[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
Old General is dying, long live to the new GURPS General. I
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 40
File: cover_lg.jpg (155 KB, 550x740) Image search: [Google]
cover_lg.jpg
155 KB, 550x740
Old General is dying, long live to the new GURPS General.

I don't even know anymore edition

The usual disclaimer that some of these links may not work applies.

=GURPS Resources==
If you want to learn the basic mechanics of the system, get GURPS Lite for free at www.sjgames.com/gurps/lite/

Character Templates. Think Character Classes.
http://gurps.wikia.com/wiki/Character_Templates

GURPS 4th edition Books:
https://mega.nz/#F!RcJUHApY!uVGhU1FAZaWQAURsfrOgyQ!8cgQgBpL

4th edition Character Sheet utility:
https://www.gurpscharactersheet.com

Combat Examples. Very useful for new players and GMs! Check out how different options effect things.
http://www.themook.net/rpg/examples/

GURPS Murder Simulator, a fun tool to simulate shooting people in GURPS.
https://dl.dropboxusercontent.com/u/40207800/MiscDev/MurderSim2015.exe

GURPS 3rd edition PDFS. Unreliable. Try again if they don't work.
https://www.mediafire.com/folder/qiq29z073l9zs/GURPS
https://www.mediafire.com/folder/fvkg5h94x1k1m/GURPS

What Skills should every PC have? Good idea, moderate execution.
http://forums.sjgames.com/showpost.php?p=369148&postcount=22
http://forums.sjgames.com/showpost.php?p=676097&postcount=4

Combat Cheat Sheet
https://dl.dropboxusercontent.com/u/10971026/Combat%20Maneuvers%20Cheat%20Sheet%202.04.pdf

Random utility
gurpscalculator.com

Magic System comparisons
http://pastebin.com/4Wk6gB2D (HTTP)

Planet and star generator:
http://higarashi.big-metto.net/upload/CeleNavigation/CelestialNavigation_x86.zip

Innate Attack Calculator, missing some modifiers:
www.sjgames.com/gameaids/gurps/g4innatecalc.html
>>
Old Thread >>43686792

"But why GURPS?"

1) The splatbooks/worldbooks are universally written by people who know what they're talking about. The Fantasy book is written by archaeologists and historians, the Space book is written by astrophysicists, the Guns book is written by gun experts, etc. The factual mistakes are few and far between, and almost always acknowledged later. They give great advice on how to make believable worlds, how FTL affects society, how magic changes warfare, how real supernatural elements change secret societies... or how to ignore all realism and make whatever setting you want in a way that players can't take advantage of. They're great reads, even if you don't use the system.

2) GURPS has rules to handle anything. You don't need to use them all (why bother with rules for asphyxiating in a vacuum in a game about biker gangs?) but they're there. So if a game doesn't go where you expect, and your party of adventurers buy a wagon and start managing a merchant caravan company, there are books to support that style of play in a systemic way, integrated with the core rules in a way that makes sense. This also makes it great for crazy blends of game. Dungeonpunk with automatic firearms? Yes.

3) GURPS by default uses "heroic realism". This is when the odds on the heroes' sides but reality doesn't bend for them. Two bullets will knock a human unconscious (but not immediately kill him - this is fairly realistic) but hitting a moving target more than 100m away in a firefight is hard as hell. It suits games that go for a realistic or gritty feel and gives a break from the slightly cartoony damage sponges in games like D&D but can be customised with optional rules to change the feel from "Fuck You, There Are No Heroes and the World is Shit" right up to "The Heroes are Good and Always Triumph Over Evil". Incidentally, what makes it heroic realism also makes it the best game on the market to play a game about Operators Operating Operationally.
>>
>>43767849
Hoo boy
>it's unplayable
>it can't do anything well
>it's a meme
>just play a specialized system
>>
File: noflavormasterofnone.jpg (200 KB, 861x1169) Image search: [Google]
noflavormasterofnone.jpg
200 KB, 861x1169
>>43769208

Requesting the /tg/-version now.

Is GURPS even that common outside the GURPS generals? Personally I've stopped recommending it on /tg/ because people just cry about it. The only time I bring it up outside of the general threads are when people ask if "Is there a game with rules for X?".
>>
>Looking at magic replacement arm, like a magic construct warforged arm, that gets stronger/weaker based on ambient mana levels.

One Arm [-20].
No 'One Arm' (Magical, -10%) [18].
Weak Arm (1/2 ST) [-2] or (1/4 ST) [-5]. See Extra Arms, p. B53.
Arm ST (One arm) [3/lvl] with Accessibility: Only in high mana zones -xx%.

>Just not sure how you do ST/DX/HP/DR for a separate arm and how it works in game.

Arm DX (One Arm) [12/lvl].
Damage Resistance (Partial, One Arm only, -40%) [3/lvl].
>>
>>43769421

Well, the only instances of GURPS I saw in /tg/ in a long time were the GURPS generals.

OP of other thread is just someone who doesn't like GURPS and in extension, nobody else is allowed to like it either or even bring it up.

Welcome to the internet.
>>
So question for the gurps fans. I really want to like this system, especially for that 3d6 curve, and I've had a little experience with a con game. But I'm the only one in my group willing to give it a shot so I'd be gm'ing and have to make up a bunch of pre-gen characters.

So I guess the actual question is are there any resources out there to act as 'templates' for the rules building phase where I'm trying to figure out what I'd want?

I've seen all the usual discussion between the 'too many rules/you just need to cut it down right' camps so I'm looking for a guide I can use if it exists.
I'm looking to run a hard-ish sci-fi game with roots in traveler. The books I have are basic set characters, basic set campaigns, space, and traveller interstellar wars. I had hoped that space or the traveller book might give a list of 'hey these are skills we recommend you using', but they just add even more options. I'm lost.
>>
>>43769626
Chargen has things actually called Templates, and there's always How To Be A GURPS GM. Mostly it's just deciding what books you want to use, then going through them and deciding whether or not you want to use a rule.
>>
>>43769651
I think he means more character class templates, like those found in Fantasy, but for sci-fi games. Surely they exist somewhere.
>>
>>43769667
Like the ones on P226 of Space?
>>
>>43769651
>>43769667
No not the character templates, I guess I should have avoided word overlap.
I keep reading here that you need to cut out all of the rules you don't want to get gurps to run smooth, but the sheer volume is overwhelming.
I was hoping that someone might have already made lists/templates/whatever that a gm could use to speed up the setup.

eg: when playing a generic fantasy campaign, you wil want X books, Y skills, and Z advantages. Season to taste from there.

Basically right now I'm looking at a whole kitchen and am lost, but if I had a recipe someone else had used I'd at least have somewhere to start from.
>>
>>43769716
The problem with that is that everybody approaches the genre differently. You might like your fantasy slightly different from the person who wrote the list.

If you're angling for a D&D-like thing, the Dungeon Fantasy series is designed for that. Beyond that, your only real recourse is just to read the books.
>>
>>43769739
Well fantasy was just the example, I'm aiming for hardish sci-fi.
But ok, second question then, will I get everything I need just from the books I have? (listed above)
I'm just as worried about missing something important as I am about keeping a whole bunch of crap I didn't need
>>
>>43769772
Honestly? For a first-timer try-out adventure, I'd recommend not using much outside of basic set. But if you set out to do hard sci-fi, consider taking a look at ultra tech if you feel the need for more equipment stats.
>>
>>43769772
If you're pulling from Traveller, you might want Psionics Institutes. The Action series is about making your games less lethal and more Hollywood. Tactical Shooting is for unleashing your inner Operator.

Really, most things can be done with the Basic Set, the supplements are mostly new ways of using the abilities from BS.

I see you don't have Ultra-Tech. Rectify that immediately if you want SF. There's a series of supplements called Spaceships that might be helpful, and some of the Pyramid issues could be helpful too.

Basically, go into the 4e trove in the OP and browse for titles that catch your interest. 3e stuff is still valid for fluff and gameplay suggestions, even though the rules are somewhat different.
>>
>>43769820
OK, thanks very much.
>>
>>43769548
Honestly, I'm just glad they have their own shitposting thread. Regardless of what shit is being slug about my pet system, dude that started it had the decency to not do it here. Props to him for that.
>>
File: Var1bluede.jpg (56 KB, 640x480) Image search: [Google]
Var1bluede.jpg
56 KB, 640x480
To the person asking about 10mm auto last thread. Forgot to mention High Tech also has the Colt Delta Elite.

If you are going to have rcl 4 in a pistol might as well look cool doing it. The glock probably holds twice as many bullets though.
>>
File: Toxic Memes.png (1 MB, 861x1169) Image search: [Google]
Toxic Memes.png
1 MB, 861x1169
>>43769421
>>
I want to learn GURPS but it feels so overwhelming and everyone in my GURPS is turned off by the stigma. The appeal of it to me is being able to do crazy crossover games, or ISOT-themed games, like a city full of rednecks circa 2015 ending up in fantasy!germany circa 1300.
>>
> 4th edition Character Sheet utility:
> https://www.gurpscharactersheet.com

This links me to an untrusted site that says this:

> OS X Server makes it easier than ever for the people in your organization to collaborate, communicate, and share information.
> Profile Manager
> Configure Macs and iOS devices so they're set up for your organization.
> Xcode
> Create bots to automate the integration process of building, analyzing, and archiving.
> Wiki
> Users can collaborate and communicate through their own wiki-powered website.
> My Settings
> Change your password and customize settings for your account.
>>
>>43773518

For some reason, the https:// makes it go somewhere else. Try

http://www.gurpscharactersheet.com/
>>
can i halfsword using gurps?
>>
>>43773591

If only I knew what you ment, I'm sure I could give you an answer.
>>
>>43773345
1. All the rules you need are in the lite edition of the game, which is free. Every book besides that, even the basic set mostly, are just well reasoned applications and extrapolations of that book.

2. There is a free adventure module "caravan to ein arris" that puts you through a middle ages arabian nights, somewhere between mundane and "cinematic" adventure of being a body guard for wealthy merchants on a road. It is almost completely playable with the lite set alone... Most of the advantages or skills not in the lite edition are easy enough to understand without the basic set in front of you (EG: even though I don't think Animal Handling (Camel) is explicitly explained in lite, I think it's pretty self evident what it means. [It means being able to handle camels.])

3. Those two resources are completely legit free, and are seriously enough to play the game. If you can get your group to try those, and they like it, probably the next steps are:

A. acquiring basic set (Characters): mostly just an expanded catalog of the advantages, skills, and disadvantages in Lite, touching a bit on custom powers, Psi abilities, and the vanilla magic system

B. acquiring Basic Set (Campaigns): Mostly additional details for rules; all are optional, but if you are running an outdoor survival campaign, you could use the guidance suggested for hiking and camping; if you want more detailed/less abstract combat on a grid, you could read the tactical combat chapter. If you want to have more mechanically tight negotiation mechanics, read the section on reaction rolls. All of it's optional though.

