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/GURPSGEN/

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/GURPSGEN/
>>
I'm making pregens for a cyberpunk mini-campaign. Does 6 characters for a group of 4 players sound like a good number? I'm thinking Hacker, CyberNinja, Face, Investigator, and two different flavors of Gunner for the pregens.
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>>54362424
Yeah I think so. It gives the players enough choices.
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>>54362424
150%[# of players] is a good ballpark. Let's them evaluate "what do we need" versus "what can we give up?"
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>>54361840
I have several, unrelated questions for you guys.

>question 1
How interested would you all be in a GURPS: Sports or GURPS: Olympics book? I've been thinking about it, and I think it could be fun to play sports in a tabletop setting. I'm pretty sure that I'd have to write it myself though.

>Question 2
How would I build a character whose power is that he's the strongest man in the world? As in, any time someone else in the world gets stronger, he gets stronger by the same amount so that nobody can ever surpass him?

>Question 3
Has anyone ever successfully ran a mecha/kaiju game in GURPS? I really want to do a Pacific Rim game, but am intimidated by the apparent amount of work for something that I'm not even sure will run well.

>Question 4
Does anyone have advice for building 50 point characters? I'm running a fantasy game for some friends, and building their character concepts, but I don't want to go above 100 points. Should I just bite the bullet and do a 150 pt. campaign? I'd like them to have room to grow, but I also want them to feel competent in their niche

>Question 5
How's Dungeon Fantasy looking? Will it at last be the long awaited saviour of GURPS as was foretold? Or will it seal the doom of the game forever?
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>>54362924
>Question 1
Doesn't appeal to me at all, unless you throw in some good crunch that I can use for other things, like fixing how throwing works.

>Question 2
Sounds like an affliction with cumulative and extended duration (permanent) to me, along with a trigger for (someone else becomes as strong/stronger than me)

>Question 3
I've thought about this a lot. Basically, you just treat mecha and kaiju and all other big baddies as being humans, then multiply their ST, damage, move, etc. by 10 and BL by 100 when interacting with human-scale threats. Is it hacky? Maybe, but it makes everything very simple and clean.

>Question 4
Competency in a niche is utterly achievable at 50 points, but they'll be shit at everything else. 100 points is the standard for a reason - it allows breadth and depth for characters. In order of most to least efficient, depending on how broad you want to be: skill > talent > attribute. Once you reach five skills at 4 points, attributes win out. Once you reach one skill at 4 and another at 2, a 5-point talent becomes cheaper. Three at four means a 10-point talent is cheaper, and 15-point talents are almost never worth it.

>Question 5
Don't count on it. What GURPS needs right now is fan-made pre-built SETTINGS and ADVENTURES (Mook made a damn fine Aliens one for a convention, frex). They also need podcasts, game streams, etc. to give GURPS some goddamn publicity. There's no way to stumble on GURPS without already being balls deep in the GURPS fandom. All of the GURPS books are only available on warehouse 23, and the physical space GURPS takes up in game shops is tiny (which the box set will hopefully fix).

Link people Peter's Felltower series on Dungeon Fantastic. Link them http://www.filmreroll.com/. Make your own.
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Just came here to say if you like GURPS you're a fucking idiot grognard who wouldn't know a good system if it bit you in your fat white pasty neckbearded ass. A useless system that tries and fails at everything and has no balance, executes every genre less well than a more focused system, and is pointlessly complex for absolutely no reason at all.

Just joshin' ya, GURPS is the frickin' cats pajamas and if you think otherwise you can hell right the heck off.
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>>54362424

Maybe make everyone basically competent in violence as well as their specaility. Like the A-Team, where Face might be, well, a Face, he's also a army ranger.

So Hacker, Ninja, Investigator/Infiltrator (Lockpicks and security bypass), Face, Demotions and transport/drones?
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How do you make Wealth or Status disadvantages work against the player in a low-tech setting?

The players are adventurers. They pretty much live in their combat gear. To an observer, they could be wealthy, or poor. Low, or high status. Sure, they'd probably be able to figure out if one of them was the Duke of Cocksburn, but if a local ruler went up to the players and started grilling them on who they were and what they were up to, how would Status or Wealth come into play?

I want to make these Disadvantages that are worth something. A player could easily take low status and wealth, then have another player take a bunch of wealth and just bankroll him, thus letting them get free points.
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>>54363472

It can be a real challenge in world-building to make Status matter. Wealth of course has inherent value, as it sets your Staring Money and how much you can make if you get a job, along with status.

At the most simple giving employment, housing a wealth is the easy way to make wealth and status matter.

Status +0 gives a modest home with no servants, but a solid foundation and no reason for a person to be embarrassed. You also get your basic Cost of Living +$100 per month when employed, say as a solider or mercenary.

Status -1 gives a single room home that holds back the weather and allows you to survive a cold winter without problems, but it marks you clearly as being of the lower classes. Your money is also going to be around COL+$50, leaving you with pretty damn limited money.

Status -2 gives you a corner of a drafty barn, hand-built hovel or a place under a bridge and no money after your 'expenses' come out, and a lifestyle likely to lead you to malnutrition and exposure.

Impressive status also gets you treated better by just about everyone because of the reaction bonus. If you don't roll reactions, just remember that someone with decent Status should generally be treated with respect by most people, while people with low status will have to work hard to prove themselves.

Even in armor people with Status should have their family/house colors and perhaps herlerdy to show it. A surcoat can go a long way.
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How do you do an AI character?

Would they only have Intelligence and then their other three would be based on what they're housed in?
How exactly do I stat that out?

I want my players to encounter an AI at some point, and intend for them to take her along with them, how would I make her an actual character instead of "Oh yeah, D.A.I.N.A. is there with you in whatever tech you have her interfaced with" what books should I look over?
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>>54364119
You want Possession (Electronic) and the AI meta trait.

The "mind" itself determines IQ, but you have to pay for whatever frame you use to get around. It's easiest to just have your most common body/shell serve as your base stats and your other shells can be bought as allies you can jump into.

Your base frame can just be a box that holds your AI with zero DX or ST (You do need HP and HT to reflect how hard it is to destroy). In that case, all you come with by default is a basic set of sensors able to perceive like a human (unless you take traits that drop that) and a speaker that lets you talk to people.
>>
>tfw super hyped to finally try gurps in my native language
>Go to local store, see books on a shelf with the name on it
>"Do you have the base book in French ?"
>"Hell no, this hasn't been translated since before you were born, all I have are American exports and I don't even have the base book anymore"
>PDF in French of any edition besides lite are impossible to find
>My group won't be able to work with all-english rules
My sadness is bottomless
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>>54364336
>French
Well, on the bright side you guys seem to have shittons of other good rpg.
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>>54363690
Like in real life, wealth status and rank are pseudo-linked. Wealth makes you afford the higher cost of living of higher status and a higher status allows acces to higher ranks in the army/state/church in status conscious societies. The same is true for negative status. If you look like you live under a bridge and have no permanent adress, it will be difficult to get even a minimum wage job.
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>>54361840
Does GURPS have any rules for Decking/Running/Hacking that's more than just a skill roll, but isn't so tedious that it's basically a separate minigame that halts GM interaction with other players?
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>>54364279
So just DAINA (name is a work in progress I'm currently experimenting with what sounds good, Data Archives Intelligent Network Assistant is my first idea, but Librarian Intelligence System Archive (LISA) and Archival Learning Integrated Computational Element (ALICE) are options as well, all of this is subject to change) would just have INT, her skills and her personality/mental based traits on her own when she exists as an abstract in a void?

But to exist in a world she could be stored on a data chip which would give her a form with 0 DX and ST but a few points of HT and maybe some physical traits, unhealing, no manipulators, etc, or into other electronic devices that would give ST, DX, HT and physical traits according to what she's put into?
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>>54364428
>hacking
>not so simple as skill check
>not so complex as independent mechanic
Throw much more skill checks mixed with contests and counting different margins.
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>>54364455
Try not to do acronyms as names. They always come off as forced and terrible.
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>>54364535
Exactly this.
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>>54364390
Since I'm fairly new to this, I didn't know about that, but now I'm interested.
Do you have examples in mind ?
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Alright gents, GURPS outsider here. How do I run an Urban Fantasy game in the vein of Dresden Files / WoD only not a complete clusterfuck?
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>>54364455
Yep. Note that in data chip form she's not alive, just a latent/inactive copy. She can't think, take actions or perceive the environment.

Loaded into a terminal with basic abilities then you don't need to throw on no manipulators/ect, as ST 0/DX 0 already prevent her from taking any physical actions and you should not take disadvantages that are rendered meaningless by other factors.

Note that she doesn't exist abstract in the void. She's always running on some hardware, and that hardware sets her physical stats. Make sure that the hardware you load her onto has wireless internet access and other communication so she can contact the outside world. Otherwise her ability to interact with things is going to be limited to suggesting actions to other people.

For example, Cortana from HALO: Loaded onto the Pillar of Autism, her body is a 1.1km Halcyon class light cruiser and she has a "if you statted this out the point level would be in the thousands" level of abilities, but her most common shell is the data processing layer of a suit of power armor, providing her with some electronic warfare gear and the ability to suggest to the spartan what to do, but that's about it.

When occupying a data chip, she's inert and helpless, unable to execute any code.
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>>54364752
Have a strong idea of the power level you want.

Limit people, generally to civilian legal guns. Don't make them worry about the cops unless they go crazy, as needing to conceal things from cops can throw a wet blanket and turn half your game time to people doing shit to avoid leaving traces.

Just tell them that the cops activity avoid supernatural cases and don't follow up on them unless forced to.

Pick a magic system. I like Ritual Path Magic, as it lets anybody learn some basic spells but still makes someone that is a real wizard impressive. Limit the power level here, don't let people throw around greater effects casually.

Note that Monster Hunters is a GURPS line that fits this well. It's a bit high power, but might be worth checking out (observe the PDF).

Even more then other games, encourage people to have some kind of connection between characters and a past. Maybe give them an extra CP if they can identify how they have encountered and maybe worked with the others in the past. It's best not to have the first session be "badass hunter threatens to kill werewolf guy while vampire guy tries to eat witch"
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>>54364709
>>54228754
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>>54364410
In some socieities you get free Status just from Wealth, and generally the jobs you can pick from are locked by your Status. You are damn right, you can't get a Wealthy level job if you are a hobo.


But fuck it: A free, sweet house for Status/Wealth is a solid way to make players care. Status +1 coming with your own big, solid fortress of a house with a maid and a guard seems much nicer then a old school bus in the woods.
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>>54363176
Right now, the setup is as follows:
>Dedicated hacker with specialized interfacing implants
>Full-body cyborg with Gatling Carbine and monowire katana
>Face that can go full Equilibrium when shit hits the fan
>Investigator with experience in "big game hunting"
>not!Samus with a battlesuit and heavy chain gun
>Utility gunner with a CAW, exotic ammo types, mines and grenades, and two automated drones to back him up.

