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Alternative steeds 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://www.mediafire.com/folder/pusp4xl9rxmex/

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
>>
"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.
>>
>>43614359
>"move and attack" penalty of -4 or max of 9
Actually, it's not "or", it's "and". Move and Attack cannot be higher than 9
>>
GURPS 4th edition Books Alternative Link
https://mega.nz/#F!RcJUHApY!uVGhU1FAZaWQAURsfrOgyQ
>>
>>43614443
Quite right, I read it right but wrote it long, my bad.

It just seems like a serious restriction on a "signature attack" for a character. Now I'm thinking on it though, I don't think it applies to the lance attacks, so I guess it wouldn't apply to the others as well...

That said it seems like the "mounted combat" rules are excepted due to the attacker being separate from the mount (thus not actually taking the Move & Attack action). the mount is making the Move and the rider the Attack, so I guess how this impacts centaurs is unclear.

I could see this being ruled that the centaur would suffer the standard Move & Attack action penalties. Ugh.
>>
>>43614570
On the other hand, you can use Extra Effort to get rid of those penalties. Keeping in mind that (as a centaur) with high move this allows you to cross vast distances, deliver an attack and get fairly good damage (2d+3 impaling with a spear, I think?) that's a pretty fair option.

It blows most other options out of the water for poor humans who can't trample their foes into the dust.
>>
>>43614570
Oh and as a centaur with a spear, you can also use Slams with Long Weapons to a) get rid of the penalty because you're doing a slam not an attack, b) use your weapon skill and c) ride between two people and hit both of them in the face for 2d+3 crushing, knocking them to the ground. P. 113 Martial Arts.
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>>43614570
I think that since Slams don't get any penalties, then attacks with Lance skill shouldn't have them either.
>>
>>43614570
>>43614766
You can also move half your attack with an All-Out Attack (even if you're only rocking Enhanced Move 1, that still means full speed and slam damage at full skill). Also, I don't see why you wouldn't be able to buy off the penalty as a technique of just straight up buying Flying Lunge; once you've added centaurs to the mix I don't think a cinematic technique or two will ruin the tone.

And really, autosage at 310 instead of 300? What an absolutely meaningless change.
>>
It's kind of disguised but in GURPS terms a "Charge" is actually just an All Out Attack (Determined) or (Strong) - you get to move ½ your move, which is normally 2-3 for the average human and might be 3-4 for well-trained soldiers. That rapid 4 yard forward dash with +4 to hit or +2 but less defense (no defense, even) represents the typical all or nothing Charge. Given the standards of "human scale combat", if you clock someone over the head with a Strong Attack with a Spear / Sword / Axe your average st 10 human does 1d +3 or 4 cut or 1d+2 imp.

The minimum damage of that is:
4x1½ = 6
5x1½ = 7
3x2 = 6

Which you'll notice is more than enough to cause a Major Wound to other normal humans, and a crippling wound in most limbs.

Now if you've been moving forward for a while you get to use the Sprinting Rules, which ups your speed by 20% if you sprint for more than 2 seconds.

If you're standing 20 yards from your opponent with move 5 then you move 5 (5), move 6 (11), move 6 (17) and finally perform and All Out Attack Strong, moving ½ your Move which is now 3... (20), and your 4 second sprint towards your opponent followed by a vicious sword attack now does 1d+3 cut dmg ( or, with a spear, you All Out Attack Strong [Slam], for a whopping 1d+5 Imp, which becomes 2d+1 imp because you can use the slam thrusting weapon rules to get (6*10)/100 => 1d + imp spear damage + 2 from the Strong)

Spear Charges can get pretty brutal in GURPS.

Of course a component opponent will have gotten ready with Stop Thrust. Best hope you have longer reach than your opponent.
>>
I love it when a gurps mechanic comes together like that
>>
From Ultra-Tech,
>ETC weapons are not shown on the weapon table. Instead, all conventional slugthrowers are also available in ETC-boosted versions.
>ETC guns have 1.5 times the piercing damage

I'm still new to GURPS, so forgive me if this is a dumb question, but how exactly is that multiplier done? Is it done after all the damage is calculated, or is it multiplying just the dice roll damage, or something else?
>>
>>43616336
x1.5 the damage, not the injury, so before rolled.
Easiest way to do this is to convert dice to static values. 1d has an average of 3.5, so if your gun originally did, say, 5d+2 pi+, you would convert that to (5*3.5)+2 = 19.5 and multiply that by 1.5. You would end up with 29.25, or 8d+1.25 (rounded to 8d+1 pi+).