C. acquiring How to be a GURPS GM gives really good advice on what concerns to address when setting up an adventure, setting, or a grand sprawling campaign.
>>
>Fighter 1 and 2 in the Caravan to Ein Arris have ST 13 and Broadsword 16/15
>adventure module tells you to use two of each

Holy balls, these guys are better fighters with their primary weapon than the 150 point mercenary from Banestorm. In a 125 point game where the players might not even be combat specialists.
>>
>>43773623
half-swording
>>
>>43773682
Funny timing, see >>43773693

If you use these guys as written the PC's WILL lose unless they all manage to make optimised combat monsters. And since nobody is wearing much armour in this setting they are in huge trouble if they get even once.
>>
File: 1324879485225.jpg (549 KB, 1980x1350) Image search: [Google]
1324879485225.jpg
549 KB, 1980x1350
Christ it gets even worse when you get to the bandit camp.

I do not think Kromm would approve this module today. Random thieves and bandits are not meant to have skill 16/15 in their combat skills.
>>
>>43773591
Looking at the wikipedia article, it describes it as gripping a sword in the middle with a second hand to direct it more accurately. Looking at an article that comes up from googling "half sword GURPS," it sounds like the rules for defensive grip in martial Arts might cover it. The last defensive grip option says reach becomes C, attacks to chinks in armor get a +2 bonus, and regardless of the sword type, it can only do thrust impaling or thrust crushing damage.

You could then work on the targeted attack technique for chinks in armor to simulate it further and grip mastery to switch in and out easier.
>>
>>43773850
thanks, i think i have found the system for my game. i'm assuming that mordhau and other techniques is also possible and covered
>>
>>43773546
Thank you. That one works.

Btw, what's the difference in TL7/8 in GURPS 2E/3E/4E?

What TL is Earth at today? In 4E, is Earth of the 1980s considered another TL yet?
>>
>>43773947
Mordhau would be using using the Two-Handed Axe/Mace skill in conjunction with the Hook technique.

IIRC the above is covered somewhere in GURPS, but I remember finding it in a weird place I wouldn't normally think to look, so here it is to save you some searching.
>>
>>43773947
If GURPS is too much for you, check out Song of Swords.

>>>>43703286

It's very indepth with the rules, but has a different system and is more focused to pre-20th century combat.
>>
File: CYop5Uh[1].png (536 KB, 1920x1040) Image search: [Google]
CYop5Uh[1].png
536 KB, 1920x1040
>>43773947

The same blog article that had information on halfswording also had some reasonable looking house rules for mordhau (he calls it "Battering Point") There is no official mordhau rule, but that looks pretty fairly balanced (except, I kinda wonder about considering giving a sword swing impaling like a pickaxe if it has a wide crossguard, but that is also balanced by how dangerous that is to the crossguard.)

I can't link the article for some reason (4chan thinks it's spam) so here's a screenshot.
>>
File: 1405566064662.gif (1 MB, 300x188) Image search: [Google]
1405566064662.gif
1 MB, 300x188
>>43774223
>going into one General for a game to try to get people into another one for a different game

GURPS works fine for pre-20th century combat as is, and with some martial arts rules thrown in, it works just as well as SoS.
>>
>>43774193
In 4e, we are TL8 on the cusp of TL9; we have a small amount of TL9 tech, but it's expensive and isn't generally as reliable as we would like it; I would say both of those are reasonable results of people inventing stuff from a TL above their own. 1980s is the beginning of TL8; TL7 stuff is still widespread but TL8 is lowly taking over, and some TL8 stuff isn't available yet.

As for the differences between editions, I wouldn't know. The only thing that really jumps out is that, from what I've seen, 3e has up to TL15 or 16 while 4e caps it at TL12. I don't know if this is because TL advancements are more spread out or if, in making 4e, they decided to squish TLs12-16 into TL12 and label it "all the really really high future shit." I also don't remember if 3e had superscience or not; a lot of high-TL devices under 3e might just be ^ in 4e.
>>
>>43774193
1980 is when TL8 starts, TL9 does not have a definite start date but the approximate assumption in ultra tech is 2025.
>>
Anyone have/know which Pyramid the Last Gasp article was in?
>>
>>43774609
Sorry, I was AFK for a bit.
I just got around to answering you here >>43774689
>>
Is mega working properly? It seems to be stalling at the last couple of seconds no matter what I download
>>
File: 3e tech levels.png (190 KB, 471x945) Image search: [Google]
3e tech levels.png
190 KB, 471x945
>>43774297
3e had "2000+" firmly into "space faring" and has us colonizing the solar system...
Its Ultra-Tech also had things like civilian laser sensors and infrared camouflage as things of the far-off 2050+ years when we'd be a star-faring civilization leaving our comfortable solar system. I don't doubt we have now some of the things they thought would take decades or centuries to perfect, but also pushed back some stuff as far, or even definitely marked them down as impossible.
>>
>>43774781
I think one issue with tech levels is that they aren't organic.

1. Tech levels are divided by historical era, not the ease of construction with a particular amount of infrastructure. You could have firearms & cannons in the bronze age, for example.

2. For modern tech (which needs tools to make the tools to make the tools, which makes our technological progression more linear), a lot of it seems to just be about the $$$ or luck of a brilliant guy invested in the field.

We could have been a spacefaring people by now, for example. But we lost the hype for it.

And today, with welfare costs bound to balloon over the decades as developed countries age or try integrating a bunch of people from developing countries? Not as much will be invested into developing technology.
>>
>>43774922

1 is wrong. They're NAMED for historical eras, but a specific event or technology characterises the tech level, not the time - TL1 begins with smelting bronze, TL2 with smelting iron, TL5 with steampower, TL7 with nuclear fission, etc. When those events happen isn't important.

What is important is that each TL builds upon the previous one. Bronze firearms (hand-held, at least) aren't really likely because the chemical knowledge and expertise required to create gunpowder in useful quantities requires the scientific method, glassblowing, and iron strong enough to be used as a barrel, all of which require discoveries from previous tech levels. Likewise, TL7-8 space travel is impossible without TL6 rocketry and physics, unless we're talking about divergent science.

Incidentally, if you do want bronze guns, that's a divergent tech level: TL1+4.
>>
>>43775025
>Incidentally, if you do want bronze guns, that's a divergent tech level: TL1+4.

Yes, but a lot of technologies could have been invented centuries earlier than they were in real life. Some knowledge/infrastructure even ended up becoming uncommon or forgotten.
>>
>>43775136
Not really no.
>>
>>43775136

My point was that tech levels explicitly aren't about timescale. How many centuries it is between the invention of gunpowder and the steam engine isn't important.
>>
>>43775255
Additionally, low-tech makes it explicit that one can have differing tech levels in different fields, and tech levels never have to be black and white. Notably, China I think, has several tech levels slightly higher and slightly in low tech.

In Fantasy/alternate history, you can have spinoff tech levels, like TL4+1, or TL3*. The tech levels are just a tool to help determine what might be appropriate, and are malleable or optional if the defaults are too rigid for you.
>>
>>43775480
Same goes for Ultra-Tech. The book opens with a discussion on the various "styles" of futures. Cyberpunk has computer and medical technology at least one TL above the rest. "Safe technology" settings have higher TLs in medicine, transportation, and defenses, and they have reduced TLs in weapons and criminal/espionage tech.

TLs, like most things in GURPS, are tools meant to help GMs, not chains to bind them to canon.
>>
So guys what rules and books should I get to do some unrealistic weeaboo fightan magic shit?
>>
>>43776598
Powers and Martial Arts as a minimum. Pay attention to the wuxia parts of martial arts.
>>
>>43776598
Power-Ups 1: Imbuements. Make your sword/arrows/fits catch fire to deal burning damage to your enemy, or hit them from across the room, or delay the injury until a later date, or any combination.

>>43776831 covers the fightan, Imbuements covers the magic.
>>
>>43776598

Basic Set: Characters, Basic Set: Campaigns, and Powers to complete the fundamentals.

Martial Arts for the fighting part, especially the cinematic options.

Power-Ups 1: Imbuements for the flaming/ice/electricity/etc. weapons.

A magic system that suits your tastes. Personally I'd have a look at Thaumatology: Chinese Elemental Powers or Thaumatology: Sorcery.

Low-Tech would be nice to have but you already have a nice selection of weapons in Martial Arts.
>>
>>43776913
>A magic system that suits your tastes. Personally I'd have a look at Thaumatology: Chinese Elemental Powers or Thaumatology: Sorcery.
You know, as much as I badmouth Realm magic, I actually had a bit of luck making my Chinese-inspired magic system with that. All I need is a way to figure out how to easily represent the Destroying Cycle and it's done.
>>
Anybody here used the Ein Arris continent for other adventures?
>>
http://mu.ranter.net/pen-and-paper-gaming-adventures/how-do-gurps-and-why-it-sucks-anyway

What do you think of this article?
>>
>>43778312
The title is misleading for a start.

He is saying its inaccessible not that it sucks.
>>
>>43777125
>All I need is a way to figure out how to easily represent the Destroying Cycle and it's done.

Bonuses and such for the appropriate elements when facing each other?
>>
>>43778312
>http://mu.ranter.net/pen-and-paper-gaming-adventures/how-do-gurps-and-why-it-sucks-anyway

In theory, what he says makes sense: simple, accessible games should be easier to get people to play.

In practise, nobody actually plays those rules-light games. The simplest popular RPG is Call of Cthulhu. The most popular games of all are a byzantine mess of splatbooks with three times the choices that GURPS has for making your character. The only way they are 'simple' is that they are so familiar to most gamers they don't actually notice how many rules there are.

The only factor which seems to actually make games sell well is that they are already popular. Writing quality has fuck-all to do with it. Being 'accessible' doesn't matter.

Even in non-rp games, brand is far more important that being simple and easy to pick-up. WH40k is the most popular wargame, MtG is the most popular card game. Boardgame sales are dominated by shitty, unbalanced games with familiar brands. Even videogames make more money with massive, complex grindfests than simple, fun platformers.

Elegance counts for nothing in the entertainment industry. GURPS isn't doing 'badly' because it is too complicated (and even doing 'badly', I bet it pulls in way more money than any rules-light system); it doesn't sell as much as Dungeons and Dragons simply because it isn't Dungeons and Dragons.
>>
>>43774270
>There is no official mordhau rule
What do you mean? There are rules exactly for that in MA - sword becomes unbalanced, uses Two-Handed Axe/Mace Skill, and you can use crosspiece as a Hook.
>>
>>43780824
I'm genuinely curious, what page?
>>
>>43780914
74
>>
>>43780960
Huh. That only covers the hooking part. Didn't people also wield swords this way to directly bludgeon foes to death?
>>
>>43781264
It's simple - just change the damage to crushing.
>>
>>43780960
Huh, interesting. Weird that they would hide it under the hook technique, but it seems like it is also only describing the hook part of the mordhau grip. In any case it seems like the home brew rule in that one blog lines up with it pretty well except for saying that the crossguard is an impaling damage... Looks like they used the option for pick in combination weapons on page MA214, but if using it that way, sounds like you should be paying extra for a special crossguard ($50, 0.5 lb) to make it do a pick effect of swing -1 impale.
>>
>>43779932
Yeah that would be the simplest route. I wanted to work in damage modifiers somewhere but that's honestly a waste, now that I think about it. You roll to dispell at a bonus; whether you describe it as an attack or not is up to you. If an enemy has used a Wood spell to block a door – holding it shut with trees and vines, for example – and you try to dispell it with your Metal magic, you simply roll with +4. Describing it as blades slashing up the wood is a special effect.