Out of all of them, only the Hacker lacks in the good ol' ultraviolence department, and even she's a decent shot at Guns (Pistol)-13.
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>>54364428
"Console Cowboys and Cyberspace Kung-Fu" breaks it up into a variety of techniques e.g. target machine is running Analysis-14 so you want to use your Spoof program. I'm currently keeping things light with cyberpsi abilities refluffed as specialist implants.

Really though, it's less about mechanical options and more about map/scenario design. Don't have your hacker go with the party and then make everyone wait while she takes out every door/camera/drone in the next room; "hurry up and wait" kills the tempo and brutalizes it's corpse. Instead, have her work in parallel with the team--while they're clearing the room, she's working on taking over the door, and while she's pulling vital files off the mainframe, the party is defending her from the final wave of security forces.
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I've never looked into gurps, does it have stuff that is similar to adeptus mechanicus or just going full "the flesh is weak"?
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>>54365891
It's easily done as advantages.
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>>54365891
You can modify any advantage with the Cybernetic trait, and there's lots of cybernetics in Ultratech, Biotech and other books.

The clunky, primitive nature of 40k cybernetics would make them very well suited to causing disadvantages. A cybernetic limb might be stronger then the one it replaced (Left Arm ST+5) and hard to damage (DR 30, Left Arm only) but clumsy (Ham Fisted 2, Left Arm Only) and need servicing (Requires Maintenance).
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>>54365997
>>54365900
I see
I dont really know about any of that but maybe I'll read some of the PDFs mentioned
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>>54364336
Get 'em Lite and you source the complicated bits from English Basic Set. There would be a lot more pre build stuf for you to do--they can't make their own characters unless you're doing Modern, but you can converse with them and build based on what they want.
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How well does magic fit into the gameplay? I've never done any games that allow spells and I'm afraid of it bogging down the game too much.

Would all spells need to be advantages or are there other ways to do it it? I was thinking of having magic require a resource to perform or a ritual, but I'm still trying to figure out how it would fit into a world of post-apocalyptic sci-fi.

Are ancient cthullu like entities overdone? I feel like some supernatural elements would be a nice addition, and some magic could be due to the entity's presence, while other magic could be more manipulation of tech like nano-bots and such.
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>>54369334
Magic fits in, but you need to know what role magic fills in your setting. If it's meant to be the blasty sort, for example, Basic Set magic will disappoint you, but Sorcery won't.

There's a bunch of different magic systems, but none of them complicate gameplay too much, besides Ritual Path Magic. RPM's issue is figuring cost of spells on the fly and the roll-heavy nature of gathering energy. Incantation Magic streamlines that with a penalty to skill, but it has a linear power curve as each skill level offsets a set amount of energy in penalties, rather than suddenly granting x3 or more the energy with normal energy gathering.

Other than that, they're all easy. Basic Set magic is discrete spells-as-skills, each with their own effects. Sorcery is just advantages. Psionic Powers combines them by having you buy an advantage and a skill to use it effectively. Imbuements are much like Basic Set magic, except they're applying enhancements to weapons. And then there's the slew of alternative forms of Basic Set magic in Thaumatology.

I prefer energy-gathering RPM and Psionic Powers. Sorcery is good, but I'm more of a fan of just straight-up Powers as Advantages. I don't like Basic Set magic because it's a ton of homework and one of the major reasons I quit D&D was homework.

>Are ancient cthullu like entities overdone?
They are. You can still do them, as long as you make it entertaining. Corrupting magic (from Thaumatology) would be a good fit for elder gods. Or a Pact on advantages requiring ritualistic sacrifice to maintain powers.
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>>54369456
I'm still not sure exactly how I want the old one type thing to fit in and be entertaining/not too cliche, I'm thinking maybe like a powerful psionic hivemind type being, could be alien or something that evolved naturally.

The planet this takes place on was once a lush, jungle covered Earth-like (think of Venus in old sci-fi) until some event caused it to become a dried up hell-greenhouse (think Venus as we know it), the entity would have come to the planet in the lush stage of development, and likely cause it's transition to the next stage, or something else destroyed the planet and made it into a dried out hellscape to stop the entity.
Since then the entity has laid dormant, in dried spores or eggs, or some sort of hibernation pod, unable to act, until humans come along as say "Hey, we can terraform this" and undo the hellscape transformation, making the planet livable again, but with water and life on the planet again, the old one can come out of it's hibernation again, and shit starts to hit the fan, at first his presence is subtle, some people hear voices, supernatural things happen in area near his prison, the government forms an SCP/X-files type program to study and contain these incidents, as it becomes closer to awakening shit gets worse, sea levels rise, earthquakes knock land into the sea, people are mutated and corrupted, cults form and strike out at society, and the planet starts to become unlivable to humans.
In an all out war between the humans and the old one, they manage to shatter the being as their final strike, separating it into pieces and scattering them in containment facilties across the planet. This effectively defeats it, at least greatly limiting it's power as long as containment holds. The planet it left flooded and in ruins from a combination of natural disaster and war, and it is seen as a huge mistake entirely by the government.

Or that's just an idea right now.
1/2
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>>54369926
I'm thinking as for when the player characters exist on the planet, some determined scientists gene-mod new species of post-humans to carry on in this new environment, but these projects are most abandonned and left on their own as humanity pulls out of the planet. Many many years later what remains of these projects are expelled from cryro sleep or other methods of suspended animation and wander their way into the world, without much to guide them, being uneducated and basically born yesterday, they try to understand the world around them, eventually forming new societies where they can survive, and then thrive. Once organized and functioning they make it main goal to try and reclaim the technology their ancestors left scattered about and make the planet a nice place to live again, however, unknown to them, the containment facilties that have held the shattered entity are nearing their last legs after the countless years.

I dunno, just think it could be something neat to mess with.
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>>54369926
>>54370008
Sounds like you have a pretty fun campaign set up to me. I think I'll take that idea for an eventual Doom-inspired game.

Don't worry too much about "cliches" or other self-doubt traps. Never think that your game will automatically be better if you don't use a cliche, because your game's quality depends on your ability, not the cliches and tropes you avoid or subvert. As long as it's fun, it doesn't matter how derivitive your game is.
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>>54365654
>>54364410
>>54363690

These are all good points, but other than that Heraldry on the armor mentioned, how would anyone know or care what Status a player is?

The only way I can think of to make it matter is as follows: unless a player can prove who their lord is, or that they are a lord themselves, the local ruler can demand whatever the hell they want from them, as they are clearly vagabonds.
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>>54371632

Different status levels dress, talk and act differently. Anybody with Status +1 or higher is going to look like it and likely have a way to prove it in the form of a signet, heraldry or stupid looking hat, depending on culture.

Even wearing the same armor someone with Status +2 and Status -1 are going to look quite different. A surcoat marked with a coat of arms on the knight, while the low class man wears chain mail covered by a cheap homespun talbrid of undyed fabric.
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i can't access mega right now, is pic related in the archives?
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>>54372266
Yes.

Older GURPS Books > Licensed Properties
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>>54371632
How are your low status/wealth people getting armor? Shit's expensive, yo.
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>>54372131

I guess that's true, but then there's also nothing stopping a player from spending all their money on a piece of fancy armor to lie their way into Status.

>>54372899

This is TL4, as in early 16th century-esque, so the starting welath is $2000.

A Steel breatplate is only $500. Combined with limb armor, it'll maybe all total up to 1000. This leaves them money over for a sword and shield, a backpack, travel rations, a tent, and personal basics, with pocket change to spare. They won't exactly look like paupers.
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>>54373127
Status +1 clothes cost $2400, or $1200 for summer wear. It's not exactly something a person can buy casually. Their friends/people that know them are also likely to treat them like an asshole for putting on airs. This gets worse away from zero. A Wealth -1 / Status -1 person would be looking at clothes that cost more then twice their starting wealth.

I'd also note that you could CLAIM status, but it's going to be a hard lie to pull off unless you've got the right skills, and if exposed could be embarrassing when someone exposes you and your new posh friends learn that you are the bastard son of a prostitute rather then a gentlemen of quality breeding.
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Cyberpunk pregen anon again. I need some ideas to fill out equipment lists. The hacker's got a holdout pistol, plenty of ammo, an armored bodysuit, and a chameleon cloak; what else do I need to give her?
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>>54374257
A computer.
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>>54374275
Fucking WOW I feel super smart right now. Gracias, Anon.

Please excuse me while I add that to the sheet before committing sudoku.
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>>54373341

Ahhh, now we're getting somewhere. I'd forgotten about clothes, I just assumed that the players started out wearing basic clothes based on their Status and/or Wealth.

Follow-up question, another thought has come to me. What about taxes? Are taxes included in the Cost of Living?
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>>54374306
>>54374275
Okay, one down, five to go.
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>>54374307
Taxes are typically included in COL and job payment, though special taxes like a "war tax" a TL 4 government might pass requiring $200 from every landowner as a one time payment to fit out a fleet to protect the homeland could come up in game.

By default everyone starts with a wardrobe of clothes, 1-4 basic outfits, maybe a formal outfit and a winter outfit. It's only for your status however, so if you are Status -2 it's going to be shoddy, much patched and old clothes someone else threw out.


>>54374699
Looks good. Capable, but the rest of the team is going to be able to get her into place to use her powers.
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>>54374699
Consider dropping her Will and Per to 14 to protect the Investigator's niche as hard-boiled and keen-eyed. That will leave you with a whopping 20 points left over, but I have no clue what you'd spend it on as I'm not seeing any huge gaps (though if she uses gamerspeak, she should have at least a point in Games (Vidya) or something similar).
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How good are the early firearms (musket, flintlocks) in GURPS? I have a GM who wants to include them into an upcoming fantasy campaign and, truthfully, I'm concerned there won't be any reason for people to use any weapons aside from guns in combat.
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>>54377353
Maybe give her Demotions (Fireworks) and a collection of pyro toys like smoke bombs, noisemakers, flares, burner-phone remote detonators and sparklers? Plays into the trickster part and gives her a non-computer thing to mess with people.
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Where can I find rules which emulate the effect of volley fire? I'm planning on GMing a game set in the Napoleonic era of warfare.
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>>54371632
>how would anyone know or care what Status a player is

Bearing, dress, habits, manners, knowledge of everyday things appropriate to your Status, and in general just being able to fit-in with your social peers.
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>>54377574
They're okay. They're not real reliable, and take forever to reload though.

You can only expect to get off maybe one or two shots before you need to draw steel.
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>>54377602
How crunchy do you want to get? You could go full crunch and just have a bunch of dudes use Wait maneuvers and use the rules for scattering/hitting the wrong target from Badic Set to represent group vs group massed shooting. On the flip side, you could use the rules for mobs/hordes from Zombies; the group attacks as one collective unit with a RoF equal to the number of units in the horde (times the weapons' actual RoF if it has any), and every interval of Major Wound taken takes someone in the group out e.g. a unit made of five soldiers armed with RoF 3 rifles and having 12 HP each attacks as a group with RoF 15 and loses one soldier for every 7 injury the group suffers.
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>>54377574


Your basic flintlock musket with prepared rounds (a bit of paper with pre-measured powder, paper for wadding and a bullet) can deal 4d pi++ damage with acc 2 out to 100 yards. It takes 15 seconds to reload, but you can get that down to 10 with Fast Draw (Ammo)

That's pretty damn good. BUT.. it weighs like a bitch, at 13 pounds, and 10 seconds makes it take a long time to reload. For most people it's impractical to carry two, so you will want to take your time and make that first shot really count. It's cheap, however, at just $200.