Pic related from high tech is the official version of what I just said.
>>
So I've recently just started running a GURPS Fallout campaign, and it's my first time running GURPS. We get into a combat, and after it's done we're not sure if we did it right.

So in the firearms section, it states that you decide how many times you fire in your turn, up to your RoF, and you use the gun's recoil and your attack roll to determine how many shots 'hit'. What we were confused on, is if a defender can attempt to dodge every bullet that hits or not. Dodge states that you can dodge any given attack once, and we're not sure if that means you can only dodge the first bullet that hits, or if a successful dodge means you dodge them all, or what.
>>
>>43617079
"If a single rapid-fire attack scores
multiple hits, a successful Dodge roll
lets you avoid one hit, plus additional
hits equal to your margin of success. A
critical success lets you dodge all hits
you took from that attack."
pg.B375
>>
>>43617169
That's what we're confused about. Is any attack that's a RoF more than 1 considered a rapid-fire attack? I thought that only applied to things like SMGs or machine guns
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>>43617230
Yes. More than one bullet fire is still grouped together as one attack. If you choose to dodge, you dodge the margin of success+1 bullets that would have successfully hit.

think of it this way; you can make 1 dodge roll versus their one attack roll.

If they attack and that results in 4 bullets coming your way, your one dodge roll better succeed and by a margin of 3!
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I did a thing.

Most went for high contrast of pink and neon orange /violet versus soupy green and lime. Mucus and brains.

Plenty of fight for a party of 4 in mech suit armor.
>>
>>43617305
Okay thanks. Yeah, we dun goofed. I also messed up with the piercing rules, and had everyone doing more damage than they were supposed to, but we figured it out once the combat medic broke out his shotgun with slug shells.

Another thing, is there any way for someone who dual-wields pistols to get to attack with both in a single turn? I know that melee can double attack, either with 1 weapon or 2, but it doesn't have that option for ranged. I only have the basic set in book form, and wasn't going to try and search through all the pdfs while the game was going on.
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>>43617395
The combat section is heavily explained in campaigns.

You can all out attack : double to fire both weapons. Off handedness applies (see ambidexterity/offhand weapon training technique).

You can also dual weapon attack (fire both simultaneously). Offhandedness again applies, dual weapon attack training technique helps.

Reread the combat chapters in campaigns though. Unless you dump a bunch of points, akimbo tends to not favor those who use it without dedicated investment.
>>
I love Sorcery!
>>
>>43617440
It's probably not going to be an issue in the game. One of the players simply asked, but when I looked, all I could find was the double attack option for melee under the all out attack.

Yet another thing, how would you build an encounter for 4 160 point characters? I've looked through both books, but there doesn't seem to be guidelines for building encounters. For the test fight, I simply through them against 4 80ish point raiders that I made using the bandit template from Fantasy, and giving them some decent armor and low-end guns. The PCs didn't do too well, but that was more because we didn't know the dodge rules well enough, some poor rolls on their side, and some good rolls on my side. I rolled scarily well.
>>
So we explored centaurs a bit, found some interesting stuff from it.

What about Ogres?
Attribute Modifiers: ST+10 (Size,
-10%) [90]; DX-1 [-20]; IQ-3 [-60];
HT+3 [30].
Secondary Characteristic Modifiers:
SM +1.
Advantages: Acute Taste and Smell 1
[2]; Damage Resistance 3 (Tough
Skin, -40%) [9]; High Pain
Threshold [10]; Magic Resistance 2
[4]; Night Vision 9 [9].
Disadvantages: Hideous [-16]; Odious
Racial Habit (Eats other sapients)
[-15]; Social Stigma (Barbarian)
[-10]; Social Stigma (Uneducated)
[-5].

-3 IQ seems pretty brutal, potentially crippling?