Maybe include a free dispell attempt at a penalty when two elements adjacent on this cycle interact? Someone buffs themselves with a Fire spell and someone hits them with a Water spell, even if they weren't trying to dispell the buff there's a chance anyway?

There's also the Insulting Cycle but that's just the Destruction Cycle reversed. Earth, for example, normally defeats Water (it absorbs it); too much Water, though, and the Earth loses it's consistency and turns to mud. Maybe I'll leave it as the fluff for why dispells sometimes fail.
>>
Has anyone here tried running a crossover/multi-genre game? What was it and how did it go?

Does GURPS have rules for making melee weapons & medieval armor with modern or scifi materials?
>>
>>43782790
Can't speak to the crossover game, but as for futuristic version of archaic weapons and armor, Ultra-Tech has stuff like Hyperdense Superfine Vibroblade for sword weapons (along with weirder options), and Reverend Pee Kitty (a regular writer for GURPS) has a houserule on his website for increased weight and ST, so powerarmor'd PCs can put their strength to good use swinging around 200 lb. hammers. As for armor, there's Low-Tech Armor Design in Pyramid #3/52 Low-Tech II. As long as you have some numbers for the sci-fi material, you can plug it in to the equations given and figure the DR granted if it was used to make archaic armor.
>>
>>43782790
>rules for making melee weapons & medieval armor with modern or scifi materials?
In fact, those rules are right in the Basic Set. Every bladed weapon automatically gains Good quality if it is produced in TL6 and Fine quality if it is produced in TL7, unless you choose another quality. High-Tech also has some basic rules for making medieval armor with modern materials, and some other alternative materials for melee weapons, such as titanium. Pyramid Low-Tech 2 and Cutting Edge have articles on making custom armor with modern and sci-fi materials. Still, do note that this still doesn't brings melee weapons on par with firearms - modern armor shits all over "modern" melee weapons, and sci-fi guns are much, much better than sci-fi melee weapons.
>>
>>43783355
>Every bladed weapon automatically gains Good quality if it is produced in TL6
Whoops, I fucked up, Good quality is default for melee weapons in TL0-6.
>>
>>43782790
>GURPS game where one world is TL-8
>the other is TL-4

I just make resources scarce. As it stands one of my players is trying to learn fencing because he isn't sold on the party engineer's idea to make gunpowder that will work in any of the guns.
>>
>>43769421
Not really. It has a bad stigma attached to it so a lot of people are afraid of it. People who play usually quickly convert to GURPS master race.

I enjoy it because I am rarely happy with systems I play, and I like to tweak them anyway for fun. GURPS is good for that because that's what it's made for, it's less of a system and more like a toolbox to make your own system. It's a lot of work but you can make it do damn near anything.

However, I use Fate sometimes when I want a more narrative game and don't feel like fucking with the system as much since you can play most things straight out of the core book without much modification.

Some specialized systems may do some things better, but that's the nature of specialized and general systems. And GURPS can usually at least compete with a specialized system which is saying something. Unless of course you are playing a cute gimmicky game like Apocalypse World, Edge of the Empire, or Dread.
>>
>>43781978
>There's also the Insulting Cycle but that's just the Destruction Cycle reversed. Earth, for example, normally defeats Water (it absorbs it); too much Water, though, and the Earth loses it's consistency and turns to mud. Maybe I'll leave it as the fluff for why dispells sometimes fail.

Hmn, how many levels are you using in the realms? Because I had a thought.

Say at level 3 you have enough power and control to dispel something. IE you need Level 3 Water to dispel Water (Assuming it's not way over your level)

However, level 3 water won't cut it for dispelling Earth. You need to flat out have a higher water realm than the Earth realm in the spell. (Or something like that)

Meanwhile, you can try to dispel fire stuff with level 2 water.

Basically, instead of applying the bonuses to the spells, why not apply them to the realms?
>>
File: defensive grip.png (493 KB, 720x1280) Image search: [Google]
defensive grip.png
493 KB, 720x1280
>>43773591
>>
File: MQ-9_Reaper_in_flight_(2007).jpg (375 KB, 2100x1500) Image search: [Google]
MQ-9_Reaper_in_flight_(2007).jpg
375 KB, 2100x1500
In which sourcebook do I find the rules for creating drones and other robots operated remotely?
>>
>>43785525
Vehicles.
>>
File: ain't my nigga.jpg (45 KB, 407x407) Image search: [Google]
ain't my nigga.jpg
45 KB, 407x407
>>43785773
This is not funny, anon.
>>
File: image.jpg (12 KB, 204x135) Image search: [Google]
image.jpg
12 KB, 204x135
>>43785773
This still causes me pain.

Did they forget, or is fixing the mess that was 3e vehicles that hard?
>>
>>43785525
>>43786191

Take it as an advantage?
>>
Has anyone tried the Demon/Dark Magic from the Magic book? The one that kind of slowly eats your soul.
>>
>>43786539
From what I read in some generals ago, it's a mix a of "GURPS isn't really our priority" and "last time we fucked up so bad that it almost killed the IP, so there's no way we are releasing this shit unless it's perfect".
>>
>>43785525
Just stat it out like a robot character and do everything else through roleplay.
>>
File: drones-6-bloomberg_580[1].jpg (31 KB, 580x386) Image search: [Google]
drones-6-bloomberg_580[1].jpg
31 KB, 580x386
>>43785525
This guy >>43787019 has the right idea. Even if it's TL8, check out the hunter missiles and drones in Ultra-Tech. Modify as you see fit.
>>
>>43778312
Some of those commenters seem to fall into the stereotypical group of people who dislike GURPS. Like the guy who cannot understand how the combat works after a YEAR, there is no way a functional adult can have this issue.

Of course then the writer of the article would call me an autistic grognard for understanding how the game works.
>>
>>43787099
Doesn't surprise me. My brother plays a lot of Pathfinder and D&D. There are people who cannot remember anything and have to ask every time what dice to even roll despite having played for months if not years.
>>
>>43787099
The issue is not in the age or frame of mind, the issue lies within the flawcof the action. Why lie and say that someone of old age is wiser than a younger when given better responsibilities or should I say given a better opportunity in life. What is truth?
>>
I need a way to fight in the dark without access to cinematic skills. Can someone help?

>>43787113
>The issue is not in the age or frame of mind, the issue lies within the flawcof the action. Why lie and say that someone of old age is wiser than a younger when given better responsibilities or should I say given a better opportunity in life. What is truth?
Is that you Jaden?
>>
>>43787662
Night-vision goggles
>>
>>43787685
Sorry, should have specified TL3. No magic too.
>>
>>43787698
Close your eyes for a bit when the night comes, don't look at flames, if you must, close an eye and look at it with the other. When you're done, switch.
>>
>>43787662
>>43787698

At low-TL no magic there's not a lot you can do. What stops you from bringing a lantern/torch, stealth?
>>
>>43785525
UltraTech. You might also have a flick through some of the 4e Transhuman Space books (Changing Times, I think), and maybe check on the forums. It's something I looked into a while back, but I can't remember any definitive answers off the top of my head.
>>
File: Daily.jpg (128 KB, 550x712) Image search: [Google]
Daily.jpg
128 KB, 550x712
Hey /tg/, it's the anon who run a game about merchants again and one of my players want get into the cattle market, i already extracted everything i could found about it from the low tech books and some internet search and i can't get a proper answer to one little question.
From the caloric point of view how much generic cheese is needed to be considered "a gurps meal" ?
>>
>>43785136
That's actually damn near the way I do the Nurturing/Generating Cycle.

Normally, transforming elements requires both elements at 3 (to avoid fuzzy gray areas, I'm only using three broad levels: Perception (find and analyze), Direction (grow, shape, control, hamper, etc.), and Command (create, destroy, and transmute), but if you're respecting the Generating Cycle, it only requires one of the elements at level two. If you had Fire 2, for example, you can nudge Wood to Fire or Fire to Earth, but to transform Fire to Metal takes Fire 3 and Metal 3.

I was going to have any element at level two be able to attempt a dispell of any other element's magic; the central tenant of the Chinese magic I'm ripping off is, if I understood it, balance/imbalance. Any magic effect, whether a boon or a curse, is done through supercharging an element to where it overwhelms the other four in the cycle. Any element, similarly charged, can break the earlier element's dominance.

I guess I could work that in, though. Any element can dispell/counter another element. Respecting the Destruction Cycle gets you a bonus (+4?). If your element is at level 3 and the target is only a level 2 working, respecting the Insulting Cycle *also* nets you a bonus.
>>
Someone in the bitching thread thinks 'normal guards' are supposed to have combat reflexes AND high pain threshold.

Where do people even get these ideas?
>>
>>43788482
To be fair, it's super easy to underestimate skill levels. I think most GURPS GMs have done so at least once in their career, and the ensuing bloodbath is very disheartening. I also think he was using the Soldier of Fortune template from Characters as the basis for his guards, which is an understandable mistake.

Honestly, it's just another reason why GURPS wouldn't get half the flack it does if How to Be a GURPS GM came out earlier to actually tell people these things instead of leaving it for themselves to stumble across.
>>
>>43788526
At least its not as bad the starter adventure telling GM's to use random mooks with skill 16/15. Even the GM book has basic thugs with skill 14 which is crazy.

An NPC guard template might have helped.

ST 11, DX 11, Broadsword or spear, brawling and crossbow at 12 should cover it.
>>
>>43788209
A 'meal' is probably about 700-1,200 calories, so maybe half a pound of cheese?
>>
>>43788209
>>43788674

The Basic Set lists traveller's rations as 0.5 lbs. per meal and says they are 'dried meat, cheese, etc'.

High-Tech has a few examples of food; 0.25 lbs. of pemmican is considered a 'meal' but that seems unlikely to provide more than 700 calories at best while a 1,250 calorie MRE is also one meal, so there's obviously a fairly wide range regarding what qualifies.

Cheese is a bit over 100 calories per ounce, so it could be anywhere from half a pound up to about three-quarters of a pound of cheese per meal.
>>
Couple of questions about LTC2

Something bugs me about "Adding a hilt". It says
>A hilt on a weapon that normally lacks one gives +1 to Parry
>GURPS Low-Tech and the Basic Set assume that a hilt is included on weapons that need one and absent on those that don’t. The Parry statistics on weapon tables reflect this.
Doesn't that makes hatchet with a hilt better at parrying than a default sword?

Butt spikes - can I put one on an axe? It would be nice to have thr imp damage in reach C.
>>
>>43788833

Hilt rules don't make much sense, since GURPS never penalised you for not having a hilt on hatchets, etc. The paragraph before the rules even says that hilts wouldn't help on most pole weapons because they restrict where you can hold it.

By the rules, butt spikes are only for pole weapons. I guess a blade on the bottom of an axe might be a combination weapon?
>>
Where can I find How to Be a GURPS GM? I may just be bad at looking but I can't find it in OPs links.
>>
Played once a long time ago, my group wants to get back into it with a multiverse crossover adventure, playing universe jumping super-cops.