A bow on the other hand can hit for 1d+1 IMP damage* for an ST 10 man out to 200 yards, twice the range of the gun, and has acc 3 rather then 2. It can be reloaded in 2 seconds, or 1 with Fast Draw ammo. It's also much quieter then the firearm and won't produce a cloud of dark smoke that gives away your position. The bow, however, cost $900.

The gun is a great, GREAT weapon for a man that will fire once at close range then go into close combat. It lets him seriously injure or kill one target without aiming at anything but the torso. He and his friends can mass-fire at the highest threat target then go into a brawl with an advantage.

The bow is great for a ranged specialist. They can kill with a well aimed shot to the vitals and can sustain a high to very high rate of fire.


*He can get an extra +1 from Fine arrows, at $6 a shot.
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Anybody here ever try running a campaign based off of Gantz using GURPS? How would you implement the suits well?
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>>54377843
>use the rules for scattering/hitting the wrong target from Badic Set

What page number can I find those rules on?

I'd prefer to go with the first option but simplify it. It's a play by post game on a forum with a built in dice system so I could easily just string and stratify rolls together (i.e. set A fires and reloads while set B fires, rinse and repeat until either the enemy is dead or it becomes time for bayonet fighting).
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How much should a Civil War era Union army uniform weight?
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>>54378339
"Hitting the Wrong Target" and "Overshooting and Stray Shots" are on p. B389-390. Scattering is on p. B414.
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>>54378466
>>54377843

Thanks.
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>>54373341
Doesn't your wealth automatically include appropriate clothes?
>>
Are these good house rules for more deadly combat?

If you get hit in the torso, then do the following:

1: Roll 1d6. If a 1 is rolled, then you got shot in the vitals.

2: Torso damage does not exceed the targets HP.

3: Any damage that would exceed it, however, is turned into a negative modifier for bleeding-out rolls.
>>
>>54378863
1 is from HT162, 2 is from HT162, and 3 is from HT162. You're asking if official rules are good houserules?
>>
>>54378897
I don't know what's more spectacular, that he reinvented some very popular lethality-reducing rules from scratch, or that he did so in an attempt to increase lethality.
>>
>>54379095

How are they lethality reducing?
>>
>>54379171
>2. Torso damage does not exceed the targets hp

Considering you can take up to the full 5x hp to kill you in one go with normal rules, that reduces lethality.
>>
>>54379171
Rifle before these rules: 7d damage, averages 25 or so injury. That triggers a death check for the majority of people. Rolling 13+ means death, which happens about 26% of the time.

Rifle after these rules: 7d damage, caps at 10 injury. No death check, but you bleed out ten minutes later. 16.67% chance of a vitals hit means 75 damage average, which is enough to instantly drop someone to -5xHP (killing them).

HT162's rules reduce the likelihood from being killed from 26% to 16.67%.
>>
What does Semi-Upright mean if I want to use a weapon like a polearm?
>>
>>54379171
While you do have a 1:6 chance of accidentally hitting the vitals, the majority of shots have a strict cap. This stops high-end rifles from gibbing people with stomach shots.

I suppose "delayed lethality" is more appropriate, though, as bleeding is very dangerous. Still, capping high-velocity large-caliber rounds at HP can be the equivalent of having them roll all 1s and 2s for damage, and for insane shit like UT's Anti-Materiel Rifle (to say nothing of it's ETC or ETK variants), the cap results in a fraction of a point of damage per die.
>>
>>54379211

In that case, I'll drop out #2 & #3 and make the new #2 read:

>Any damage that would exceed the target''s HP also incurs a negative modifier, being of equivalent number by which it surpasses HP, for bleeding-out rolls.
>>
>>54379303
Why do you want to make firearms unrealistically lethal, even moreso than Basic Set?
>>
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>>54375600

Thanks, I couldn't find anything about taxes in the book.

>>54377574

I ran a campaign where we used matchlock guns. They're great for NPCs; the point expenditure to get a decent skill with them is much lower than for other weapons, they do good damage, and they're cheap.

For PCs, you needn't worry. Bows and Crossbows are much better, since skill and money costs are much less of a concern.

>>54377661

Isn't that sort of thing handled by Savoir-Faire?

>>54377865

J-Joush? Is that you?
>>
>>54379289
You're capped at 40% Move with your polearm.
>>
>>54379303
Might as well just use TL11 disintegrator rays then. Guns don't automatically kill with each hit.
>>54379318
Savoir-Faire is for cultural familiarities, not firearms.
>>
>>54379325
Do I need DX12?
>>
>>54379373
Do you consider a polearm a small object in your neck of the woods?
>>
>>54379397
So I *can't* move with my polearm in my hands?Because it's not a small object, so therefore I can't walk around with it.
>>
>>54379318
Reasonably, you wouldn't know Savior-Faire (High Society) unless you were high society, just like only someone from a seafaring civilization is likely to learn Shiphandling. Beyond that, the difference between SF and simply having high Status is the degree of knowledge and how well they can use it; a spoiled brat or libertine probably can't (or maybe simply doesn't) use traditional greetings and etiquette to butter up fellow nobles (remember that SF is first and foremost an influence skill, not a knowledge skill; it exists to butter up to a subculture or class of people).
>>
>>54379418
Polearms are big and unwieldy, dude. A halberd is 12 pounds, and even a dueling glaive is 6. They're long and cumbersome. I wouldn't let you do it with objects weighing more than one or two pounds, or BL/10 if I wanted to scale it up.
>>
>>54379456
So >>54379325 is wrong. Gotcha.
>>
>>54379418
I read Semi-Upright as "you walk awkwardly upright at 40% Move, or at full Move if empty handed OR carrying only small objects at DX 12."

With a polearm, you're stuck doing a slow-ass gorilla swagger forever.
>>
>>54379482
You can walk upright with a polearm as much as you like, but unless you're a giant with giant ST, you're not going to be able to carry it in your hands while moving on all fours. A knife? Sure, but not a polearm.
>>
>>54379303
>>54379332

I want to run a GrimDark setting game.
>>
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>>54379551
Take it from someone that has walked the same dark path: lethality is not the main part grimdark. Amping up lethality to redonk levels will not make the setting more gritty, it will just make your players frustrated and teach them to not give a shit about their characters because at any moment a mook can instagib them with a shot to the toe. Give them limitations. Make them struggle. Make them suffer. Don't just kill them outright though because that makes for a boring, frustrating game.

Pic (or at least flavor text) related
>>
>>54379684
Wow that post came out 100 times more tryhard than I intended.

tl;dr I tried going ultra-lethal and my campaign crashed and burned because no one like making new characters and getting invested in them only to lose them in dumb undramatic ways every other week. Play down lethality (of the PCs at least) and play up other aspects of why your setting sucks to live in.
>>
How would you play a character with complete amnesia in a sense, say they'd have their base instinct, verbal communication, maybe some survival skills, but otherwise nothing else, illiterate, uneducated, lost and confused, thrust into a world with no knowledge of it.

Would they just be a real low point count character or how would it work?
>>
Does group basics survival gear include the stuff in personal basics survival gear?
>>
>>54380028
It sounds like a newborn or even an animal in an adult human body, so yeah, really low point total unless your amnesiac has some powerful ability locked away and/or are peak/superhuman physically.
>>
>>54380095
I don't *think* so, but I'm not sure. I've always treated group basic as things the entire party only needs one of--e.g. a cooking pot--and personal basics as things every individual needs their own of--e.g. eating utensils, bar of soap, etc.
>>
If I want to, as a GM, make the Bandolier function like a backpack for ammunition how many pounds would be realistic for a TL 5 Bandolier?
>>
>>54380130

How would I make a medium grade one suitable for mid-1800's era soldiers?
>>
>>54380175
HT lists a TL5 cartridge bandoleer as weighing 1 lb. and holding up to 50 rounds (p. HT54).

>>54380186
I'd pick and choose stuff from the Expedition Gear section of High-Tech. Actually, it looks like they provide stuff for you on p. HT58.
>>
>>54379551
Don't.

Grimdark works best with systems that aren't as front-loaded as GURPS. Sytems where building a character is a matter of minutes.

Use actual Dark Heresy or other 40k systems for that.
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>>54378652
No, just status, but in most societies Wealth gives automatic Status at higher levels.

>>54379434
You could learn to pass as higher Status, especially if you grew up around them. If you were the son of a man that taught a prince swordsmanship, spending a lot of time around and befriending a young noble, you might pick up the skills and manners needed to pretend to be noble.

Or if you were a 19th century daughter of a rich merchant you might get the same tutors and governess as nobles, to the point that you could easily pass as a noble for everything except having a title, and all you need to fix that is to find a poor pretty noblemen willing to marry a rich girl.

>>54379318
>Joush

Guilty as charged. The question reminded me of someone.

>>54380028

So like Tarzan? Lord Grayson lost in the jungle, unable to even remember how to speak until his memory is restored?

>>54380095
I feel like group basics is things like cooking kit, some tools, pegs, rope, tarp and stuff like that, while personal basics are things like your own cup, toothbrush, razor, a knife and fire starter.

>>54380175
About 5 pounds of ammunition. The belt itself could support more weight then that, but that's about what you can physically fit on a bandiloader.
>>
>>54380486
>So like Tarzan?
Yeah basically.
>>
>>54377639
All you need is a British speech therapist guy, a bet and six months.
>>
How would I make a setting that has guns exist, even energy guns, but make them not widespread, and not always used instead of melee weapons and more primitive methods?
>>
How would you stat out a fantasy-magical version of a railgun (i.e. a rifled musket given enchanted parts which make it use magically produced electromagnetism to propel iron projectiles)?
>>
>>54381795

Have them be predominately made & used by a technologically advanced isolationist enclave?
>>
>>54381795
1994, Hong Kong. The Triads fight their wars in the shadows with knives, clubs, chains and swords while the cops obediently stay out of the way. Even if you could get a gun using it would create serious problems, as the police might overlook a gangster hacked to death, they won't do the same for one shot.
>>
>>54381795
Write into the setting that guns and other projectile weapons are expensive to make, or are the exclusive property of the wealthy, or are seen as cowardly and dishonorable to use.

Or they're illegal.
>>
>>54381936
>>54381936

> .58 Rail Rifle
TL 4^
Damage 5d(2) pi+
Range 1000/2500
ROF 1
Shots 1(4)**
Acc 4
Bulk -6
Recoil 4
Weight 8
ST 10t
Cost ?

A breachloading, single shot weapon that hurls iron spikes at tremendous speed, power provided by the enchanted lightning runes that dim after it fires. Lethal and reliable, it tears though even heavy armor with ease.

**The rifle requires 5 seconds to recover full charge before it may be fired again. For every second under 5 between shots reduce damage by 1d.
>>
>>54382203

Thanks.