Do you have to buy off "Odious Racial Habit: Eats Sentients" if you don't or does the reputation stay no matter what?

On the other side, is natural DR 3 skin a bit game breaking in the other direction? What tricks does a 20+ ST and +1 Size give?
>>
>>43617361
Goddamn that looks nice!

>>43617505
Couple things
1) Point don't matter shit for enemies because they don't track general combat expertise like levels do in D&D. They just aren't meant to.
2) Pyramid #3/77 – Combat has the article "It's a Threat!" In it is a guide to figuring what amounts to GURPS's version of CR.
2.5) However, at the end of the day it's mostly down to GM experience. No one knows your PCs, their capabilities, and what will challenge them better than you do. It takes a bit, but you should soon get a hang of everything.
3) Alternatively, there are always mook rules. 95% of goblins and orcs aren't meant to be a serious threat, so give them the least amount of attention you can get away with and focus on the more important bits.
3.5) On that note, the Action series introduces the Basic Abstract Difficulty. An enemy's BADness normally determines the penalty to use skill against them (climbing over their walls, hacking their databases, searching for physical clues, etc.), but mooks are can also benefit from their organization's BADness; their skill for relevant traits it 9+BAD; tough or well-equipped mooks might have actual HP/DR and deal damage equal to their BADness as well.
4) If all else fails, go with realism. Consider how much skill would a realistic highwayman have with a sword (hint: very little) or how many would reasonably try and attack a single group at one time. If it turns out the realistic route is too harsh, realistically the PCs should flee the encounter. Personally, this was the advice that helped me the most. My players tended to get creamed when I didn't bother to think things through and ended up giving random bandits once-in-a-generation levels of skill because Broadsword-18 "sounded like a challenging fight."
4.5) If you're basing combat difficult on realism, make sure you're fighting realistically too. Animals flee when attacked and people leave after getting the crap kicked out of them. Few fights are to the death.
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>>43617975
SW 3d+2, well, the biggest trick would be cut people in half while u have like RD 8/6 using a chainmail
>>
>>43618126
>Consider how much skill would a realistic highwayman have with a sword (hint: very little)
How much is "very little" in GURPS for a highwayman who use it for a living? 12 assuming 10-11 DX?
>>
Generatorfag here, in response to >>43613952

Yeah, I'm not really creative enough to be able to make my own tables for this kind of thing. I started writing these programs because I loved the random generation tables in DF, but got tired of the laborious dice rolls, looking up page numbers, and writing things down. Then I got into the other systems for making beam weapons and armour, and found the same thing - an easy to do but tedious and time-consuming process, which is exactly what computers were made for. Technically, this is a whole lot more work, but it saves future work.

Plus, the armour and beam weapon systems don't have provision for random generation, so I've implemented systems that pick random options sensibly based on properties, like a user-input TL, or a configuration (no 6d+2 laser pistols for you).

In addition, having to understand these systems well enough to program them has allowed me to derive new values. So I can define new beam weapon types that are consistent with the ones given in the beam weapon article, and I've already derived values for Ultra-Tech materials for armour based on information in Ultra-Tech and Spaceships (it's the only place in GURPS that gives DR values for stone, iron, steel, metallic laminate, and nanocomposites on the same scale, adjusted for thickness).
>>
>>43619944
Usually my bandits carry cheaper and easier weapons like maces, forks, spears, bows and occasionally crossbows, when they are deserter soldiers or starving hunters who lost the hunting rights they have good combat skills(14/15).
When you are going with realism think about the origin of the bandits, are they deserter soldiers? fleeing farmers? "professional" raiders? just desperate starving people?
>>
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>>43620164
>deserter soldiers with 14/15

That is pretty damn high, especially since deserters are often the shitty ones. And given that plenty of professional soldier/bandit templates don't have a melee skill over 13.