Despite TL10, one guy's playing a barbarian (was considering using a spear, or some modern equivalent) and another is going to play 'a guy with a big sword'. The last guy bar me is playing a robot combat medic, being a bit of a skill monkey.

Was planning on playing the face/assassin, go for a french James Bond with good stealth and wealth. The GM mentioned there were space nazis, so I thought he could be part of the space French Resistance.

150 points, 75 disadvantages, looking for general advice from you guys. Best advantages, gear, skills, things I haven't considered Thanks in advance
>>
>>43789437
Transhuman Space: Changing Times updates a decent amount of robot bodies/"cybershells" for 4e; I think the Cyberdoll with the Clockwork Soul option would work as a base.

Beyond that, I think you need a little more focus. James Bond is already a hypercompetant character even before you start adding sneaky assassin stuff to his list of skills. Being a wealthy face assassin robot medic might be a bit beyond your point value, at least if you want to be a professional in all those fields.
>>
>>43790052
Sorry, should've been more specific. We have a barbarian, a sword guy, a robot combat medic and me, who is going to try and play a suave secret agent. Though I'll recommend that book to the robot's player.
>>
>>43790099
Oh that's a LOT better. My mistake, should have read more closely, missed the "bar me."

That's still quite a broad skillset you're aiming for, but it's still doable at 150/-75. Because of the breadth of skills, talents will be a huge point-saver here. The Craftiness talent (found in Action 1, DF 11, MH1, and Psis) will help with all things assassin-y. For social talents, you've got the all-encompassing-but-expensive Smooth Operator at 15/level from Basic Set or the more focused Talker from Mysteries that clocks in at only 5/level. Lastly, you can pick up the Super-Spy talent that has bits of Craftiness and the necessary bits of Smooth Operator, but this talent is marked as deserving extra scrutiny from the GM because it affects a huge number of skills without a strong theme beyond "what spies do" and nearly every skill it benefits is useful on an adventure. All the above talents are also re-printed in Power-Ups 3: Talents.

As for other advantages, there are a few that come to mind. Honest Face is important for a social character and even more important for an assassin. Charisma is huge. The true Bond character will also have Fashion Sense and Sartorial Integrity (short version: you never take penalties for having dirty or torn clothing; it's always in immaculate condition, even if you just finished climbing through a sewer). Don't neglect the Alcohol Tolerance perk; you'll be mingling with people at parties and you don't want to have a -2 to DX from being tipsy should a fight break out. Combine this with the Carousing skill and you're golden; the IQ penalty due to drinking also affects Will, which means the more they drink the worse they are at resisting your influence rolls.

>cont.
>>
>>43790441
>cont.

For skills, use the talents as a base for what to focus on. Carousing, as said earlier, is important. Also, don't forget everyman skills like Area Knowledge, Driving/Piloting if the setting has flying cars, First Aid, Gesture, etc. When the shit hits the fan, a good level of Fast-Draw, Guns (Pistol), and Brawling/Karate will do you better than 20 points in Guns (Rifle). Put no more than a few point into Knife for sentry removal; if you're taking out a sentry silently, you're already sneaking up behind them, so you can safely All-Out Attack (Determined) + Telegraphic swing to the Neck for a net +3 bonus and no chance for the target to defend. If you have time, Evaluate helps too.

As for gear, sorry but I've got nothing. All I can say is that UT combat is very very very sensor/perception reliant, so an IR stealth-suit might save your life. Beyond that, it's just sci-fi versions of typical spy gear; get a memory-metal Variable Lockpick instead a set of Thieve's Tools, replace the climbing set with an Electromagnetic Autograpnel or Gecko Gear, nabbing an Active Flesh Mask instead of a Disguise Kit, etc. etc. etc. If you guys don't have a hacker, some computer tools will be useful. Maybe look at some nanobot swarms, they've got oodles of uses. UT has all the spy stuff in its own chapter, so scour over that.
>>
>>43788209
None. Or most. That's a cultural thing explicitly left to the needs of the setting (i.e., the GM decides). Middle Eastern or Asian meals might have none. Western European meals might have half or more.

If GURPS were as popular as D&D or one of its spin-offs we might have gotten GURPS Cultures that went into this sort of thing in detail. There are a couple of anthropologists that also also happen to be authors for SJG.
>>
>>43790538
i was not talking about "how much cheese a meal might have", i was talking about how much cheese have the equal calories of one "generic meal"

>>43788674 and >>43788781 did understand
>>
What GURPS book would have some good ideas and suggestions for the DM about how to run a game where the players are all domestic terrorists in Russia in a TL-9 game with spaceships?
>>
>>43791422
GURPS Covert Ops and maybe ultratech
>>
>>43788360

>That's actually damn near the way I do the Nurturing/Generating Cycle.

I am so pro using the same system/style for various things in game. Same way GURPS uses the same rules for magic and Psi and powers. It makes things glue together and hold verisimilitude so much better

>to avoid fuzzy gray areas, I'm only using three broad levels: Perception (find and analyze), Direction (grow, shape, control, hamper, etc.), and Command (create, destroy, and transmute

A thought for granularity and such so you can fit it in without requiring someone one to be top level in an element:

Divide up Level 2. All the levels do the same thing, no grey area--but they give you bonuses/strengthen your spells.

Thus you can have people have more affinity and strength for elements on more incremental levels.

(This actually really appeals to me and I might play around with it some my self.)

Huh. Are you using base magery talent, or are dividing up the Realms into separate magery talents?
>>
File: 1442395420220.jpg (92 KB, 715x859) Image search: [Google]
1442395420220.jpg
92 KB, 715x859
>>43789412
I just tried to upload it but 4chan

>Error: This image cannot be uploaded because it is the subject of a copyright infringement claim.
>Please refrain from posting it.
>>
>>43792530

When I google it, the second result was a PDF hosted on 4plebs. So, I found it.
>>
>>43792566
Good on you~

So, anyone have tips on how to deal with managing high point characters? Not from a GM perspective, but from a "Have I covered all my bases yet? How do I not forget I can do a thing? OH GOD SO MANY SKILLS."
>>
>>43795114
make a small list like
"what i can do:
Shove one nigga with a sword
Shove the same nigga twice
Shove two niggas at once
diplo the shit out of someone
trade
Fly
enginner the shit of something

what i can't do:
walk propely(hunchback)
fire fireballs from my ass and laserbeams from my eyes"
>>
Which books have the best bits to make medieval combat more realistic, I'm guessing Martial Arts and the Low-Tech companions?
>>
>>43795391
Martial Arts plus Low Tech for actually realistic armour and weapons.
>>
>>43795391
thats pretty much it
>>
>>43795114
Action 4: Specialists had something like this. They have the Basic Action Template that every character takes; regardless what you add onto it, that base template ensures that, regardless of the situation, you have some sort of competency. It includes attributes, skills, advantages, etc. You could do something like that. You can also force your players to read Kromm's recommended skills and traits lists (and also read it yourself for when you check their sheets over).
>>
File: untitled.jpg (133 KB, 803x689) Image search: [Google]
untitled.jpg
133 KB, 803x689
>>43795114

How many points are we talking here?

1. Stay focused. I'm of the philosophy that you should always have a good idea of what your character can and can't do before you even start. If you're really paranoid you forgot something, ask your GM if you can save a couple of points from character generation to buy skills with if it occurs to you that there's a skill you'd *obviously* have but you just forgot to pick. This is mostly a matter of trust, don't be a metagaming faggot.

2. Use a sensible format for your character sheet. Notepad and simple .txt is great, for campaigns with 150-250 points I normally track 30-50 different skills easily. Listed alphabetically and split up according to attribute, I know "Acrobatics" will always be near the start of the "DX" portion of my skill list. You might want to keep the important skills you use a lot (like combat skills for example) on separate. Pic related

3. For really high point characters that can mostly do whatever the fuck they want, just look up Wildcard skills and use those.
>>
>>43795444
>>43795462

Well now I need to read those. First time I've tried a game in a non-modern TL.
>>
File: 1424854574321.jpg (184 KB, 1200x900) Image search: [Google]
1424854574321.jpg
184 KB, 1200x900
>>43795114
Use the GURPs Character Sheet app or the other one to keep track of things.

Use a basic template.

>>43795602

Has really good advice. Keeping 5 character points free and spending them after the first few seasons to get anything you forgot is a great idea.
>>
>>43795637
Martial-Arts is a good book for any TL really.

Speaking of, are there supplements for Martial Arts? I noticed no jian-based Chinese "fencing" in the main book, a Daoist swordsman is a pretty iconic Wuxia thing, but even the Daoist styles don't cover fencing/jian really. Seems like a clear miss to me.
>>
>>43796850
There is a Martial-Arts book for Gladiators, and one for the core teachings of William Fairbairn.

I think there might be something in 3e for Wuxia stuff. If not, check the forums, there is probably a Pyramid article on the subject.
>>
>>43796850
There's the Fairbairn Close Combat Systems, Technical Grappling, and Yrth Fighting Styles, but none of those supplements seem to have anything you're looking for.

However, it doesn't seem like it would be hard to stat up your own martial arts style. From a brief googling session, it looks similar to Pa Kua Chuan (p. MA187) with the unarmed skills replaced with the Rapier skill. Both stress circular movement, redirection, evasion, and speedy attacks when they do happen. Instead of responding to an attack with a Judo throw, respond with the Counterattack technique or Wait and ready a Stop Hit. Rely on Wait, Defensive Attack, and All-Out Defense (Improved Parry).

Replace Karate and Judo with Rapier, ditch the Techniques and pick up Counterattack instead (maybe Feint and a Targeted Attack to round out your techniques list), and you should be okay. However, I totally admit to being a lazy shit and not doing a lot of research. If my assumption of "PKC but with swords" is way off, point my in the right direction and I will try to help again.
>>
>>43797271
Sounds pretty good to me.

I'm good with a small "Dao Sword" style and just take it side by side with a normal unarmed technique.
Just always hope for an official version so I can point my GM to a page.
>>
>>43797271
>Technical Grappling
How good is it? I just gave it a brief look and I liked the more complex and realistic results for wrestling and judo throw.
>>
>>43798967
I like it a lot. When you get down to it, the mechanics are nice and simple so they don't really add to the combat time.

"Roll to grapple > roll for CP" doesn't take any longer than "roll to hit > roll for damage." Save up CP to penalize DX and ST to the point of uselessness (i.e. pinning them) or spend them on setting up a painful lock/throw/wrench/faceplant.
>>
>>43795602
>How many points are we talking here?

Like, 300 and up. I LIKE weird magic systems and technically skilled people; scientists, archaeologists, that sort of thing. Which means a couple forms of savior-faire, research and the academic suite including a few forms of math (publish or perish), a bunch of knowledge and professional skills (and I know I'll miss at least one), contacts, allies, patrons, and how to take care of and upkeep your equipment.

All that before you get into the everyman set.