Now I wonder how much of an edge this would give humans over other races in the setting.
>>
>>54382203
Wait, isn't weight supposed to be in pounds?

I feel like a railgun would be a bit heavier than that, considering how heavy muskets and crossbows are.
>>
>>54382316

A normal Cartridge Rifle weights 6 pounds.
>>
>>54382316

This rifle could also achieve railgun functionality with, perhaps, just a few decorative looking magical rune engraved brass plates along the barrel.
>>
>>54382289
You are welcome.

It's a long range, hard hitting gun that can punch 12.5 pi+ damage though DR 10 armor. If you can only give them to sharpshooters and assassins they can drive officers to keep their heads down or die. If you can give them to everyone it's enough to roll over armies without some way to counter it or at least fight on the same terms. The vast majority of shooters won't be able to make much use of it's range.

>>54382316
I was thinking 'light, graceful, magical', something with the lines of TL5 rifled musket. A heavier version could work well too, and you'd be within reason to increase the ST a bit to balance it some more with other weapons.
>>
How to let players understand my about they should make skill-centric character instead of stat-centric?
They nice guys, but little too slow-witted and d&dtards...
>>
>>54382648
Let them know that 12 is pretty damn good for a stat. I'd suggest you just ask them to build their characters with 100 points in Attributes, and the rest in Skills and Advantages.
>>
>>54382648

Let them make the mistake. They'll learn the hard way.
>>
>>54382648
ST and HT should be bought first to whatever level is appropriate for their concept and budget. After that, Basic Speed should be improved to whatever level is, again, appropriate for their concept and budget.

After that, buy skills up to the desired level. It'll be expensive since 95% of the skills are coming off Attribute-10, but it's important. Then, lastly, you optimize. See what skills are linked with a Talent, and shift points to that talent. Same with similar skill-boosting advantages like Flexible. Then do the same with Per and Will skills, then IQ and DX (remember that you can also shift points back from Basic Speed and Per/Will since +1 DX = +0.25 BS and +1 IQ = +1 Per and +1 Will).
>>
What's the worst house rule you've encountered in gurps?

My first GM took 3 second turns, so basically everyone had ATR 3. Ergo every fight came down to whoever got the first turn.
>>
>>54385408
>What's the worst house rule you've encountered in gurps?
GM >> Rulebook
>>
>>54385408
My homebrewed FullMetal Alchemist rules. Attacks were a quick-contest against Dodge, for starters.

Kids, take it from me, never homebrew for a system you don't know inside and out.
>>
>>54385455
You disgusting!
Also i want to take off your skin and throw you in vinegar barrel, cuz my last two GMs was obsessed with similar combat tweak
>>
>>54385606
Yeah, it was absolutely horrible. I'm glad I played with flakes and the game died before all of my horrible decisions came to light.
>>
>>54385455
>>54385606
>>54385926

So how do we do it? I'm thinking innate attack and Control for most combat alchemy. Psionic Powers type skills and techniques for powers?

Quick contest vs dodge does work out well for "Oh fuck no" alchemists like Mustang.

Alchemical Attacks, quick contest between the attack and whatever the other guy cooks up, could be a counter, mitigator, or dodge.

Like, using Mustang vs someone else. A counter would be fucking with the air compositio--fire sputters because suddenly produced a shitton of nitrogen

A mitigator would be a wall to behind?
>>
>>54385443
>GM >> Rulebook

This is how it should be; rulings, not rules. I think the soul of rpgs has died with only an ember remaining in the form of OSR.
>>
>>54386250
Yeah, but when the GM starts overruling the rulebook left and right, you're not playing the game you agreed to.
>>
>>54386377
Ehh yes and no. If I know the GM and trust them to be competent and have the best interests of the game at heart, frequent changes are fine. Similarly, if the GM gives me a heads up and tells me houserules beforehand so I can build my character appropriately, we're fucking golden.

The only time houserules are concerous in general is when they're haphazardly applied and made up on the spot.
>>
>>54386516
Yes, that's what I meant. 'Left and right' implying a cavalier attitude towards rules application instead of a considered and measured response.

It's not as big a problem in GURPS where most rules are optional, but I still have a big mad-on for housrules that are introduced in play as opposed to discussed before character creation or session 0.
>>
>>54386377
>>54386516

It's not just a matter of house rules. The rules as given can never be truly all encompassing. A competent GM has to know when it is best to use improvisation instead of lagging up gameplay with looking up rules (and, depending on the context, vise versa). Likewise, the players too should not be too strict in their adherents to the rules, otherwise you'd have them stupidly fighting against a random encounter, against a dangerous creature in its natural habitat, etc. superior foe they can't beat instead of retreating or better strategize in ways the rules don't provide. This is how it used to be before rules became more of a crutch.
>>
>>54386748
>Rules are a crutch
Yeah, if you're a free-form roleplayer.
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>>54386158
>"Oh fuck no" alchemists like Mustang.
They can be build in two general ways:
1) "Say hello to my little 50 pts IA, muthafuckaz!"
2) "So i have this shit <Create (Large Category) Gases [Cosmic: No Die Roll Required, +100%; Reduced Fatigue Cost 2, +40%; Link, +20%; Transmutation: (Large Category) to Gas, +50%; Transmutation Only, -100%] + Control (Common) Gases [Collective, +100%; Link, +20%; Reduced Time 17, +340%]> so i can create any forms of zones with high levels of oxygen which i can ignite with my lighter, while staying here"
>>
>>54386748
The rules inform how you can play a game. For old-school games, where rules were practically nonexistent, this meant that you had to make up a lot of shit, and that's not necessarily a good thing. GURPS gives you a wide variety of rules that can be broadly applied. For example, how many other games give you rules for digging? Or for pressure? Plenty of games can't even handle slams, which is a really versatile rule for all sorts of ways to hurt people.

I struggle to think of something GURPS' rules do not already cover. Want to retreat, build a trap of almost any sort, and lure the monster into it? There are rules for that, admittedly somewhat scattered. Want to make some poison to lace booze to offer the terrible demon of the mountain? There are rules for that, as well.
>>
>>54386748
That's an outdated viewpoint from an era when rules didn't support anything beyond 'stab monster, get loot.'

You can join us in the 21st century any time Grandpa. GMs are no longer gods and can be held to account for their bullshit these days.
>>
>>54386748
How often your DM sent his mighty warrior to your dark cave?
>>
>>54387128

But is not necessarily a bad thing either. My point is the focus of the game being on the entertainment involved, and thus the GM sometimes having to decide between those rules (which can potentially stall up the session via too much time spent on narrowing down to a specific set for a player's creative action) and preserving time for actually playing the game in a way all enjoy. Its a matter of pragmatic balancing between those two.

>>54387150

This is more about a deeper difference between mindsets about how the game should be played for maximized entertainment; these being a more rules strict simulationist style of play vs generally rules-lite narrative focus, both forms existing to this day. The OSR is only mentioned because most people in the movement really focus on the mindset I prefer. I will fully agree, however, that some of them erroneously focus on solely playing those older systems; seeing as both mindsets have been used with different systems among their "old school" set. The mindset I prefer can just as easily be run in newer systems, which is why I like GURPS for its modular set of optional levels of complexity--enabling both styles to be played. This might, unfortunately, come down to differences in sets among GMs & players (one set going with the approaches I've described and, perhaps, other sets with different ones).

This is why it is important for both potential players & GMs/DMs to get grip on their preferences before play.
>>
>>54386158
I think some of the ideas I used originally are salvageable, mostly using the Symbol Magic system as a base. Human circles would have advantages that remove the need to draw time-consuming symbols, and symbol-items already exist for things like Mustang's glove.
>>
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I'm trying to figure out time-frames and tech-levels for my setting, it would be a post-apocalyptic setting, with the precursor civilization being TL 10-11.

A cataclysmic event leaves this world shattered and in ruins, and all of the precursors withdraw from the world, a currently undefined length of time later, eventually containment facilities begin to fail, or for other reasons, eject their occupants, and leave them to inhabit these ruins.

Assuming these new people would start at effective late TL 0 or early TL 1, having only really their instincts, verbal communication, and no real literacy, thought their instincts drive them to be rather clever, quick learners, and sociable, how long would it take them to advance through eras in a world surrounded by advanced ruins?

I'm trying to decide exactly what tech level I would like the people to have by the time my game would take place. Looking for an aesthetic kind of like pic related.

Maybe their native tech level should be something like 3, 3-4, or even 4, but it would be a heavily mixed tech level anyway. I think they should have an understanding of things like solar panels, water purifiers, auto-doc machines, and I want things like power boats, planes, and even submarines to be available, not from the perspective of being able to make their own, but they can repair what they find.

So maybe they would be TL 3-4 in general, then TL 3/6 for transportation and weapons (as in 3 is native, but they are familiar, though unable to fully replicate level 6 stuff), TL 4-5/7-8 for power generation, and TL 6/7 communication and medicine.
Though stuff as high as tech level 11 could exist in the world, so higher tech level would be an advantage that wouldn't necessarily require an unusual background, and I'll be lenient about using things that should be fairly user friendly, like vending machines, and other systems, like auto-docs, water purifiers, etc, because fixing them would be the hard part, not using them.
>>
>>54388419
I got a bit side tracked explaining stuff, but anyway I'm looking at probably the main civilizations in this world being
TL 3-4 (Transportation 3/6, Weapons 3/6, Power Generations 5-6/7-8, Communications 6/7 and Medicine 6/7)

So my main question here: What's a realistic number of years it would take for a TL 0 race to advance that far in a world scattered with technology left behind by a race as advanced as TL 10-11?
>>
Does anyone know how to do this? Am I missing something really obvious?

I'm using incantation magic, and want to conjure a magical sword of fire to strike my enemies with. Under "Damage Tricks", it says:
>Conjured weapons may be created by using an appropriate effect and the direct damage value, combined with Duration (which is expressly allowed only for this effect and Aura spells, above).

So in my case:
Create Elementalism [6 SP], Direct Damage 2d Burn [4 sp], duration 10 seconds [1]

Now, what's the reach of this thing?
I haven't added any range to the spell itself, since I'm going to cast it in my own hand, but what's the reach of the sword itself? What about a burning whip?
>>
>>54389174
Wouldn't it just be the reach of whatever weapon you made?
>>
>>54389233

I don't know. I thought about that, but then it gets weird. Is something long and versatile like a summoned spear always preferable over a summoned dagger, if that's the case? There's no cost-difference between the two?
>>
I'm cooking up a TL5-6 setting and I want melee weapons to be viable as a head-on option in most scenarios, IE not just for people on horses, grapples or ambushes. I'll also be using the less lethal rifles rules.

Would bumping the average armour values up, and giving most close quarters weapons divisors and higher damage do this effectively? I'm thinking ballistic pikes, pile bunkers, weaponised portable angle grinders etc
>>
>>54389342
Aren't there rules for applying attack modifiers to damage? Melee Attack C is -30%, which would drop sp for damage to 3 *if* I'm correct (and I'm probably not).
>>
>>54389342
Spear can't be used in close combat or hidden like a dagger can, so I'd say it balances out.