15 is more robber knight who happens to be especially skilled level.
>>
>>43617975
Well you could strangle people with 1 hand at 15 ST (-5 for doing it 1 handed to your ST score)

Which allows you to All Out Attack (Double) Chokehold+Chokehold 2 knights, lift them off the ground and squeeze the life out of them. That's something.
>>
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>>43620230
I am pretty sure that would be a good way to get both your hands cut off.
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>>43620215
its normal to mercenaries have 14 and even more, if they think the war is lost and they will not get paid they desert
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Wait, what? Does it make specialists (Limited Colleges, one college, -40%) 40% worse with their only college than generalists with that college?
>>
>>43620361
Its not normal though, 14 or above is for 'experts' not normal professional soldiers. The military examples given for skill 14-15 in How to be a GURPS GM are a 'commando' or an 'ace pilot'.

If you want elite mercenaries to be sitting on a road taking money from people that's fine but they better have good stuff to loot if they are going to be above average like that.
>>
>>43620394
I haven't read that one yet. What does Sorcerous Empowerment do per level?
>>
>>43620468
Allows to improvise more powerful spells.
>>
>>43620468
Its level is prerequisite for spells and its cost sets maximum spell cost.
I get it now, it's not meant to save points, but to make more powerful spells available at less total points spent on it. But more powerful spells cost more points...
>>
>>43620394
Yes but no - they can buy fewer overall spells (point spent) but they're assumed to have a higher *level* in their low-point-cost specialization, which allows way broder improvisation within that specific college.

Limited Fire for 10+5 gives you 9 levels for 50 points, which allows you to improvise any and all fire spells up to 9 points from that point on. Broad generalists would have level 4 (20+3x10) and so would only be able to improvise spells up to 4 cost.
>>
>>43620485
>>43620498
>>43620515
Which book is this from?
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>>43620412
that was just an exemple from my last session, a army literally disbanded an started raiding the countryside. also it was only one 14/15skill batalion, the others were 12skill
>>
>>43614408
Downloading the 4th edition books right now. I recently picked up a copy of GURPS Space at a local book store for about a dollar out of curiosity. I was blown away by the detail and quality of the book. The group I'm currently in runs mostly AD&D 2e, but I'm interested in getting away from the D&D lore and running a gritty, low fantasy campaign of sorts. What specifically should I be looking at?
>>
>>43620572
This one, Anon.
>>
>>43617975
Well, it would be easy to kill something you hit. The real trick is actually hitting. You will still need to raise DX back. One idea is Beat from MA - it is Feint that works off the ST and reduces one defense of choice, but everyone can use its results. Another thing is that your weapons will be heavy - you will literally break shields and enemy weapons when the enemy blocks/parries. Finally there is a flail - it has high damage and gives really high penalty to enemy defense.
>>
>>43620637
Gurps Lowtech(everything from daily life, farming, craft to extended realism for combat), Gurps Social Engnering, Gurps Magic, Gurps Thaumatolurgy, Gurps ritual path, maybe horror, Supporting Cast Age of Sail Pirate Crew if u wat more inf about sailing, Celtic myth, city states and mass combat, dragons, crusades and do not forget Aspargus

Everything and much more here, i think thsi link only does not have the last Pyramid
https://mega.nz/#F!RcJUHApY!uVGhU1FAZaWQAURsfrOgyQ
>>
>>43620699
Thanks. Download just finished, I'll save your post for reference.
>>
>>43620699
>>43620637
>>43620706
i'm being serious, read every lowtech book u can find, those has been written by historians. also u should read even the 3th books, it's easy to convert and it all have lots of information.
>>
>>43620713
>>43620706
GURPS Sex if u want rules for avoiding much of ERP or just pregnancy and interspecies info
>>
any alternative steeds templates?
>>
>>43620762
A steed is just anything with enough Basic Lift to not get overburdened by an average rider and has the Mount skill. It'll also usually have a higher move speed, either through superior Basic Move or Enhanced Move, of have other movement options like Flight or Tunneling
>>
>>43620762
i know what is a steed, i'm asking for your custom templates and i want to know what others gm uses for steed in their games
>>
Where does "spells require two rounds to cast unless you cast it previous round" come from? I'm reading >>43620639 "inventing new spells" (p13) and don't see it.
>>
i know there is a IQ table with a comparative to things like "what means to have 8 IQ", someone have it?
>>
>>43617361
Nice colors! Looks kinda rainforest-y to me, what kind of monsters are they exactly?
>>
>>43620906
It's in there somewhere. I have no idea why you'd look under "inventing new spells" when what you need is "Casting Spells" p6-7.
>>
>>43620967
I'm trying to figure out WHY does it work like that, because that unique casting time isn't included into Sorcery [-15%].
>>
>>43620990
That's because alternative abilities need a Concentrate maneuver to switch.
>>
>>43621004
I see, thank you.
>>
Any ideas regarding what the next book should be? Like, do you feel something should have a big 4th ed revamp by now, or maybe a genre that still needs to be visited, a setting explored, etc?
>>
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Hi,