Bang skills are great, but I faff a bit there too, and I kinda don't like them in some ways?
>>
>>43769104
Guy who is new to gurps here, what's the best way to do magic items? Thank you.
>>
I love Sorcery!
>>43801399
Actually, you should take a look at Sorcery, I like its magic item and crafting system. But there are other options, like metatronic generators in some Pyramid article.
>>
>>43801399
Doesn't the base Magic book have a lot on enchanting items?
>>
>>43801399
Do you mean as a player or as a GM to create loot?
>>
So, can someone fill me in on why some of /tg/ thinks GURPS is a meme? I'm a soon-to-be new GM, working through the Basic Set and How to be a GURPS GM, and everything seems to be logical, relatively concise, and easy to digest. Obviously I can't speak for how things play, but in concept everything seem great thus far.
>>
>>43804050
People are morons.
/tg/ is no exception.
>>
>>43804050
I imagine most people are turned away by the 600 pages of core, even if you don't need to read most of it to understand how GURPS works. I've skipped over so many rules only to read them up when they're relevanr because they're really easy to find (Except how collision rule is under 'Hazards' in the book, that confused me at first.) i found GURPS to be extremely easy to pick up, but I'm the guy who usually knows most rules by heart in games I play becausw I actually like reading up on them. I guess it doesn't help that there's a very limited amount of GURPS gamws active as well.
>>
Making guns is it just taking stats and mashing it together, like there isnt a system for it yet right?

Also how do I price advantages as objects?
Like a thing that gives you an advantage. So its worth X points. How do I price the item?
>>
>>43804497
Items giving advantages and costing CP ate just Gadgets. Look at the Gadget limitations and use them accordingly. Players should usually not have to pay for these items post-creation in my opinion, so it will put the one with the item ahead of the curve.
>>
Martial Arts question:

Every 20 points in combat skills allows 1 point of a perk thing, every 10 points in a style allows 1 point in a style specific perk, right? Brilliant.

What if you have two styles with overlapping skills?

Say I have Chinese Spear Fighting and generic Quarterstaff style (mostly for Enhanced Parry - Staff) both have Staff skill. I have 2 pts in Acrobatics, 2pts in Spear and 8pts in Staff.

This counts as 12 points for the spear style and 8 in Staff, allowing for 1 point for a spear style perk. When I go to 12 points into Staff skill, am I allowed a point in Staff style perks?
>>
>>43804497
There is a system to build laser guns in one of the pyramid issues, I can't remember which, sorry.
3e Vehicles' also has weapon-designing capabilities, but the stats would require tweaking to fit 4e.
There's a Guns Guns Guns! .pdf floating around about autistically making guns and converting them to a wide variety of systems, GURPS being one of them, but again, it's 3e and likely will be slightly off.
>>
>>43804664
Those with Style Familiarity for multiple styles and the
minimum investment in each style (see Combining Styles,
pp. 147-148) may count points in skills and techniques as
part of each style that shares them
>>
>>43804664
Yes you can and you can also count those points towards the one perk per twenty points in combat skills.
>>
>>43804726
>>43804816
Brilliant, thanks.

I'm still weighing if I want to invest in the second style, as I'm not too sure of the return, but an extra point of Parry seems handy to stay alive without a shield.
>>
>>43801399
The core magic system has magic item versions for almost every spell. However, in many cases this just allows the bearer to cast the spell, rather than granting a permanent advantage. The Power and Speed spells from the Enchantment college can make it very easy to cast such spell though, effectively making items usable without effort.

Other magic systems generally have their own rules, usually based on the normal Gadget rules for turning advantages into items.

Of course the simplest method is t just use GM fiat and describe what the item does without worrying about how it came to be. Or even easier, just look through one of the books like Alphabet Arcane or Dungeon Fantasy 6.
>>
File: generators.gif (157 KB, 1634x825) Image search: [Google]
generators.gif
157 KB, 1634x825
>>43804497
>Also how do I price advantages as objects?
Like a thing that gives you an advantage. So its worth X points. How do I price the item?

There's no universal system; an item costs what it costs. The price of night vision goggles doesn't depend on the points value of the advantages they give. Most of the time you should just eyeball something that seems fair.

That said, there is a system in Pyramid 46 for pricing 'metatronic generators' which are weird science gadgets based on advantages.
>>
File: Yari-p1000604.jpg (453 KB, 1188x2528) Image search: [Google]
Yari-p1000604.jpg
453 KB, 1188x2528
There were plenty of spears such as some types of Japanese yari and Russian rogatina, that had sword-like tips that were used for both cutting and thrusting. How do I use such spears in GURPS - Tip Slash, or I should take naginata stats for them and use them with Polearm skill?
>>
>>43804050
As a universal system, GURPS can run basically any setting, genre, etc. So it can pretty much be suggested for anything.

The reason people get butthurt about it being suggested is that it's a rules-heavy system which genuinely tries to be universal (unlike BRP which is mostly realist, Savage Worlds which is mostly pulp, Risus which is mostly comedy, etc.) which is considered especially terrible by the people who think you need a specific system for each game.

Those people are mostly into rules light games, which isn't shocking when you take into account that they apparently feel the need to learn a rules set every week. They also fall for the general fallacy that their way of gaming is somehow superior, everything that contradicts their theories on what people should enjoy is awful and nobody can really be having fun doing things differently to them. They also tend to be pretentious wankers who take forge writers seriously and have a huge inferiority complex because their small-press hipster systems have completely failed to change the industry despite decades of them declaring how brilliant they are.

The reason 'GURPS is perfect/terrible' is a meme is that it's an easy way to get an argument going between the 'system determines genre' brigade and the fans of a fairly popular system.
>>
>>43805049
Heavy spears have improved tip-slash damage, but I'd say those look more like polearms. Use Naginata, Glaive or Dueling Glaive stats.
>>
>>43805123
I think it comes down to how the blade is attached to the shaft. Thrust-only spears would focus on ensuring the blade remains in-line and not worry about reinforcing it the same way one would an axe or halberd head. While I don't doubt those spears can cut (the edges look shaper enough), I can't imagine someone swinging them in a wide overhead arc and having them crash down on someone to slice them up. Instead, I visualize shorter faster swings dependent on the wrist and elbow; I think these kinds of cuts would best be treated as tip slashes with heavy spears instead of cull-out Naginata swings.
>>
Hey, anyone has The new Transhuman Biotech, Dungeon Fantasy Treasures I, and Pyramid 3/85?
>>
>>43806531
Pyramid
http://www28.zippyshare.com/v/gA6iiP7c/file.html

Bio
http://www41.zippyshare.com/v/uR5ajzID/file.html

Don't have the last though
>>
>>43806809
I love you, anon.
>>
>>43769716
>I keep reading here that you need to cut out all of the rules you don't want to get gurps to run smooth, but the sheer volume is overwhelming.
>I was hoping that someone might have already made lists/templates/whatever that a gm could use to speed up the setup.
Slowpoke to the rescue! How to be a GURPS GM, page 41.
>>
Say you want to have a demon who can shapeshift into humans. Not a single human, but they can shapeshift into any appearance possible for a human being to hold.

How would you stat this out? Morph seems too expensive for shapeshifting exclusively into a racial template of 0 points. Plus it's too unrestricted. As I read it, you can't even use the Cosmetic modifier if you want to lose things like Unnatural Feature.

Alternate Form isn't broad enough, since it's one discrete form.

Prefer to use Core only, but if the only option is a splatbook, let me know.
>>
>>43809966
Alternate Form to a "human" with Elastic Skin?
>>
>>43809966
Morph (-10% Accessibility: Humans only, -50% Cosmetic.) [40].
This is about as cheap as I'd get it without making it go into limited uses and that's not too great. Alternatively you could increase the accessibility with women/men only -20%.
You wouldn't have unnatural features as a demon, but rather supernatural features. Not sure if they're affected by Morph, but they should only apply at specific times.
>>
>>43811277
Retains Shape is another -20% if the demon does have a human-like body to begin with. That would get you set with a -80% cost and Morph for 20 points. Depending on the DM you might be able to skip the IQ = forms possible to assume and just have "human" as a single form that you can turn into. If you need to memorize every human you turn into you'll be severely limited. The closest I can imagine you could take is some Cosmic modifier. Are you making a racial template as a GM or are you building a character as a player?
>>
>>43810008
This seems like the best option, thanks.

>>43811277
Can't use Cosmetic. Cosmetic means your racial template is unchanged. Totally forgot about Accessibility, though.

>>43811561
Racial template as GM that the PCs will be using.
>>
I want to try a Super Mario setting in GURPS. How do I go about weaponizing jumps?
>>
>>43812010
Innate Attack with the limitation of 'Only after jump'. Super jump.
>>
>>43812010
I think it's something like falling damage from jumps. Super Jump by itself protects from most falling damage, but I think the bouncing enhancement allows to not take reciprocal damage from the jump in some special circumstances.

You can take the planetary limitation since you can only push off of solid ground, and the maneuverable enhancement because Mario can change directions mid air. I guess planetary might not work if you are playing mario galaxy though.

This might necessitate very high ceilings.
>>
>>43812010
Super Jump. You deal HP x Falling Speed / 100 dice of crushing damage and are immune to falling damage from heights less than your max jump. If your GM lets you aim with Jumping, take the -7 and aim for the skull (they also get a -2 to defenses for your attack from above).
>>
A Pyramid article introduced the Transformative enhancement for Possession, which grants your host body new abilities while you're possessing it. Would using Temporary Enhancements be kosher for allowing a demon to reshape his host on the fly? The only downside would be that the enhancements would only last for a minute RAW.
>>
Got bored so I decided to start converting spells to sorcery again... this time, starting with the Clerical Spell list from Dungeon Fantasy 2.

Some people might say, "Well, divine favor for clerics, brother anonymous, is superior."

Since they are both based on the core power system, I haven't looked at Divine Favor super closely, but I imagine that means sorcery spells are pretty easily converted to Divine Favor Prayers (And vice versa.)

So here:

Armor (Leveled):
At level 1 it costs 10 pts, and it costs 1 point every 2 levels to a maximum of 5 levels, at which point it is 12 points.

Affliction 1 - 10 points
Sorcery - 15%
Advantage DR +5%/lvl
Fixed Duration 0% (Always 1 minute)
Increased ½ D +10%
Total Cost = 10 for level 1, +1/2 point for each level after that to maximum of 5 levels (or 2 points to 3 points as a spell)
Each level gives +1 DR.


Aura:
Aura lets you detect particular properties of a given living thing by looking at them. I choose Common because it seemed like a combination of a bunch of uncommon things. It can tell if something is really alive or not, if it is an illusion, has any strong emotions, or if it might be a zombie (noting that high classes of undead like vampires don't have a different aura in undeath than in life.)
Detect (Aura) Common 20 points
Sorcery -15%
No Signature +20%
Analyzing +100%
Sense Based (Vision) - 20%
Total is 37|8 Points
>>
File: englishdoglockmuskets.jpg (19 KB, 500x194) Image search: [Google]
englishdoglockmuskets.jpg
19 KB, 500x194
Gentlemen,

I am building a setting. TL4 seems appropriate to the setting, but would it be absurd to allow ring bayonets on matchlock guns? It seems absurd that such a simple and useful invention took centuries for someone to think of. Is there something about guns prior to the mid 18th century that made bayonets impractical?
>>
>>43815565
Only thing I can guess is is that the lack of rifling made rounds start to stray as soon as they left the barrel, and having a bayonet while firing meant it could get hit?