>>54389349
TL5-6 armor isn't hot, so there's not a need for armor divisors for melee weapons. They should already do enough damage with a few levels of ST. If you want people to use melee weapons, let them parry bullets. This levels the playing field quickly and cleanly. If you want to do it realistically, you'll have to make sure guns don't regularly outrange melee, which means most engagements start at 10 yards or less.
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>>54389349
What stats would a pile bunker have anyway?
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>>54389424
Armour isn't good, hence I'm wondering if I should bump it up to situationally mitigate some of the numbers for guns - giving melee penetrating power to compensate.

Parrying bullets isn't really in the theme I'm going for.

Limiting range is a superb suggestion though, noted.
>>
>>54389349

Make some sort of armor available in your world that's good against bullets, but not melee weapons. Make it expensive. Problem solved.
>>
>>54389349
Make guns illegal for most circumstances, like has been stated before, Hong Kong had gangsters chopping eachother up left and right in the 90s, with the cops turning a blind eye essentially, but using a gun brings a whole new type of mess into the equation.
>>
>>54389465
Sounds like you need to enchant the armor to make it worth a damn.
>>
>>54389424
A dagger made from magical fire can't be hidden either. My point here is that since weight, cost, damage of the mundane counterpart, and many other factors are irrelevant (what about readiness? parry? ST requirement?), weapons with a wide reach would be inherently superior to other.

>>54389406
You can't get a net negative modifier when applying Limitations to damage spells with Incantation Magic, so the SP for damage remains unchanged whether you use reach C (-30%) or reach 1-4 (-15%), but you can add Enchancements to compensate if you're so inclined, but aside from that little detail what you're saying checks out.

The more I'm thinking about this, the more this seems like the right way to go. The pre-built Black Blade spell uses Follow-Up applied to "conjured weapon" in the same manner one would apply it to an Innate Attack, so it makes sense that other modifiers like range would apply the same way too.
Thanks.
>>
How would you make a character who has swarms of very low powered creatures helping him

Basically nanomachines the character?
>>
>>54390937
Depends on what they can do for him.
>>
>>54390937
I'd put points into the relevant advantages, skills, and stats.

Frustrating when people don't give you specifics, isn't it? Why don't you start by telling us what he's supposed to be capable of.
>>
>>54390959
>>54391039
The nanomachines aren't microscopic, and so he isn't the one that gains advantages

He kind of uses them as a beehive almost

Mainly they act as universal tools, kind of modron like.

Just bunches of little cube men that he uses to solve problems, like lemmings
>>
>>54391147
Try again, and this time be specific. How big are they, what can they do? 'Uses them like lemmings' is so open-ended as to be useless information. Do they latch onto one another? Can they manipulate the environment? What?

Take your time, type it out, and remember that generals aren't for spoonfeeding.
>>
>>54391231
The Discord is good for spoonfeeding. They're more willing to pull teeth than we are, at least, which is exactly what some posters as of late have been wanting.
>>
>>54391231
The are small cubes 1 inch cubed.

They possess arms which can fold into their bodies, which can be used as general hands, but also as universal tools

They can fold into boxes, and can use those boxes to form structures.

They cannot talk, and are really a hive mind that decided it likes my character

They can modify their environment, do to possessing their tools as well as a low powered laser
>>
Hey GUPRSGEN I'm having some trouble wrapping my head around powers and abilities. I'm hoping if I post what I want to try and achieve someone can help me out.

For context the setting is fairly standard medieval fantasy, mostly TL3. Campaign will take place on a single world on a specific continent.

Each PC will have a personalized unique weapon. This weapon appears to be a high quality example of its type (long sword, bow, dagger etc.) including appropriate weight and other physical attributes. Though it cannot normally be damaged or broken in any way.

However the weapon is not a normal physical weapon, rather it is an extension of the character. A sort of focus through which the character can use certain unique special abilities by drawing on an internal reserve of mana. The character can never be truly separated from their weapon as they can summon it to their hands at any time, from any distance. As long as they have some mana in their reserve to do so and their hands are free.

When wielding their weapon a character can perform or activate certain pre-built special abilities. Some generic examples would be: perform an attack with a sword that launches an arc of force which can cut targets at range. Fire a glowing arrow of force from a bow that pierces armor or has a homing property. Harden their skin to resist damage. Turn throwing weapons into bolts of lightning and so on.

Any uses of these abilities draws energy from the characters store of mana and tires them. Extreme uses could even kill the character (So uses FP).

The characters will also be given a template which includes a basic set of enhancements and abilities they can use even without their weapon on hand. These templates I'm not having any trouble with as what I want them to grant seems well covered by advantages from basic. I'm not sure how to even begin creating their weapons and other special abilities though. Reading through the powers book has just confused me.
>>
>>54391369
Gadget, cosmic payload for storage, Granted by Gadget -40% on powers and make them alternate abilities of the main power of the weapon, such as an ST-based innate attack (or IQ-based for wizards, or DX-based for rogues, etc., meaning read IQ or DX as ST) off the top of my head.
>>
>>54389432
I'd have to scratch my chin, but big IMP numbers, divisor, and I'd make it have a reload like a gun.

>>54389491
But would that be better than melee weapons that are good against the armour that's good against guns?

It's mostly a question of thematics at that point, and I'm going for a victorian-esque frontiery setting.

>>54389512
Most of the setting is going to be wide open rolling untamed wilds, all exploration and adventure, so that would be hard.

>>54389598
Why specifically enchanting? I think if anything I'd go for an unobtanium metal.
>>
>>54393948
Why enchanting? Because he sounds like the guy asking for magical railrifles and such.

If enchantments exist, it's more internally consistent to use them than to just handwave crap.
>>
Do strikes with a shield take a penalty for 'off hand'?
>>
>>54394010
No.
>>
>>54391463
Cosmic payload?
>>
>>54394566
>The character can never be truly separated from their weapon as they can summon it to their hands at any time, from any distance.
Cosmic Payload + Signature Gear. See P76:
>To stow items in another dimension,
>buy Payload (p. B74) and add Cosmic
>(+50%) – which means that stored
>objects, while still subject to weight
>limits, can be of any size and are
>normally undetectable.
Fast-Draw from payload, Signature Gear means it's always there when they need it. Use the perk version from AtE
>>
>>54394647
I was just reading up I think I get it now. I suppose it replicates the intended effect even though they are not exactly storing it in another dimension.

AtE? sorry I'm not totally familiar with all the books yet.
>>
>>54394743
>I suppose it replicates the intended effect
That's the ticket. Accurate, Basic, Cheap. Go with what accurately represents the effect, then go with the simplest if there are multiple options, then go with the cheapest (P115).

AtE is After the End, GURPS' post-apoc line.
B: Basic
H: Horror
TS (Or TSh, or TaS): Tactical Shooting
GF: Gun Fu
M: Magic
MA: Martial Arts
P: Powers
PU: Power-Ups
PSI: Psionic Powers
RPM: Ritual Path Magic
TMS: Thaumatology - Magical Styles
BT: Bio-Tech
LT: Low-Tech
LTC1/2/3: Low-Tech Companion 1/2/3
HT: High-Tech
UT: Ultra-Tech
DF: Dungeon Fantasy
MH: Monster Hunters

That's most of what I remember.
>>
>>54394743
Reading some more perhaps Snatcher, with creation (+100%) and specialized "your unique weapon" (would that be -50% or higher?) is even closer to what I described.
>>
How do you make a robot with tools built into his body
>>
>>54395073
Accessory.
>>
>>54395073
Accessory perk and paying the normal cash cost for the tools.
>>
>>54395124
>>54395135
What about a robot that can synthesize tools?
>>
>>54395232
Read the goddamn Basic set already. Generals are helping, not spoonfeeding.
>>
>>54395255
I've read the book, never seen anything like this
>>
>>54395232
Like he's made of modular bits and can reshape his arm into new tools, or that he can make tools out of nothing?

The former is best handled as a 5-point Wildcard version of Accessory while the later is a specialized Snatcher with Creation and a cheap Trigger.

>>54395255
Basic Set would lead him to Modular Abilities, which is WAY overkill for this, but normally I'd agree.
>>
>>54395288
If you read the book, you'd know that Modular Abilities does exactly what you're asking for.
>>
>>54395288
Then read Ultratech for robot shit. You're probably shit out of luck though unless your GM is running a TL11+ campaign.
>>54395302
Exactly, Modular Abilities from the Basic, and nanofactories from Ultratech would work.
>>
Does gurps have mob rules?

Like massed fire stuff
>>
>>54396478
Zombies book has rules for hordes.
Social Engineering talks about mob psychology.
>>
>>54387128
>I struggle to think of something GURPS' rules do not already cover.
Footraces
>>
>>54396881
Quick Contest of Running for people of equal Move, Basic Set. Chase rules, Action 2.
>>
>>54387150
>t. entitled player cunt
You realize that players are dime dozen, but GMing requires actual expertise and skill, right? All I have to do is boot you and I can fill your spot with ease
>>
>>54396478
>>54396877
Additionally, you can treat mobs as Swarms from basic set. Horde rules are better IMO though.
>>
>>54396919
It's not player entitlement expecting the social contract (rules of the game) to be upheld during the game unless changes are agreed upon prior to the start of play, nor is it player entitlement when they (rightfully) contest mid-play breaches of social contract.
>>
>>54396919
>t. Asshole GM
That's fine? I love the way you assume I don't run games too. It's almost like I practice what I preach, as odd as that may seem to your ossified cognitive processes.
>>
>>54396919
>Responding angrily to a nine-and-a-half-hour-old post
I get that you were trying to stealthbump, but no Anon, you are the faggots. On top of that, this is GURPS, so players willing to try it are NOT dime-a-dozen.
>>
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>>54363074
>>
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Trying to build someone for a game and I don't know where I should go from here. Should I up an attribute? Buy more skills? Spend it on cash to buy better stuff?
>>
How do you stat a hive mind or spread out consciousness?
>>
>>54380486

Your knowledge of GURPS was always welcome at the table.

I wasn't sure how to get in contact with you after the game ended, but would you mind if I asked you some questions over the roll20 messages?
>>
>>54398596
Ally Group, Telecommunication (however they keep in contact) and Puppet with Possession that should have the Mindlink Required limitation as well as the Puppet limitation, and the Telecontrol advantage so the hivemind isn't harmed by the loss of a drone it's controlling.

The hivemind is in constant contact with the every drone and can switch to any one of them with no roll. You might want several levels of Compartmentalized Mind so they can take over more then one drone at once and direct the swarm being able to focus on more then one thing at a time. Otherwise, they can direct their drones to the limitations of the drone's abilities.