I am planning to make a GURPS 4e game where the players will be faeries caught in an impending war between the birds and bees. I would like to ask if you know of any other source material besides Fantasy which I could use for this? I am less interested in lore and more in mechanics I could play around with, as I am already well versed in folklore and mythology.
>>
>>43620959
Two frogemoths/slaad from the bones reaper 2 kickstarter line. Plus mutant spiders and a brain chigger.

The big guys have neon pink bellies. They're all going to be elder god horrors, with acid skin, leech attacks and horrifying effect
>>
>>43621110
>faeries
>war between the birds and bees
>I am already well versed in folklore and mythology
These faeries that live in parallel dimensions, kidnap people and throw magical swords into lakes? Or some other faeries?
>>
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>>43621280
Maybe they do that too, however, in this scenario, they will be dealing with issues within their own realm, and will not interact with humans. So there is no reason to stat them accordingly, but relative to the spirits and animals of the forest.
>>
>>43621110
"birds and bees" doesn't this means sex?
>>
>>43620639
I had many of the Thaumatology books, except that one. Thanks!
>>
>>43620662
What would be the minimum DX and attack skill level?

I found how for 2.25x price and weight you can make a weapon proper SM+1 size and get 1.5x damage. Which seems handy.

Still worth using a shield?
>>
>>43622177
if u got armor, and the enemy don't have big weapons(cannon balls, fireballs, a fucking balista) you will be better with a two handed weapon.

Also you will be good with 14 skill, u don't need to bee precise, just atack the enemy torax and cut him in half
>>
>>43621110
There's literally a Faeries book for 3e.
>>
>>43622177
>What would be the minimum DX and attack skill level?
Put as much point in DX as possible. You ain't gonna use IQ skills, not with IQ 7, so most of your skills will be DX ones.
>Still worth using a shield?
Of course it is. SM makes it easier to hit you, so you still want to have good defense. Meanwhile, due to your high ST, you will have more than enough damage so you won't need a 2h weapon most of the time. Another idea is Off-Hand Weapon Training and dual-wielding - don't forget that Dual-Weapon Attack gives -1 to enemy defense.

>>43622290
What's the point of having high damage if the enemy just evades every attack? And while he has lots of HP and DR, it is still bad idea to just stand there and take hits.
>>
>>43622339
his DR will be 8/6 using chainmail, he can be basically a great swordsman but without needing plate armor, he only needs to worry with people using great weapons(two handed axes/swords/whatever) and lots of ranged fire, also he can always parry something that is big enough to do damage to him
>>
>>43622339
>>43622566
Maximum damage from "the common soldier" with a spear will hit him with 2 dammage(after imp effect). Only "normal guys" with 2handed weapons(sw+3 or bigger) can do real damage to him and only if they got like a high damage roll
>>
>>43622599
To be fair, spears suck as far as damage goes. Then again, what if someone will throw oil flask at him? Shield saves from that.
>>
>>43621065
>>43621004
Wait, if a dragon have jet fire breath, he can buy fireball-launching one for 1/5 points cost, and it won't even cost him a ready maneuver to switch modes because all of them are attacks?
>>
>OP pic
Is that a new book? Definitely picking up so I can have a monster manual.
>>
>>43622741
It's for GURPS third edition, definitely not a new release. I have it, but don't really use it though I suppose it's completely all right.
>>
>>43622880
>>43622741
non magic user templates can be easily converted to 4th
>>
>>43622715
Sorcery is based on a heavily customized modular ability power. You only need to concentrate to switch between two sorcery spells. If a dragon knows how to spit fire on principle of being a dragon, and he also learns the sorcery spell fireball, he doesn't need to concentrate to switch between them because good regular fire breath isn't part of the modular ability power.
>>
>>43623407
What if he have innate jet breath and want to breath longer range fireballs too? Would it be fair to convert jet to alternative ability and add breathing fireballs to it for 1/5 cost? I'm trying to wrap my head around it because 1/5 looks like a huge discount.
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>>43623499
Yes. Whichever is the most expensive is 100% of the cost and any other alternative abilities that could reasonably be using the same source is 1/5 of the price. It might seem like a big discount, but keep in mind that you need to have a really powerful ability to begin with to get anything worth for the 1/5 of the price and you can never combine or use the two different attacks on the same turn.
>>
>>43623529
I don't see what limits 1/5 abilities to maximum cost of 1/5 of full ability.
>>
>>43623585
They explain it in Characters, p. 61 for Alternative Attacks.
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I remember someone in this thread looking for War Against The Chtorr pdf. Do you still need it?
>>
I'm looking for the OGRE supplement for GURPS. I asked in the PDF Share thread and no one seems to have it.
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>>43622309
Thank you, that is what I needed.
>>
>>43623715
Still not seeing it.
>Determine the cost of these “alternative attacks” as usual, but only pay full price for the most expensive attack. Buy additional attacks at 1/5 cost (round up).
>>
>>43623829
I don't know what that is but I want it.