At the same time, I'm 99% sure that's not the case; I know that muskets aren't as inaccurate people (myself included) initially assume. I have no clue why they weren't a thing earlier, as the concept of bayonet was certainly around, they just were plug bayonets that were stuffed in the barrel.

Would /k/ know or would they ignore the question because muskets are slav enough?
>>
>>43815883

I'll check with k. I didn't think historical guns were their thing, but lets find out.
>>
File: Гренадёры_1788.jpg (37 KB, 311x290) Image search: [Google]
Гренадёры_1788.jpg
37 KB, 311x290
>>43815883
>>43815565
Maybe it had something to do with early firearms being too heavy and unwieldy to be effectively used as spears? It seems that bayonets became more widespread when muskets became light enough to be used without rest. Before that melee weapons were usually combined with gun rest, not the gun itself - bardiche, swinefeather. Even then, Russians had some experiments with carbine-and-polearm loadout for grenadiers in XVIII century, as two separate weapons were handier to use than a musket with bayonet.
>>
Is there a more efficient way, within the corebook, to make a character disproportionately strong other than just buying 6-7 ranks of LiftingST and StrikingST each? It's a little expensive, and a lota' clunky; with tracking what their ST counts-as for certain things.
Options from other books are welcome, but our group keeps it fairly core.

Shouldn't lifting ST increase throw-distance though? I get separating lifting and striking, the utility and combat uses of ST, but being strong does kinda' defunct-qualify you for throwing far.
>>
>>43817558
If you're buying up Lifting ST [3/level] and Striking ST [5/level], you're already paying the same amount you would be if you bough ST up one level and sold off the free HP that came with it [10-2=8/level].

There's also my favorite trick of touch-range telekinesis where you get TK down to 1/level and dump a solid number of points into that.
>>
>>43817558

Lifting strength increases distance and modifies damage.. check page 355 in basic campaign. Everything in throwing is determined by ratios to basic lift which is based on lifting strength.
>>
>>43817676
buying up ST increases the minimum height/weight dingus
>>
>>43817793
Only if you want it to dingbat. That table is a guide for people that want to have their ST realistically reflect in their stature, it is in no way a hard and fast rule. If you're talking about humans with Lifting/Striking ST, realism is already out the window, so ignore the dang table and clean up your character sheet
>>
>>43817871
I'm not the GM here, I don't get to ignore rules on a whim. Plus that's dumb; in general.
>>
>>43817954
>"You are free to select any height and weight the GM deems reasonable for a member of your race."

The chart is only for height/weight related disadvantages.

>"Regardless of weight, you never have to take a build-related disadvantage. IF you want to be ST 9, 5'1", and 250 lbs. with 'Average' build, the GM should allow it."

So, uh. There. You don't have to ignore any rules. The rules tell you it's okay.
>>
File: return_of_stinkmeaner430[1].jpg (59 KB, 720x480) Image search: [Google]
return_of_stinkmeaner430[1].jpg
59 KB, 720x480
>>43818017
> the GM deems reasonable
>>43817954
> I'm not the GM here

READ NIGGA
>>
>>43818050
>reasonable FOR YOUR RACE
>not reasonable FOR YOUR STATS

Who needs reading comprehension now?

Being this antagonistic when you're asking for help really doesn't benefit you at all.
>>
>>43817954
If your GM is allowing you to pick up Exotic advantages – i.e. ones denoted by little alien heads and meant for exotic non-human species – as a human, I don't see why they won't let you pick whatever damn height/weight you want.

And if your GM is weird and for some reason won't let you do the simple option, check p. B117 for New Advantages. Combine Lifting ST and Striking ST into one advantage called Disproportionate Strength that costs 8/level. It cleans up the sheet and saves space if you're buying equal levels of them Lifting/Striking ST anyway. If you want to be super accurate to IRL (and it looks like your GMs might be one of THOSE GMs, so you may want to), check Bio-Tech for the Unsupported limitation; your muscles aren't properly supported by your skeleton, joints, weight base, etc., so using them to their fullest extent risks strain and injury.

Also,
>Asks for help.
>Gets aggressive when anonymous posters go out of their way to provide advice.
Aren't you just a ray of sunshine.
>>
File: 1313787189634.jpg (43 KB, 600x445) Image search: [Google]
1313787189634.jpg
43 KB, 600x445
>>43818105
>>43818058
> disagree with a practice
> make a boondocks reference
> get deemed aggressively antagonistic

Because there's no logical reason my GM would/should be okay with me paying points to be disproportionately strong, but not just deeming myself disproportionately strong, right?
>>
>>43818200
I'm a little confused here. Just a recap here; your GM is...
... allowing humans to take Exotic traits, which is normally against the rules in most realistic games.
... forcing strict adherence to a suggested height/weight table like it's an actual rule, which is normally ignored in all but the most realistic games.
... doing both of the above in the same goddamn game.
Because that shit don't make no sense and I think your GM may be a moron if this is the case.
At the same time, it looks like all you're looking for a "more efficient way" of making a disproportionately strong character. I'm also confused by what you mean by that. Points-wise? Sheet-space wise?

And good job ignoring the actual advice from >>43818105 in favor of greentext bitching and rhetorical questions.
>>
>>43818372
>And good job ignoring the actual advice from >>43818105 in favor of greentext bitching and rhetorical questions.

a bold assumption; on both parts
>>
>>43818494
>>43818372
>>43818105
You're all also assuming my character is a human.
>>
>>43818504
If he's not human than what impact does the fucking human height/weight have on the character?
This is getting increasingly dumb.
>>
>>43818525
half-human

>>43817712
"Lifting ST does not boost ST (or Basic Lift) for the purpose of determining [...] throwing distance, [...]"
>>
>>43818586
Lifting strength doesn't? Man, that is a little silly. Wonder why they made the exception? Broken play test with Lifter McBeefythrow trashing everyone by throwing them for dirt cheap?
>>
>>43818586
...and half not human too, in what I have to assume is a fantasy or far sci-fi game. A half-elf battleloli that hits like a semi-truck isn't going to use that table.

Again, I'm going to call your GM a moron for his nazi-like adherence to what is regularly no more than a suggestion for an unused background detail. More than that, I recommend you call him that, 'cause the dude needs to know.
>>
>>43818721
I think it's just an internal consistency thing. Striking ST is sudden, anaerobic, explosive muscle motion while Lifting ST is more about solid skeletal structure and an entirely different set/type of muscle for applying/resisting steady pressure over an extended period of time.

Throwing something, whether a knife with the flick of a wrist or a boulder using all of your force, is definitely explosive motion; you're trying to impart as much acceleration on that missile as you can in a very short amount of time. It's the difference between a slow high-torque motor and a fast low-torque motor.
>>
>>43787662
There's a non-cinematic perk called Night Vision or Night Sight. Costs 1 point per level. Get 4-5 levels to see as if you're shining flashlight at something.
>>
Does anybody else think Outdoorsman is not worth it as a talent? Especially since half the skills are based on Per which costs half as much.
>>
>>43820495
Power-Ups 3 offers alternative cost of 7 pts for Outdoorsman. My own solution is just to remove one of the skills from the original talent, which will bring the cost down to 5 points.
>>
>>43820495
It also has a built in reaction bonus though. That's something to keep in mind. It also makes improving them by using downtime take a lot less time. But I still feel it is somewhat lackluster, yeah.
>>
>>43820536
And by the way, I found a perfect skill to remove - Mimicry. Seriously, who will ever need that? Buy a deer call if you wish to engage in bestiality so hard.
>>
>>43820536
Removing mimicry is probably the easiest option.

>>43820543
Forgot about those, good point.
>>
>>43818731
> calling someone a moron for playing the game differently than you do
> I'm the overly-aggressive anon

>>43818721
It is isn't it? that's a rule I would be willing to stretch. I'll talk to the GM about that much at least.
>>
>>43818775
Well, it's a little annoying because the calculations are based off of basic lift... so it's like a requirement to calculate a slightly different basic lift for a slightly specific situation.

I guess it doesn't bother me because I don't do a lot of throwing, but I am a packrat, so I do like buying up lifting strength to lower encumbrance (and then later buying striking st and hit points to rebalance my st levels because I kinda feel hacky when buying st piecemeal.
>>
Kinda off topic, and I'm not trying to start a fight, but what do you fags think about Savage Worlds? Cause I've run both and I really like both, I only prefer Savage Worlds because it's faster and lighter.

But I really like the GURPS system and the way it puts skills and attributes on the same scale, I like the dice mechanic even though I normally hate roll-under systems, and of course the level of detail is great.

Just curious what you guys think of Savage Worlds, since it's the only other good generic system i know of that doesn't go full narrative like FATE.
>>
>>43823630
Not a fan, myself. I prefer a more detailed and realistic-feeling approach.
>>
Made two more sorceries:
Body-Reading
The equivalent of a magic X-Ray from touching someone, get +2 to diagnosis and poison rolls afterwards.

Detect (Human) Common 20 points
Improved is Detect (All Life) 30 points
Sorcery -15%
Melee Close Range -30%
Resistable (Will) -25%
Analyzing +100%
Total is 26|6 Points for normal version; 39|8 points for improved version.

Bravery
Makes someone fearless, but also overconfident.
I used a metatrait advantage to simplify the spell. I took overconfidence and removed the self control roll, and then I added back a resisted by IQ instead.

Affliction 1 - 10 points
Sorcery - 15%
Advantage Metratrait(Bravery) +6%
This is Unfazeable (15 pts) +
Overconfidence (-12.5 pts For irresistable self control roll, resisted by IQ makes it -9 again.)
Extended Duration x100 +80%
Fixed Duration 0% (Always 1 hour)
Increased ½ D +10%
Total Cost is 19|4
>>
>>43824369
Anyone know what power to use for cleanse spell? It removes foreign contaminants from a body, like poisons, arrows, and others... it can even destroy orthopedics or fillings on accident if not specified.

I'm thinking it might be Destroy... but "anything that doesn't belong in the human body" would probably be a huge category...

But then it might get a big discount for environmental/accessibility (only works inside a living organism)

Is there an obvious easy power I'm missing?
>>
>>43769104
What point level would a hero in mordheim be?
>>
>>43824849
The Cleanse spell does two important things: remove dirt and grime, and remove objects that have burrowed into the flesh.

The first bit is granting the person, momentarily, that cinematic perk where you're are always nice and clean, even if you just got finished swimming through the sewer. Sartorial Integrity, I think? I remember it had a weird name. The second bit is just justification for removing certain types of Cyclical damage. I'm not sure how to best represent that, though. Maybe it could also grant some bonus to First-Aid used against them or lessen penalties; the wounding objects are already removed safely. Again, not sure how to represent that.

The risky bit about removing filings would be tricky. Maybe "Requires IQ roll" to represent the caster having to remember ever thing they want to exclude would work, with failure meaning the spell is confused and just doesn't do anything and crit failure meaning it takes the caster literally and may remove important bits. It won't be 1:1, but I think it might work. It reduces the spell's ability to be used offensive (e.g. cripple a pirate with a peg leg), but seeing as how that requires the subject to fail a HT+5 roll, it wasn't a significant application anyway.

Cleanse is one of the many spells that really just doesn't mesh with the rest of GURPS. The consequences are vague/ill-defined.
>>
Is it possible to set up Morph with a limitation so that it influences you to act like who/whatever you're morphed into?