Just Ally Group with Minions and Telecontrol can do this too, if it's just one mind that can direct but not directly control the swarm.
>>
>>54398535
Spend a bit more on Tatics to git gud and/or pick up a level of Born Warleader. Another point of ST wouldn't hurt either. It doesn't look like you're at a disadvantage cap, so you may want to consider buying another level of DX or IQ and selling down on a linked secondary characteristic. Also consider adding another flaw; the points are nice, but mostly your character seems a little flat. On that note, don't forget your quirks!
>>
>>54398614
Go right ahead. I'd be happy to. I'm on Discord sometimes too.
>>
>>54398708
Can i make the overmind insubstantial with a +25% cosmic thing like(exists in hive members) so it can't be affected by anything?
>>
>>54398843
Sure, I'd be fine with that.
>>
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>>54398876
What about this
>>
>>54399184
You typically don't want to take disadvantages that are redundant with other traits, like, so things like disembodied spirits generally don't take things like no legs.

That said, it looks fine otherwise. Creepy hivemind.
>>
>>54399604
That would make it -25

Now to make the drones

I will gain dominance adventually, this is the reason I am a super heroing, to gain enough DNA to dominate humans.
However I will only use it on villains, because of a weird sense of duty
>>
>>54398721
What do I use tactics for? I feel like anything I would roll it for would kind of be on me the player to spot, not something to roll. I can take 10 more points of Disadvantages but I couldn't think of any. Do you have any suggestions? Or anybody else too, any help would be nice. +IQ -Will?
>>
>>54399921
Tactics is for shit your character would know or should notice but that may escape you as a player.

It's a little bit handholdy, yeah, but it's worth it to pull off sweet ambushes and avoid same.
>>
>>54398535
What the fuck is your duty? Fucking Germans running words into each other and using the wreckage like it's a real word.

Your gamberson is legitimately terrible armor. It belongs in the trash with the 1 point you have in Two Handed Axe. If you ever need to two hand your axe it can default from Axe/Mace at -3 but you are pretty much never going to be in a place where you want to two hand your axe to get +1 damage at -2 skill. That's a shit trade.
>>
>>54401615
I am not this guy, but you could just use google translate, you know.
>>
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>>54401740
>>54401615
>>
>>54362924
>How interested would you all be in a GURPS: Sports or GURPS: Olympics book?
Extremely.
>GURPS Football
>GURPS Handegg
>>
>>54364336
>My sadness is bottomless
>bottomless
This word usually is used to describe images of girls who aren't wearing trousers on /s/ or /e/. A better word might be "unfathomable" or "unplumbable".
>>
>>54398535
>6'1"
>130 pounds
THANK YOU MR. SKELTAL
>>
>>54401615
>>54401447

Thanks. Tactics is a lock. What am I supposed do about armor? I can't afford anything better then layered cloth.
>>
>>54402602
Use layered cloth and hope you can save up for or loot better soon?
>>
I'm considering hashing out a new houserule to save on rolling. At the start of every session I'll roll a secret 3d6 and write down the results. Starting from the first and cycling through, I'll use those values as the rolls for all knowledge checks.

That means instead of rolling dice I can just glance at a list and dispense information at every little knowledge hurdle. The idea being that I can then make a lot more stuff based on knowledge checks without having to slow down scenes with lots of knowledge rolls, without the arbitrariness and over-reliability of using skills as a passive value.

Thoughts?
>>
>>54403094
i've considered this myself, although i haven't had the chance to actually test this kind of thing out.
it sounds like a reasonable enough idea for passive stuff like that, at least.
>>
>>54402602
Low-Tech includes cheap armor that's at -1 DR but 60% of the regular cost. You may be able to squeeze out cheap mail or brigandine.
>>
>>54399921
Martial Arts makes Tactics stupidly good, and Kromm even included the rewrite in his list of ten things he wish he had included in the Basic Set.

As for disadvantages, you have two avenues: play up the heroic aspect or give them one tragic flaw. Your guy's already Selfless, so a type of Pacifism (especially No Innocents) or Honesty would solidify you as a good guy; you could also justify Code of Honor, seeing as you're of noble blood and may still strive to meet that chivalric ideal. On the flip side, for all your goodness, you may be very controlling and Jealous after losing your inheritance or hold a grudge towards nobles (represented with Intolerance), or you may have a Bad Temper (hell, that temper might have been what lost you your inheritance in the first place). Lastly, a neutral +Attribute -S.Characteristic would benefit you mechanically.
>>
>>54394905
So what would the accessibility cost modifier on specialized snatcher that can only be used on one specific unique item be, as above. If I'm reading right the more specific the specialization the greater the cost reduction. They give the example (only blue things -25%) which is still very broad. That suggests more than -50% to me. Also note that this will be a key ability for characters and being without their weapon will prevent them using most of their strongest abilities, severely limiting them.
>>
>>54405163
-80%. It's so specific as to remove almost all of Snatcher's utility.
>>
GURPS Naruto where everuthing tied to skills, instead of advantages, is it possible or will be too much useless work?
With Chakra Beasts as exceptions
>>
>>54405188
Ok that feels about right to me. This would mean that: Snatcher; (creation +100%), (specialization: only your unique weapon -80%), (reduced time 3 +60%) ends up at 144 points right? I'm not sure the IQ roll for success is appropriate in this instance but cant find a modifier that removes it, so I'll just drop it an leave the cost as it is.
>>
>>54405690
Cosmic, No Roll Required, +100% (Power-Ups Enhancements).
And yeah, that sounds about right. I always thought Snatcher was overpriced, but if you're giving it to people for "free" it doesn't matter.
>>
>>54405717
Ah ha! thanks.

I can see why it would be so expensive normally as it could be an extremely powerful ability in the right hands. The way I'm using it yeah its crazy expensive for what it is at 224pts but like you say it doesn't really matter because the all the characters going to gain it during a specific event in the campaign.
>>
How would one make a race that is born with vast magical power?
>>
>>54406112
Depends on the setting's magic and its GURPS realisation.
>>
>>54406120
Vanilla basic set magic, and normal magical mana levels
>>
>>54406136
Just add Magery of any suitable level into the racial template.
>>
>>54406160
Thanks,

Do you think it would be kosher to add IQ to a race?

I'm building a race that are demigod giants that all cast magic as archmages, any ways to cut costs to make them playable?
>>
>>54406212
To cut costs down to how many points?
>>
>>54406212
Having modified attributes is pretty normal.

I'd add some magical (-10 to -20 depending on how magic works) telekinesis and levitation as a racial if you're going for a magic race.
>>
>>54406241
>>54406248
Well they are stupid strong, as well as being stupid magical.

On top of being super attractive.

Think of the Norse giants, crossed with the emperor of mankind
>>
>>54405236
It should work as long as you use a flexible skill-based magic system like Syntactic that can cover all the weird thing their spells--I mean ninjutsu techniques can do.

You could also use advantages/powers and slap skills on them a'la Psionic Powers. Not all advantages have to be innate and many can be learned if you're worried about that.
>>
>>54406282
K here's the stats
ST 20 [90]
DX 10 [0]
IQ 15 [100]
HT 14 [40]
SM +1

Transcendent(typically impressive) [20]
Margery 3 [35]
Unaging [15]
>>
>>54406681
>Margery
>>
>>54382203

How much do you figure those iron spike munitions, which I presume are around the size of a short & thin rifle cartridge, should weigh?
>>
>>54407316
>.58 caliber
>'thin'
Nnnnnoot reallllyyy. Since you either can't read or can't into Freedom Units, that's 15mm.

They'd weigh a good two ounces at least. About as massive as a shotgun slug, and about as thick, but a bit longer for stability. Iron isn't as dense as lead and all that.

Unless you want to fuck with injection molding and have an iron shell filled with lead for superior performance?
>>
>>54407407

Thanks, I'll use the ammo weight given for shotgun shells then. I'm not too technical and am only interested in just using this for a fantasy game, so your knowledge on military tech was very helpful.


>Unless you want to fuck with injection molding and have an iron shell filled with lead for superior performance?

Is that performance in damage done to the (fleshy) target, in terms of it reaching its target, or something to do with a notion of conventional firearms technology? It would be interesting to know how much of this stuff changes when you're propelling projectiles via electromagnetic forces.
>>
Is there an alphanumerically organized "master index" for all GURPS rules?
>>
>>54408090
No.
>>
>>54407799
All of the above, really. Denser projectiles retain energy better which gives superior ballistic performance, and a softer metal like lead will do more damage to a soft or lightly armored target as long as you don't fully cap it.

The method of propulsion doesn't change, what's important is projectile mass, velocity, and ductility. If you're firing your rounds at mach 5, fuck it, just use iron slivers.

If your magerail fires rounds at more conventional blackpowder speeds, you'll want a lead slug in a conductive jacket for that sweet hollowpoint damage bonus.
>>
>>54362924
>Question 3
>Has anyone ever successfully ran a mecha/kaiju game in GURPS? I really want to do a Pacific Rim game, but am intimidated by the apparent amount of work for something that I'm not even sure will run well.

I'm working on something like that. I'm using the same plan as >>54363022 which is to use decade-scale ST/HP/DR, etc. as with Spaceships. The mecha will be able to move/fight as if they were humanoids. There's a pyramid article that gives some additional guidelines.

I'm using a lightly modified Spaceships for the construction system. Here are the changes:

1: Every SM can also be built as Light or Heavy. Light is 2/3 the tonnage, and Heavy is 1.5x the tonnage. Everything else scales neatly from there using the SSR chart, depending on whether it scales at 1-3-10, 1-2-5-10, or 1-1.5-2-3-5-7-10, with a few notes related to specific modules.

2: You need to drastically scale down the weapon damage, or scale up the armor. Basically the default in GURPS is that without shields, spaceships of similar size can one-shot one another pretty easily. IMO that's wrong as a default but that's what they did.

3: In my game world, shields are strong, but a melee attack or collision from another shielded vehicle causes an interaction that cancels out the shields from the POV of damage. Melee (including handheld weapons) thus bypasses shields, but not crashes, thrown objects, or attacks from unshielded opponents.

4: Mecha in my setting can transform. This is simply buying two motive systems and then tacking the "hidden" option onto them. You retract the legs and arms and extend the jet engines, and poof! it's a fighter. Or two wheeled systems and it's a car. This models also how inferior transforming mechs are compared to normal mechs or conventional vehicles. In my setting, the "realistic" scenario is fine for the story. You could also have the Transforming option and then you wouldn't lose anything by being a transformer.
>>
>>54408676

So could you use the rounds being an iron shell filled with lead as an explanation for the armor divisor that this gun has been given?
>>
>>54409455
Yes, that and the speed of the projectile.

But if you're using a full shell then you don't get any damage bonus from the lead since it won't expand on impact.
>>
What is the mayor difference between gurps and gurps lite?
>>
>>54409861
GURPS Lite has, like, 5% of what GURPS Basic Set has.
>>
>>54409861
GURPS Lite only contains about 80% of the bare minimum rules to run common games. It's missing many combat options crucial for balance, some of which it makes reference to. It completely lacks magic, grappling, hit locations, deceptive attacks, feints, steps, retreats, changes the way parry, all-out attack, and all-out defense work, and is just generally sub-par overall. But it does introduce you to GURPS.