Also 4e Reign of Steel when.
>>
>>43624416
You figure out the costs of all the abilities you want to be alternate to each other without the discount. The one that has the highest cost from this perspective you pay full price on. You get the discount on all the others.
>>
>>43624468

There is a pretty extensive update document with some new stuff here, and the last Space issue of Pyramid detailed outer space.
>>
>>43623715
Not that guy, but holy crap, that solves the mystery for me. The little blurb in Sorcery is explaining modular abilities, and I didn't get how and why that lead to an 80% discount... but now I realize that when they are talking about the modular abilities, they are talking about cantrips and improvisation.
>>
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There is another thread up right now with people who think the GM is there for the players benefit only and that he should not be allowed to veto any character concept they want to play.

Can you imagine trying to run a GURPS game with a player like that.
>>
>>43627591
Sounds like my first game. It became a great kitchen sink super pulp action game, but we still had a pc with ETS and it was super disruptive...
>>
Bros, dudes and chicks of all hotness, a question

Need to squeeze as much Speed and especially Move out of character at lowest possible price. Suggestions? Ideas?
I Need AT LEAST 7.5 Speed and 11 Move (any value above will be also nice) with 200 points character that is competent at few other things than just being fast. Decent melee is a must for this character.
TL6, non-magic setting. So you see how my hands are tied with "standard" solutions of applied magic/biotech
>>
>>43627591

>"Okay guys, I brought my character sheet. He's a psychic cyborg were-bear ."
>"Bob we're playing a game about soldiers in Vietnam."
>"SHUT UP I CAN PLAY WHATEVER I WANT IT'S MY CHARACTER YOU CAN'T TELL ME WHAT TO DO."
>>
>>43626884
this is all the official sourcebooks pack
>>
>>43628220
>"Okay guys, I brought my character sheet. He's an 18 HT mundane human with no advantages and a 3 foot black rubber dildo."
>"Bob we're playing a tounge in cheek four color supers game ."
>"SHUT UP I CAN PLAY WHATEVER I WANT IT'S MY CHARACTER YOU CAN'T TELL ME WHAT TO DO."
>>
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>>43628220
>>43628364
This is how I imagine all those "you can't tell me what to do" people
>>
>>43627591
Sounds like SA, to be honest.
>>
>>43614452

Is that all of 4th or is there something missing
>>
>>43630220
all oficial books but not all pyramids
>>
So, why are hard copies of some of the 4e GURPS book so expensive? I want to pick up a lot of fantasy-oriented books as I strongly prefer having physical books.
>>
>>43631870
They haven't been ringed in years; munchkin is the breadwinner for sjgames. Guess sells pyramid to recoup the losses.
>>
>>43631896
Then I suppose I can get a nice, large binder for the books I want and print them out. 4 cents/page at my university's library.
>>
>>43631938
>[this is why gurps books are getting more and more expensive]
>>
>>43631977
No. Declining players and lack of merchants putting the books on their shelves is why. Be lucky they offer their shit in PDF form and monitor their GURPS forum.
>>
>>43631977
Most aren't being printed anymore bruh.