Also, is it possible to set up a limitation (Uncontrollable in specific) that only happens if you don't take a substance you're Dependant on? Like a vampire misses their blood dose and then their Alternate Form (Warform) gets uncontrollable a la frenzy? Just as an example. I'm aware there are probably better 'frenzy' disadvantages.
>>
>>43825071
The Partial Amnesia disadvantage is worth -10 and means the GM reserves up to -30 points of secret/hidden disadvantages that affect you but you don't know exactly what they are. That might be a good base for what you're looking for. For -40 points (even though the disadvantages are hidden you still get points for them; this is added to the -10 from Partial Amnesia for a total of -40), your GM can grant your morph'd form up to -30 is mental disadvantages that represent the features of whoever you're mimicking. If -30 is too much, I don't see any problem in lowering the cost; -25 points for having up to -15 in secret disadvantages. Slap whatever disadvantage you choose as a Temporary Disadvantage and I think you'll be good to go.

Page B111 talks about Limited Enhancements, so I don't see why you couldn't have Limited Limitations. Temporary Disadvantage is used to do stuff like Electrical for cybernetics (get hit with a surge and the cybernetic shuts down, but not you), so we can try something similar with Dependency. Uncontrollable that only manifest when you're missing a dose of whatever you're Dependent on would look something like Alternate From (Warform; Uncontrollable, Dangerous, Temporary Disadvantage – Dependent {Blood, Very Common, Illegal, Daily}, -21%).

Both those questions are a bit of a doozy, though. The official GURPS forums might net you better results.
>>
Is there a way to murder people well with Magery/Skill magic in a points-poor game, or does the need for DX for attack rolls cripple your chances?
>>
>>43825506
Depends on how point-poor, but it's possible, potentially at the cost of doing anything other than murdering people with magic. A crossbow will always be cheaper.
>>
>>43825506
You only need to roll attack to aim with missile spells/hit with melee spells. "Regular" spells are a quick contest and penalized by range instead (though there are exceptions, like "Flame Jet" being classified as a Regular spell because, technically, the spell itself just grants the jet, so you can cast it on others, but actually attacking with it still takes Innate Attack).

There are lots of spells that are plenty killy and aren't Missile, Melee, or otherwise require attack rolls.
>>
>>43825577
Crossbow can only fire every 4+ rounds though, while magic murdering is every round for several rounds at least, right?

Probably be 100 points.

Mainly it seems to me that most attack spells need an attack that is based on DX, therefore requiring both DX and IQ to be solid at killing people with magic. Is there a way to mitigate or remove this issue?
>>
>>43825736

There's at least one turn of casting time for each spell, and usually more if you want good damage. And a crossbow can -quick load in... is it two or three turns?
Magic does have it's advantages, but at lower point levels you probably get more bang for your buck with a ranged weapon.
>>
>>43825736
Most spells take time to cast. And remember, GURPS rounds are only one second long; spending a few rounds to reload or charge up a spell is expected and isn't the end of the world like it is in D&D. Fighters are going to be feinting, evaluating, all-out defending, etc. Going ATTACKATTACKATTACK every round isn't necessarily the best way to approach combat.

Also, because your spells take FP, going CASTCASTCAST is even less beneficial than ATTACKATTACKATTACK. If a D&D wizard burns through their spells for the day, they can still act; if a GURPS wizard hits 0 FP, they're K.O.'d and helpless.
>>
>>43825820
>>43825829
Good food for thought.

Mostly it was a flavor more than mechanical choice, young man consumed by hatred with a little magic talent, otherworldly entity enhances his power to carry out his mission of vengeance.

Will our hero overcome his hatred and need for revenge? Who is this otherworldly patron, is it truly friend... or foe?! etc.

Being unable to murder with the magic seems to undermine the idea some though.
>>
>>43825933

It could still be doable. What point level are you on? Also:
>a little magic talent
Sounds like you should start out with a well rounded character who can, but is kinda bad at killing with magic and gets better as the campaign progresses.
>>
>>43825061

Cleansing
Regular; Special Resistance
Cleanses the subject of any foreign matter in his tissues, including cactus or porcupine spines, arrowheads,barbs, bullets, splinters, etc. Also eliminates external (but not internal) bacteria and parasites. Has no effect against diseases, poisons or drugs. The subject must be willing or totally helpless (e.g., bound or unconscious) and the caster must touch him. “Foreign matter” that is somehow integral to the subject (gold teeth, steel plates or rods, glass eyes, cyberware, and so on) must be excluded by the
caster or it may be destroyed as well! If the caster is careless (or malicious), each item resists separately with HT+5 of the subject.


So first off, I was wrong about poison.
Second, all examples *happen* to be solid matter here, so it could be defined in
Create(Solid[A Very common category]) 40 points
Destroy only +0%
Reduce FP Cost of 2 to 0, +40%
Automatic Success +100%
Melee Range (Touch) - 30%
Accessibility (Only foreign material inside a living body) -80% [Not sure what would be a good modifier, but it is reducing the usefulness of destroy all solid matter in the universe a lot]
Selective Area +20% (Can specifically call out targets to waive)
Resistable (HT+5) -55%
Sorcery -15% (Add back the 1FP cost, and all the advantages and disadvantages that go with sorcery)
So the total modifier is -20%,
making the spell cost 32 points for the full version, or 7 as a alternate ability. This could potentially be a leveled ability. Level 1 can remove up to 10 lbs of contaminants and cost 32 points. Each additional level costs 32 points and allows the destruction of (Level^2)*10 lbs of contaminants... though a lot of living things with more than 10 lbs of contaminants are probably pretty screwed up.
>>
>>43825996
100 points.

I was just going to buy Magery 0 or 1 normal, then buy the next two levels with "Granted by Familiar" type thing.

Figure have a normal Ally familiar as the "eyes" of the otherworldly entity, and buy the entity as a Patron who possess it to talk and teach magic occasionally.
>>
>>43826219
100 points? Perfectly doable. Not optimized, but not crippling either. The patron might be problematic, point cost-wise, but it sounds like you're going for a rather low Frequency of appearance.
>>
>>43826092
IIRC, abilities that cost FP already don't reduce FP to 0 and then add it back in with Sorcery, they reduce it to 1 and use Magical -10% instead (Sorcery is just Magical + Costs 1 FP). Total modifier should be -35% if my math is correct.
>>
>>43826290
Speaking of, I mostly just want it as a way to learn spells and maybe get some snippets of lost lore occasionally more than straight intervention.

Fluff-wise, it is a patron, crunch-wise though is there a different way to buy it?

I was thinking I could at least add some kind of "takes an hour long ritual just to be able to make the Frequency of Appearance roll" limitation to discount it.
>>
>>43826407
Patron does sound like the right Advantage for it, but you could potentially negotiate it to be some sort of "Unusual background"(B96)?
>>
>>43826407
Blessed or Very Blessed. Perform an hour-long ritual, you receive "wisdom from your deity" in the form of visions. Make an IQ roll to determine if you actually get something useful out of the meeting; talking with gods is a trippy experience. Lastly, the ritual and communion is fatiguing and you lose 10 FP when everything's said and done. Very Blessed is the same, but you get +5 to your IQ roll. You also get a reaction bonus from people that also follow the deity, but I would just ignore that; I see it as trading out a reaction bonus for the ability to learn spells whenever you have free points.

Replace "deity" with "patron" and you've got the fluff. Some levels of Reduced Fatigue Cost (+20%/level) would be nice too. Maybe Fickle (-20%) form Powers would work too; you need to make a reaction roll to use this ability. I think that'd make sense since you're not a devout worshiper of your patron, the relationship is more intimate and as such how they feel about you matters more.

If your IQ is decent enough you can regularly make the roles to interpret everything, Blessed (Reduced Fatigue Cost 6, +120%; Fickle, -20%) [20] might work best.
>>
>>43826290
>Perfectly doable
How though? Do I try to force in an 11 or 12 DX? Is there a spell selection that doesn't require attack rolls? Guess I could go with explosive attacks for the +4 to hit the ground?
>>
>>43826659
If you don't really need any other DX-skills, just put a lot of points into innate attack of choice. Keep yourself to a single main combat spell at 15 (high chance of success, and cost reduced by 1), and get a bunch of utility spells at whatever you get for one point investment. Remember that you can get your IQ for cheap if you lower Per and/or Will equally. Also be prepared to lower ST by at least one point, favorable two. (your familiar can make up for the lost carrying capacity). Keep HT at 10 and buy FP separately to fuel your spells.

Now I kinda want to try and build this. What strength patron/familiar are we talking?
>>
>>43826369
That might be correct. The number adds up right.

These ones were also easy:

Coolness
Gives you temperature Tolerance 5 per each level... technically, this means Warmth and Coolness are basically the same spell, but temperature tolerance is only one point, so there is no RAW way to make it cheaper... maybe each spell could cost exactly half?

Affliction 1 - 10 points
Sorcery - 15%
Advantage Temperature Tolerance 5 +5%/lvl
Extended Duration x100 +80%
Fixed Duration 0% (Always 1 hour)
Increased ½ D +10%
Total Cost = 18 for level 1, Each additional level is ½ point and gives 5 additional levels of temperature tolerance. (As a spell, this cost 4 points even for extremely high levels of temperature tolerance.)


Detect Poison (Like Detect Magic, but poison instead of magic) 7|2
Using the same parameters as Detect Magic from sorcery, assuming poison is about as rare as magic.

Final Rest (Taken From Divine Favor)
This only costs a lot more than the divine favor one because of the stipulation that sorcery spells should take 1 second.
Blessed (Last Rites) 5 points
Sorcery -15%
Reduced Time (1 second) +120%
Total 11|3
>>
>>43826794
Honestly I intended them to be more story hooks more than powerful in-game things, so as to keep the points low.

Familiar would be just a IQ 6-8 small animal, raven or cat or something with a mind-link to PC, probably in the 25% points range. Patron, again, more as a source for new spells and hidden lores, so while the base Patron may be a bit pricey, lots of stuff to buy it down like ritual and stuff to talk to it.

The Blessed option >>43826628 may be worth considering too, since the intent is more a story device than direct benefit.

Probably buy some of the Magery and extra FP with "Granted By Familiar" and maybe "Pact" to keep the cost down. 100 point character, one has to be cost conscious!

Huh, could you buy +2 Innate Attack (Granted By Familiar) for 5 points or something similar?
>>
>>43827039
Dungeon Fantasy 5: Allies discusses familiars, and kinda gives some examples of the kind of powers a familiar might grant, usually themed after the type of animal (Spiders can give clinging and a binding projectile, Dragons can give Extra DR Tough Skin and a fire projectile, etc.)

Dungeon Fantasy is pretty high powered though, so they might be outside your price range, but it might be a place to look for inspiration.
>>
>>43827039
Once you've started assigning points, post a first draft of your character here, and we might be able to come up with some improvements.
>>
Lend Energy seemed really weird to stat out... I made it a free ability that comes down to you giving the person you touch the leech advantage for 1 second, leech limited to FP only. Each level allows you to transfer 2 more FP in a single second. I also gave it magical -10% instead of sorcery-15% because the FP cost is the amount that gets drained from you. At least it is cheap enough to learn as a free cantrip.