Are you looking to use it for something?
>>
>>54409916
I was thinking in using it for a high fantasy game with dangerous combat, using gurps lite + dungeon fantasy
>>
>>54409981
That sound work well enough, but you need some additional rules for high fantasy. If you look in the mega, there's a Zombies homebrew that adds a lot of combat options to Lite, with the benefit of being already collected for you so you don't need to hunt them down. The major additions that GURPS Lite's combat needs are deceptive attacks and retreats, if you want to stick purely to official books. Retreats are too long to copy. They're on B377. Deceptive attacks are below:

Deceptive Attack
You may designate any melee
attack as “deceptive” before you roll to
hit. A Deceptive Attack is intended to
get past an opponent’s defenses
through sheer skill. You can use this
option to represent any number of
advanced fighting techniques.

For every -2 you accept to your
own skill, your foe suffers a -1 penalty
on his active defenses against this
attack. You may not reduce your final
effective skill below 10 with a
Deceptive Attack, which normally lim-
its it to skilled fighters.

The GM may opt to speed play by
limiting Deceptive Attacks to a flat -4
to skill, giving the target -2 on his
active defenses.

You're also going to want a magic system. You can read/use the magic chapter of GURPS Basic Set in a vacuum, as not much else is really needed for it to work, as far as I know.

Another option is to wait until the Dungeon Fantasy RPG drops sometime around October, but you probably want to play sooner than that.
>>
>>54409981
>gurps lite + dungeon fantasy

This is a useful combination if you want to play GURPS OSR style, if that's your thing.
>>
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>>54402834
>>54402602
>>54403412
>>54405040

Thanks, again. Going without armor on the limbs makes me wince, but means I can get to DR 3 on the body, neck and skull.

Reading MA now for stuff on tactics, thanks for the heads up. I deiced to take your advice and go very penitent outcast/good boy with him. I hope this fixes the 'flat' problem too.

Oh! And fixed the stuff from the autogenerated discription. That was alittle on the skinny side.

Tell me what you think. I'm looking for any feedback again.
>>
>>54410158
yeah i come from looking for an osr game and got quite tired so i am looking for games that can recreate that style but still could have more competent characters
>>54410100
after i read the rules lite rules i will check this out, and yeah october is way far away
>>
>>54410198
I like him a lot now, very proto-Paladin with a tiny personality flaw to show that he can be over-protective. Mechanically, he's a lot more solid; enough ST to reach 2d+x on a swing and almost enough to stay at No Encumbrance (pick up a Fine quality suit when you've got the dosh), a LOT more skills in the 10-12 range, and dropping 2H Axe/Mace since it's mostly just for finishing blows all look good.
>>
is there a character sheet for gurps lite?
>>
>>54409210

So size 5 light = size 4 heavy? How does that work? And what's the point?
>>
>>54411354

It works if you're making a civilization that actually has ships from different eras and are still developing doctrine and technologies.

You know, like real navies.
>>
>>54410198
How is he getting DR3 on his face? I guess his mail coif must be one of the "balaclava" style ones? (for lack of a better word)
>>
>>54412015
IIRC, Instant Armor lists coifs that protect the face but only on strikes from behind (in other words, they cover the cheek and the chin, areas nominally part of the "face" but still reachable via a wide strike from behind), but that level of granularity might be a bit much for GCS. It'd be more accurate for it to not grant the face DR automatically but instead include a note that says "+3 DR on face against attacks from behind."
>>
Why does GURPS use hyphens rather than minus signs? Why does GURPS use en dashes with parenthetical spaces rather than em dashes? It really gets my goat.

Compare:
>SM -1
>SM −1

>Years went by – literally! – as the game developed.
>Years went by—literally!—as the game developed.
>>
>>54412155
It covers the face from behind and gives a 1 on 1d chance of protecting the face from the front. The notes should say that.

>>54410441
Thanks! I'm liking how he turned out and the help from around here was very useful.
>>
>>54412697
Hyphen over minus signs may just be an ease-of-use thing; most people don't know the difference, and hyphens are larger, easier to see, and may reduce eye strain a bit. En dashes vs. em dashes is just a style choice. Certain style formats prefer one over the other, and in works that don't have to follow specific style guidelines like APA or MLA--which I would assume includes game books--the choice comes down to a) arbitrary company guidelines that are 90% "do what we did in the past," b) editor preference, or c) author preference.
>>
>>54412155
Oh I'm not familiar with that book.
>>
>>54413040
>hyphens are larger, [are] easier to see, and may reduce eye strain a bit
What in the world are you talking about?

Hyphen: -
Minus sign: −

The minus sign, not the hyphen, is "larger [and] easier to see".
>>
I'm considering running a game with just the basic book, but I want to use the skill list from Lite because the RAW basic list is too fucking granular, while wildcards have the opposite problem.

I'll slightly reduce the points per player to compensate.

Does this sound viable/good?
>>
>>54413092
My bad. I got them backwards and didn't bother to check which one GURPS actually uses.

Eesh, in that case, maybe they do it to save on space? Those tables do get cramped occasionally. Honestly, though, I think it comes down to most people not giving a shit about the length of horizontal lines in text and/or hyphens being a single keystroke while actual minus signs are more of a hassle. As to why it would still be done today despite heavy atomization of formatting and the magic of Find & Replace, see Reason A above.
>>
>>54413177
What skills does Lite consolidate that you want consolidated in your game? Are you fine with no grappling, and Brawling being a weak choice without the damage boost? What about "Natural Sciences" and "Social Sciences" and such attracts you when each is a separate skill?

It's fine in some places, but I think it's quite easy to consolidate skills with a dozen or more specialties by making them one step harder and saying they include everything below them, much like how Biology does it.
>>
>>54412697
>hyphens rather than minus signs
Those are different symbols?
>use en dashes with parenthetical spaces rather than em dashes
What?
>>
>>54413281
Pretty much every science or craft related skill, along with the shitton of basic athletic skills are way too numerous in basic. I'd explicitly add a single grappling skill, probably taking wrestling or sumo as-is.

I'm getting tired generally of the massive overgranularity of the skill list, but specifically for this campaign I'm going for lightweight and fast and dont want to be bogged down with deciding which of the 17 skills relating to the modification of electronic equipment should be used, which the player inevitably overlooked.
>>
>>54413289
>Those are different symbols?
https://en.wikipedia.org/wiki/Hyphen
https://en.wikipedia.org/wiki/Plus_and_minus_signs#Minus_sign

>What?
https://en.wikipedia.org/wiki/Dash#En_dash
https://en.wikipedia.org/wiki/Dash#Em_dash
>>
>>54413340
What I've done in preparation for my game is:
>Take basic set skill list
>Remove all TL inappropriate skills
>Remove skills that are too granular for me (lifting etc)
>Remove skills not appropriate to the campaign
>>
>>54413485
Custom skill list is probably a good idea desu. I'm using lite as a base though.
>>
Can anybody post that picture/pdf with all the 3rd edition setting books where you roll to generate a setting?
>>
First time making a GURPS character for a sort of "Space Colony going to another Planet" kind of session. Not really looking for tips on how to make the character "better", I know what I'm getting myself in for, but that said what do you guys think of what I've made here?

https://www.myth-weavers.com/sheet.html#id=1275552
>>
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>>54414171
I found it, in case anybody cares
>>
>>54414246
>>54414246
I know you said you don't want notes, but here are some notes.

Your points in Brawl and Striker are a lot of investment in a really bad attack you should only try to use if totally desperate. You are quite vulnerable even to primitives and animals, much less anyone with TL 9 equipment.

You've got a lot put into being a Battle Pony. I'm just not seeing where that goes, given your lack of weapons and poor attributes. If I understand right Judo isn't a great choice either, as you rarely have your "hands" free.
>>
>>54414246
>Don't tell me what you think
>But what do you think?

With your DR, HP, and complete lack of possessions you look like you're just trying to get off on brony snuff tabletop.
>>
>>54415221
>>54414246
>>54415301

No bully, but you are a TL 9 200 point creature of myth and legend that would get his ass handed to him in a fight with Johann of Munich from >>54410198
>>
>>54415221
>>54415301
Let's just say this is a session where the vast majority of creatures aren't going to have hands (second poster is pretty close desu), as for equipment AFAIK everyone is basically going to start from pseudo-scratch in recolonizing this new planet, with everything that may entail. Pretty much everyone in the group including the GM is new to this, so if anything does go horrifically wrong we'll try to use it as a learning experience.

>>54415384
This got a laugh out of me, and personally I hope that would be the case what with having taken Cursed and Weirdness Magnet.
>>
>>54415464
Weirdness magnet isn't actually dangerous. It's just there to give the GM an excuse for plot and surreality.
>>
>>54415513
Good, I look forward to it.

Truth be told though I mainly just used this an an excuse to essentially build Touma from A Certain Magical Index (albeit as a different species), and at least in that respect I think I did a decent job with regards to accuracy.
>>
>>54406596
I was thinking more on imbuements and cinematic skills like lizard climd, light step etc
>>
>>54415657
Cinematic skills would work for a lot of things, but not everything that the ninja-wizards in Naruto can pull off.

Imbuements, though? NOW we're talking. Add in the Vehicle Imbuments from Pyramid and let them apply to users directly and you're good to go.
>>
Is it just me or does the guy at the start of Chapter 9 in the guidebook look like Jack Nicholson?
>>
>>54410231

Is Dungeon Fantasy worth buying, and does it provide a good list of stat-blocks for monsters & such?
>>
>>54416825
why not check it out and buy it if you like it?
>>
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>>54416825
Dungeon Fantasy Monsters (1,2 and 3) provide pretty solid monster options to challenge dungeon-deviling heroes. I think it's worth the money, but if you want to check it out first that is okay.
>>
>>54417559
are those man?
>>
>>54417876
A mother and her son.
>>
>>54416825
If you so lazy bastard so you need main bead and butter part of setting decorations made for you by someone else
>>
>>54417964
That one of him in the dress would be pretty convincing if you couldn't see his raging erection.

He's pushing the dress to try and hide it, but he's not hiding anything.
>>
>>54405040
>Martial Arts changes skills from the base book
Oh shit, I wish I knew that earlier. Are there any other books that I should look at for updated/alternate skill rules?
>>
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>>54415464
>>54415513
What are some good examples of stuff to do when you have a weirdness magnet in the party?
>>
>>54418157
I ah.. guess you like it?

>>54419466
Low Tech 2 has alternate rules for weapon and armor scaling, tactical shooting, action and SWAT have alt rules for stuff related to gun fights.

>>54419586

Your personal belongings are often replaced with functionally identical but somehow different items, like a blue towel being replaced with a gray one.

Cats shun you. You are Marked as a servant of their Great Enemy.

