when your not-ironman is rejected.
>>
>>53784702

There are many, MANY laws against having one, for starters. It'd be classified as a Weapon of Mass Destruction, and considered to be in breach of many international agreements (does it have a nuclear reactor? that's a breach).
More importantly, it's 4 TLs above the world you're on, it's so far ahead of the civilization most larger organizations and nations would walk over entire fields of corpses to get their hands on it. Instate new laws regarding such a suit overnight, and so on.

Your suit, which is LC1 in TL 12, will be reduced to LC0 in such a low TL, owning it will be as illegal as or even more so than owning a nuclear weapon.
>>
>>53784986
>>53785002
Well I'll try not to get seen using one.
>>
>>53785034
>My GM is totally going to approve this guiz.

Yeah, sure. Good luck hiding all the bodies and craters.
>>
>>53785034
It's best not to.

It's either a point/cash sink that you'll never get to use, or will just fuck up the campaign. You're a character, not The Protagonist.
>>
>>53785096
>>53785034
>>53785157
Well, before you all kill me for breaking the game, it is a supers game. There are worse things out there, the population is pretty jaded. Also I am paying out the nose for that suit. My character is an unaging inventor who is a pacifist.


Also it is TL 12 there are no craters, or bodies.
>>
>>53785330
Well if it's a supers game, you're not going to avoid being seen for long. Governments are gonna want that suit, and they're all unscrupulous when it comes to black ops.
>>
>>53785034
>TL 12 LC1 battle suit
>not get seen
LOL
>>53785330
Now you're just moving goalposts. You should've stated that to begin with. In fact, everybody knows about Ironman. Why wouldn't they know about you? In TL8 there are cameras commercially available nearly everywhere.
>>
>>53785365
>>53785386
I don't wear the suit all the time, I save it for special occasions. I typically wear energy cloth. I'm also zeroed.
>>
>>53785431
Zeroed means shit in TL8. It just means they start compiling a dossier on you instead of tracking you down.

Also, energy cloth
>People not noticing when your normal clothing stops bullets and artillery.
So now the government wants your undies too.
>>
>>53785471
When a significant portion of your population can read minds or some crap, you stop paying attention to the normal human who has superundies.
>>
>>53785544
>You stop paying attention to my character because it's convenient for me.

Anon, you may be too dumb to play a genius inventor.
>>
>>53785544
Can you just explain the world. It feels like you just want to justify your power fantasy in a sort of regular world like antivaxers want to justify autism or vegans want to justify not eating meat.
>>
>>53785575
>>53785620
The not!justice league and the not!avengers exist and kick alien crap. Mutants exist as does magic. Our characters are starting out supers(500 points).
>>
>>53785674
Mutants, aliens and supers are well known. Things like magic are less well known.
>>
>>53785674
Do the gubmints want not justice league and not avengers around?
God fucking damn it I hate captcha.
>your captcha failed to validate please try again
I'm not falling for your jewish ploys, asian moot
>>
>>53785674
>>53785724
I mean clothes able to stop bullets are a bit wierd but superman can stop bullets with his skin and he's on tv all the time
>>
>>53785779
Yes, and body armor as light as clothing that makes people on par with Superman's bullet resistance falls under any organization's category of DO WANT.
>>
>>53785759
I mean that opinion is as divided as it would be in real life. There are antimutant presidents and promutant.

My character keeps his identity hidden and as he isn't a mutant or alien, he gets on good with most people
>>
>>53785544
>>53785620
>>53785674

Okay, I'll break it down for you.

The US government in Ironman movies doesn't steal the Iron Man suit because Tony Stark is a public figure and they couldn't keep it quiet.

If you're trying to hide your suit, you're also removing the only thing that a government would potentially care about more than military advantage: Public Opinion. And nondemocratic governments wouldn't even care about that.

Either be nonzeroed, or buy up Doesn't Sleep.
>>
>10 points for 150% point total ally
>x4 for constantly there
>only costs 40 points to have a bodyguard

Am I missing something? Isn't that far too cheap?
>>
>>53786541
You're probably missing GM's approval.
>>
>>53786556
I'm aware of that, but I still think it sounds very cheap.
>>
>>53786541
You don't control them, and allies are bound to the explicit approval rule. I honestly think that the not having control of them is a really big part of it though.
>>
>>53786541
You don't control them, the GM does. You can give orders, but if you fuck up or mistreat them they can give you the finger and walk off. Then you're down 40 points. Gm may or may not refund them.
>>
>>53786583
>>53786541
You also don't have control of the NPC's creation; you get to influence it, and GMs shouldn't go out of their way to make the Ally useless, but they are their own people with their own backgrounds and not hyper-optimized stat sheets.
>>
>>53785879
Actually I just got rid of zeroed it means different than what I thought it means.

Have I mentioned that my character is a billionaire? I kind of had to get that to get my suit. It works though, living forever gives you deep pockets.

Anyways supers have different rights than normal people, they can get away with a bit more.

I am a stockholder of lexcorp wayne industries and stark technologies. That's where my independent income comes from.

I have hidden the fact that I am a semi-normal human from the governments. I pretend that my suit is normal clothes and my skin is the bulletproof stuff.

Governments have police and military mutants, which is an interesting concept. Though my character doesn't need government funding. His alter ego is assumed to be a eccentric business-man
>>
>>53786627
>>53786636
Fair enough that makes sense, just seemed like something people could abuse but it's down to the GM.

>the PC's ally who's always there is actually the BBEG
>>
>>53786670
>just seemed like something people could abuse but it's down to the GM.
Try Duplication for that. 30 points to get another character equal to your "main".
>>
>>53786670
>show me a good time, jack
>>
>>53786670
That's the great thing about GURPS, it spells out that it can be abused and tells GMs to go over character sheets before accepting them.
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