Lend Energy
Affliction 1 - 10 points
Magic - 10% [The spell is “free” but FP will be lost.]
Advantage Leech(2) +30% a level
Magic -10%
Steal FP Instead -25%
Accelerated +25%
Only Heal FP -20%
Accessibility (Caster Only) -20%
Maximum Duration Less than 30 seconds -75%
Fixed Duration 0% (Always 1 second)
Melee Range -30%

Level 1 costs 2 Points|1 Point. Note the total base modifier is -85%, so Level 2 is *slightly* cheaper than all other levels, and only costs 2.5 points, the rest cost 3 points… that said, because of rounding, they might as well all be 3 points. Each level allows the lending of 2FP for one second.
>>
>>43828025
http://www.sjgames.com/gurps/faq/FAQ4-5.html#SS5.1.3 describes a plausible alternative.
>>
>>43828471
Aw, I kinda like my version because it makes what is considered a pretty low level spell even in the default magic system cheap enough to be used as a cantrip. I feel like a hero every time I accidentally discover one.
>>
>>43825408
It's somewhere to start looking at least. Thanks.
>>
File: 1417495217803.jpg (67 KB, 900x630) Image search: [Google]
1417495217803.jpg
67 KB, 900x630
If I wanted to drop a fictional jungle covered island into the 1930's Caribbean with an old Spanish port town, some interesting ruins and a corrupt police force which would be the best country of that time to make it belong to?

I would probably dump it somewhere between Mexico and Cuba to make the Mayan ruins slightly less ridiculous.
>>
File: el_prez.jpg (84 KB, 500x500) Image search: [Google]
el_prez.jpg
84 KB, 500x500
>>43829908
You serious?
>>
>>43830138
Do this man.

You got to do this.
>>
Purify Air and Purify Water had me stumped for a bit, but this is what I came up with:


Purify Air: 16 points a level.
Transmutes any "gas" to "breathable air"

Create (Gas[Very Broad]) 40 pts/lv
Magic -10%
Transmutation Only - 100%
Gas To Breathable Air Transmutation +50%
Total Cost is 16|4 pts a level. The area purified has a radius equal to level.


Purify Water
Forces water to separate itself from all impurities. The flavor of the old spell was that you make a ring to poor dirty water through, and pure water comes out. This would be more like two jugs next to each other with a hose between them, and the water magically climbing out of one jug through the hose into another, leaving behind the contaminants. I think at really high levels of control it might be possible to simulate the "pour water through a ring mechanic.

Purify Water: 4|1 points/level
Control (Water[Common]) 20 pts/level
Sorcery -15%
Accessibility (only to move water between two connected containers, leaving impurities behind) -65%
Total Cost 4|1 pt/lvl. Each level allows you to separate 10 *(level^2)lbs of water from contaminants at a move of level. 1 gallon is approximately 8.35 pounds.


I gave it a big accessibility limit considering all the other things you could potentially control water to do... drown people, warp wood, put out fires, etc. So I don't feel like it is over generous. It's also cheap enough for a cantrip at moderate levels of sorcery.

Feedback?
>>
>>43826092
>“Foreign matter” that is somehow integral to the subject (gold teeth, steel plates or rods, glass eyes, cyberware, and so on) must be excluded by the
>caster or it may be destroyed as well! If the caster is careless (or malicious),

Nice catch making sure you account for that. In certain settings, this could be a major use of the power.
>>
>>43833990
Well, that came directly from the source. When I get bored and don't want to play video games, I start converting spells from the magic book to Sorcery spells. Just fiddling around with all the spells in Dungeon Fantasy 1 that are listed as Cleric Lv 1 spells. Figure it is a good place to start with spells that are largely useful in a lot of situations. Dunno what I should do with all the ones I calculate out, so I put them here to be judged... maybe I should make a blog to post them, or put them on a wiki. Have a 10 page document of them so far.
>>
>>43833641
Looks solid. Clever too. You're doing God's work Anon.
>>43834372
>10 page document
Dang, you've been at it. There's a GURPS wiki already, but I don't know if that's the best place for it. At the very least, I'd put it up as a google doc so we can add the link to the thread opener.
>>
>>43834452
I'd link it on google docs, but it is on my [email protected] account, need to move it to my silly email address.
About 9 pages of it are real content, the first page is notes to self on what the pros and cons of sorcery are. And the older spells were my attempt at converting the cooking college which has a few errors because it was my first time using powers for anything... gotten slightly better in my own opinion over a few months.
>>
>>43834654
Makes sense; the more you interact with the system, the better you get with it. Floating around on the internet somewhere is probably one of my first GURPS works, a GURPS: Fullmetal Alchemist splat that had a serious lack of understanding of game mechanics. I think I remember having alchemical attack be a quick contest vs dodge; absolute clusterfuck.

On a related note, how long has /rs/ been gone?
>>
>>43827085
The straight DF stuff is a bit pricey but has good examples. I didn't even know this was there though, so thanks for pointing it out.

>>43827651
Happy to, I have the basic idea in my head, but a lot is still hazy. I'm sure some will come out as I build it out, but some stuff is still up in the air. For example, other than Mindlink/Telesend, I'm not sure what form and capabilities the critter will have.
>>
>>43834774
Long.
You can find laods of shit on a request thread on 7chan's /tg/.
>>
File: 1448349769002.jpg (53 KB, 640x430) Image search: [Google]
1448349769002.jpg
53 KB, 640x430
After seeing this picture I suddenly want to do an Action campaign set in the 80's.
>>
File: Plot Hooks.jpg (67 KB, 488x456) Image search: [Google]
Plot Hooks.jpg
67 KB, 488x456
>>43837727
I can honestly say, that unless your Action campaign looks like an 80's action movie, you're playing the game wrong.
>>
>>43835616
Some uses/capabilities that I recommend:
1. Pack mule:
Put some mayor levels of Lifting ST on the little bugger. Even if its a small creature and the total lifting strength doesn't go past 9, it'll still double your scrawny wizard ass carrying capacity.

2. Scouting:
I'm guessing the familiar is small already, which gives it a natural bonus to stealth, and with Mindlink/Telesend, it'll be able to instantly report back to you. put some points in stealth, get a few sense-related advantages such as night vision, maybe even a few levels of the Chameleon advantage. You'll be the first one to know when danger lurks nearby.

3. Combat:
A kind of obvious use, but focus less on the familiar being an competent fighter on its own, and more on how it could assist you, mainly by defending you. Grappling is a good way to keep enemies busy, and if you get Lifting ST for the pack mule utility, don't forget it's also usable when holding on in a grapple or trying to choke someone.

A familiar which is good at all three of this is an expensive, high point familiar, so pick what you feel seems most fitting or useful and focus on that so that it can do at least one thing well.
>>
>>43837850
I just realized after all these years that guy looks like Duke Nukem. How bad would you be screwed if Duke was your CO?
>>
File: 1431789720029.jpg (2 MB, 1721x2375) Image search: [Google]
1431789720029.jpg
2 MB, 1721x2375
>>43838014
Wait, it isn't Duke Nukem?
>>
How would someone stat out the stop bleeding spell? It sounds like the first step of First-Aid, combined with the possibility of stabilizing a mortal wound as well.

Stop Bleeding
Regular
The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill (p. B195). This restores 1 HP, and prevents further HP loss from bleeding if the optional bleeding rules (p. B420) are in effect. The subject of this spell may not subsequently benefit from further bandaging of the same wounds. This spell may also be used to stabilize a mortal wound (p. B423), at a substantially higher cost.

Is it something like Wild Talent -- Accessibility (First Aid only), no die roll required?
>>
>>43839438
1 HP of magical healing already stops bleeding. If you do a limited version of healing that only heals 1HP, you should be fine. Whether you stop the bleeding and that heals 1HP or you heal 1HP and that stops the bleeding, the final results are the same
>>
>>43839722
That's right... I forgot. That makes this spell almost as expensive as regular healing anyway then because the least it can heal is 2 hp.

Also realized I made a serious boner with a lot of my advantage afflictions; they are worth 10 times the amount of points as a percentage enhancement to an affliction spell... effectively making them worth what the advantage would be worth normally... though it does have the magical limitation, so it's 10 percent off for that.
>>
>>43839848
Powers talks about proportional FP expenditures; basically, if your ability costs more than one FP and comes in variable strengths, you can spend less than the required amount and get a lesser effect. If you having a 2d Burning Attack that costs 2FP, you can spend 1FP for a 1d Burning Attack. Similarly, you could have a 2HP for 2FP and then limit it to only spending 1FP at a time (-0%).
>>
File: Sorcery.pdf (1 B, 486x500) Image search: [Google]
Sorcery.pdf
1 B, 486x500
Finished all the level 1 spells... Realized that there is a version of cool that is way cheaper than mine in the Sorcery book after reading it.... but that version sounds to me like it makes one spot constantly cool, while mine is for being able to tolerate high temperatures regardless of location.

The food college spells are a little wonky because it was my first attempt at powers, and there are probably better ways to stat them out, but I figure I'll leave them alone for now and just try to get as many spells done as fast as I can, and then go back and start tuning... the big thing that bothers me is that I didn't realize that "food" was considered a simple enough *thing* to be made with a Create power, so I used snatcher instead... so Create Food can be a lot cheaper, for example.


I have it on google docs so I can work it out a little at a time no matter where I'm at. I treat it like doing a crossword puzzle or something, but like I said earlier, it is on my [email protected] account, so I need to move it to a different one before I can link the live document.
>>
>>43786191
>>43786539
Is ther any o9ther reason gurps vehicles sucks other than the complexity?
>>
>>43842158
It's irrelevant now, since the vehicle rules were changed completely in 4e
>>
>>43842171
Are there any homebrew rules for vehicle generation in 4e?
Actually, what exactly makes 3e Vehicles obsolete for 4e? I've never bothered to scrutinize it too deeply.
>>
>>43842158
Nope. It's not even super complex* but it damaged the system's reputation so severely I think SJGames is wary about releasing 4e.

*It totally is super complex if you're talking the math with only the rule book, a pencil, and some sheets of paper. The math can be bad, but the real kicker is you have a bunch of interdependent variables; the engine's output might not be enough to get the desired speed at the current mass, but you won't figure that out until everything's finished. However, if you take it on today, there are plenty of resources to help, mainly spreadsheets that do the math for you and keep everything straight so it's easy to fix things.
>>
>>43842158
It's gr8, m8.

>>43842191
Make shit up to fit the vehicles stat from Basic Set.
Stat them as character.
Use Spaceships.
Pick your poison.

>>43842229
The math isn't really bad, as in complicated or complex, it's just tedious.
And better than spreadsheets, there's GVB, GURPS Vehicle Builder. Nifty program.
>>
Hey GURPS gen, help me out.

What do I do if there's two disadvantages colliding in one specific situation and are at odds with each other?

For example, A curious pacifist encounters an electrical chair with a man strapped inside and a button connected to it. He doesn't know all the details about the chair sans it's overall appearance as the classic execution device. Could be a dud for all he knows.

How does one decide which disadvantage takes over, curiosity (push the button) or pacifism (avoid hurting the man)?
Thread replies: 255
Thread images: 40

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.