Your perfect doppelganger stalks you, but his purpose is not sinister. You will often hear of his deeds when you are credited with them, for good or ill.
>>
Are there rules for getting a small shield strapped to your arm so I can hold a two-handed weapon?
>>
Say in a given setting something much akin to gunpowder is a naturally occurring substance that can be gathered in significant quantities. How advanced could guns get on a TL1 tech base?
>>
>>54420258
Not very. You wouldn't have the materials or mechanical knowledge to have something that can resist the pressures of firing a round.
>>
>>54420274
Okay, I'll admit it, I'm considering stealing firedust from Exalted. So this is more of a flamethrower thing, and I'm guessing not the same sort of pressure but that wasn't the type of engineering I studied in college.
>>
>>54420258
Gunpowder possible to make from TL0 I think. Sulfur, charcoal and saltpeter.
Just powder them and mix in right proportion and you can go boom.
If you want guns then they possibly can be done in Roman Empire AFAIK.
>>
>>54420342
With a flamethrower you need to withstand the heat of the material going through it. I don't actually know just how hard that is to do with modern day flamethrowers that use napalm, but I imagine you'd need some way to propel it, so you'd need CO2 or something similar to pressurize the fuel tank.
>>
>>54420342
>firedust from Exalted
Doesn't it's just plain black power, made by sandniggers on south of Creation
>>
>>54420400
What I meant is the effect is more like a flamethrower, with no solid projectile. Something like the flamethrowers on page 86 of Low-Tech, with pistol and musket equivalents if at all plausible. I'll probably mess with the stats a ton to get something less anemic whatever they end up looking like.
>>
>>54420542
Okay, so, it's still propelling something? If yes, then I don't think TL1 materials could withstand the pressures to make something man-portable fire.

Or just say magic physics or whatever.
>>
>>54420592
>Okay, so, it's still propelling something?
Not really? It's just propelling... itself, I guess? The powder is packed in the tube, and that's it. It's lit somehow and expands violently as it burns.
Anyway, I'm tired and probably explaining this in a dumb way. For the sake of argument let's say bronze barrels are sufficient. I'm really more interested in what locks are plausible, and if you need crossbows first before you can get the distinctive shape of an arquebus or musket rather than a tube on the end of a pole.
>>
>>54402497
Ignore this troll. A bottomless pit is a common phrase.
>>
>>54421017
"this is a bottomless pit" = idiom
"this pit is bottomless" = sentence that sounds strange
>>
>>54421017
Bottomless pit girls?
I think I want to see that
>>
Anyone know where I can find the optional rule on limiting dodge? I remember someone posting a pic of it a few threads ago. Friend wants more dangerous firearm conflicts.
>>
>>54420155
I think the issue of just strapping a shield on is that, since our arms are mostly cylindrical, any blow that lands off-center is liable to twist the shield around, turning it into a liability.
>>
>>54421717
Martial Arts: -1 cumulative penalty to dodges after the first.
Tactical Shooting: have to declare which shooter you're dodging during your turn (you can only pick one), and if you plan on diving prone, you need to do it during your turn.
Douglas Cole's "Dodge This": cannot dodge firearms effectively and instead must take evasive movement to penalize shooters' attack rolls or use cover like a sane individual.
>>
>>54421804
Cheers, tactical shooting was the one. Any idea where it is in the mega?
>>
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>>54420657
>>54420400

With modern flamethrowers and old, old fashioned spark-throwing black powder fire tubes the trick is that you don't contain any flame. Almost all of the fire happens outside the tool where it's safely away from you, all a flamethrower does is expel a stream of liquid that gets lit on fire.


Pictured is a firework, a fountain. These burn powder in a tube that is open at one end, the burning powder sending out a jet of hot gas. If you embed things that burn slower and hotter then black powder in it you get a shower of glowing sparks like this, and a tool that could light things on fire or at least seriously distract someone. This sort of thing was one of the earliest types of weapons created with gunpowder, and you can make one with a bit of bamboo.

They are in Low Tech, too, if you want to use them.
>>
>>54417559
>>54417964
>tfw you'd fuck them both
>>
>>54421804
Could I get a short summary of Coles's article? His always confuse me for one reason or another and I never seem to get them until someone explains it.
>>
>>54424081
>forums.sjgames.com/showthread.php?t=115624
>CTRL+F
>>
>>54422751
Much UNF
>>
Does anyone happen to have Pyramid: Dungeon Fantasy Collected? I can't find it in the Mega.
>>
>>54418034

You have enough free time spend on the tedious task of creating all the stats for every NPC and at least 100 monsters for your games?
>>
>>54426952
not him, but please listen carefully
don't fully stat up NPCs
just don't do it, they don't need it, just slap down the few numbers that they actually need, such as the skills they are expected to have and nothing else unless it comes up (wildcards are good for NPCs, even if you don't use them with the PCs!)

I completely agree with you on wanting bestiaries, though.
I fucking love bestiaries.
>>
>>54426952
Bruh, this is true for every game but especially true for GURPS: Don't fully stat out things you don't need to. You will go absolutely insane, especially in a system as in-depth as GURPS. Write statblocks, not full character sheets (major antagonists and allies may warrant full sheets, but on the flip side cannon fodder can be expressed in 3-5 values total). Eyeball skill traits and keep the game flowing.

I statted out every little thing and burned out FAST. Not only was all that effort a headache, all it got me was frustration when my players missed the "nuance" of background traits I had included in Orc Warrior #334-A.

Action 2, especially the BAD system, should be standard reading.
>>
>>54427441
>>54427516
Creating statblocks is still tedious. GCS doesn't have an output for them, so there's no real way for you to rush them out than making your own form to fill, while still having to refer to the books or GCS or whatever for things like damage.
>>
>>54411354
>>54411812

I'm back. To answer your question, Size 5 (Light), Size 5, and Size 5 (Heavy) are all SM +5. SM +4 (Light), SM +4, and SM +4 (Heavy) are all SM +4. Light and Heavy don't change the SM, they just change the tonnage within a given SM. And they're not "half SM's", SM +4 (Heavy) is 2/3 the tonnage of SM +5 (Light). It's TWO steps, not one.

SM +4 (Light) = 6 Tons
SM +4 = 10 Tons
SM +4 (Heavy) = 15 Tons
SM +5 (Light) = 20 Tons
SM +5 = 30 Tons
SM +5 (Heavy) = 45 Tons
SM +6 (Light) = 60 Tons
SM +6 = 100 Tons
SM +6 (Heavy) = 150 Tons

See?

Size is flexible enough that you can leave a mech's height at default for its SM, or if you like, add or subtract 1/10th of the height of the next SM. The same goes for values like Armor or dST/dHP, which scale by SSR.

Values that scale by SM according to the 1-3-10 pattern (or the 2-6-20 pattern), scale just like the mech's tonnage (-2/3 or +1.5). 1-2-5-10 has its own pattern. It's pretty simple once you see it. Since just about everything in Spaceships scales according to one of these progressions, that basically covers the whole system.

>>54409210

I wasn't finished with listing my changes, but Pyramid 3-40 is a good place to go if you're looking for rules. In my game, Mech Melee is its own skill that defaults to Pilot (Mecha), which you use for pretty much everything else.
>>
What's a good estimate of timeframe for mankind to be bordering on the brink of reaching Tech Level 11 in a realistic universe?

I'm trying to figure out when my setting should take place.

In a setting with basic interstellar travel (such as that of late TL 10/early TL 11) how long would it take for a exodus ship to reach Alpha Centauri, 0.21 light years away?

Could terraforming be feasible at that tech level or would I have to super-science that shit? I'm already taking some artistic liberties with science to account for several aspects, but I'd like what can be accurate to be accurate.
>>
>>54428303
UT8
>>
>>54427771
You can Save As PDF or HTML for GCS for quick reference on templates. Create a few sheets to cover broad areas and reuse them. It's okay if every common thug is working off the same sheet, especially if you randomize their equipment and personality traits a bit.

>>54428303

This is a complicated question. The truth is because a lot of TL 11 stuff is speculative, it's hard to say. 2200 might be a relatively reasonable guess.

Sol (our sun) is about 4.4 light years away (0.21 is the distance between Alpha Centauri A and Alpha Centauri B). A realistic trip between them really depends on what kind of technology you have..

At TL 11's dawn an antimatter-catalyzed fusion engine/antimatter engine might be reasonably capable of 0.2g constant acceleration. This means in about 5 years you'd have gone about half a light year, then you'd travel at (about) .5c for 7 years, then you'd break for five years.*

Total time of ~17 years, minimal relativistic drift.

*Why this profile? Because going faster then .5c dramatically increases fuel requirements and makes Weird Shit start to happen. Also, because I kinda suck at math.
>>
>>54427516
>Action 2, especially the BAD system, should be standard reading.
This is amazing. I can't believe I never saw it before.
>>
>>54428792
It's more that the sheets have too much information displayed at once. DF monster templates are the right amount of information. Plus, templates don't come with things like damage, etc. pre-calculated. Hack solutions are solutions, they're just not good ones.

>>54428826
All of Action 2 should be in 4.5e's core rulebooks. If I had to tell people to buy one book after Basic Set, it would be Action 2.
>>
>>54428792
Oh, I was hoping for the trip to be a bit longer than that, how long would TL 10 tech take them? Mostly want I want out of TL 11 would be the nanite technology I guess. So I guess a more accurate assessment of the setting's tech level would be TL10 (Nanotechnology TL11) or something like that, instead of a straight TL10-11
>>
>>54429103
You can do mixed TL societies man, I mean...TL really starts to break down if you look at modern tech.
>>
>>54427441

>>54427516


Thanks, I'll take both to heart


>>54427441
>I completely agree with you on wanting bestiaries, though. I fucking love bestiaries.

Strongly agreed. Perhaps I might look for old Medieval ones and other sources to use your suggestion on.

http://bestiary.ca/
>>
>>54429284
Yeah, I'm aware, I was just looking into how I could make the journey to Alpha Centauri seem a long and epic, kind of one-way trip sort of journey. The idea is humanity packing themselves onto Exodus Ships to abandon their ruined Earth.

What actually happens to the humans isn't really important, for the purpose of my setting it focuses on someone else, but it's in case players want to know where the humans went in my setting.
>>
>>54429373
Then a TL9/10 fusion-powered sleepership would work perfectly. Nothing says 'one way trip' than decades-long cryosleep or generation ships.
>>
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>>54429103
Well, that was a pretty optimistic profile. 0.2g constant acceleration for 10 years is a LOT, and would consume a stupendous amount of hydrogen (at least it's cheap) and antimatter (stunningly expensive).

For a fusion ramjet ship at TL 10, the trip is a bit longer given the drag of magnetic scoops on interstellar medium and lower acceleration.

At .001g constant acceleration your trip takes 130 years and reaches the speed of 20 thousand kilometers per second at peak. That's still pretty fast, by the way.
>>
>>54429622

If you launched tomorrow you could look forward to getting there on March 31th, 2148 CE. Because of relativistic effects people on your ship would have calendars that say February 24, 2148.
>>
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It's the penultimate thursday of the month, so here's your pyramid!

https://mega.nz/#!39VHzQ7Z!jb-vsp29DzcyOPQzY8fFMqpkYPR2h52y0S_e7MDvt8g
>>
>>54429885
Thanks. Might have been better to wait though, this thread is terminal.
>>
>>54429885
Anon always delivers.

Don't they protect their shit like drivethru? Or is it all free of watermarks?
>>
>>54429885
Thanks for posting
Thread posts: 328
Thread images: 40


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