If you want physical copies of something beyond the Basic Set, Space, Horror, Powers, Zombies, and maybe Low-Tech, you're stuck paying $120+ for a used copy on ebay, which nets SJGames a total of $0. Buying the PDF from them and then printing it out at your local library or sending it in to a print-on-demand service at least gives the writers some sort of cash for their work.
>>
>>43632284
Basic Set + Fantasy + Low-Tech is just over $100 on Amazon.
>>
Pyramid 3-xx books have a lot of interesting optional rules and advices. Was there anything really important in Pyramid 2?

I only stumbled upon 'Wellsprings of Creation' article, which was nice.
>>
Kromm said they're making enough money to continue GURPS, but they've been considering the possible total move to non-physical products and a increased focus on marketing GURPS online.
>>
>>43632464
But the actually important shit like Thaumatology and Martial Fucking Arts aren't available from SJGames last time I checked.

Actually, I just checked again. Shopping off of the Warehouse23 website, the following books are available in print: Characters, Campaigns, Banestorm, Fantasy, Space, Zombies, Horror, Psionic Powers, Tactical Shooting, and Low-Tech. Everything else is 3e or digital only.

Anything not on there, including the rest of the -Tech books, Powers (I'm lucky I picked my copy up when I did, as that book is insanely useful and now no longer available), and the aforementioned Thaumatology and Martial Arts makes owning a physical collection damn near impossible unless you're willing to throw and inordinate amount of cash at opportunistic fucksticks scalping copies. That doesn't take into account the oodles of digital-only PDF splats. The only options left for dead-tree versions is printer+binder or a more expensive (but totally worth it in my opinion) print-on-demand service.
>>
>>43632692
I'll take print-on-demand. Just send me a nice little cheap booklet or replaceable rag copy so I have something to use or cram into a binder. I'll pay.
>>
>>43632692
>Characters, Campaigns, Banestorm, Fantasy, Space, Zombies, Horror, Psionic Powers, Tactical Shooting, and Low-Tech.

That'd be a hell of a book pack to be the only thing you had to make a game from.
>>
Group talked about the game a bit tonight, someone brought up a "witch", a magic-type with an otherworldly teacher and/or power source (probably a "more-than-it-appears" familiar).

Now I can do this with the rules, but I don't think there are any entities like this in Yrth, are there? As there are no real extra-planar or spiritual entities that both have the power and knowledge to do this type of thing.
>>
Any idea how to do Fallout style power armor?

I'm doing a Fallout game.
>>
>>43634930
Does Ultra-Tech have power armor?

I think it does, but I lose interest after TL6 so not real sure.
>>
>>43634954
No. It has stats for Mech suits (the smallest being much larger than the Fallout Power armor), and stats for an exosuit. I tried meshing the two together, but it sort of feels bad.
>>
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Sup GURPS general.

I've always heard about GURPS, but never had a chance to look at it until now. I'm kind of anal about realism and vermilisitude, and always wanted to run a game in a setting that wasn't completely absurd.

But hol-ee-crap, this is a lot of stuff to read.

I'd feel like I'd need to be a player in a game of GURPS before making my own thing. Sadly, I'm pretty sure finding a group is impossible online.

But is there hope? Do you guys have a secret lair where you play GURPs online?

Second question: suppose I wanted to make a setting with a lot of extra fluff and details. I definitely don't want to overwhelm players or expound on info too much, but I also want to get across key features of the world in a way that doesn't feel like an info-dump. How would I go about doing this?
>>
>>43635078
Almost all of those books are just elaborations on what is in the Basic books.

The Basic books are an elaboration of what is in GURPS Lite.

Start with GURPS Lite and add on from there.
>>
>>43635078
most of gurps books don't have much of mechanics, they are information and guides of "how to X" using the system from the basic set.
Also much of the game preparation will be u picking what u want from lots of books, writing your setting ad very often making your own rules for magic(gurps heavily encouraged you to do your own magic system to your scenario and he gives you the tools to do it)
>>
>>43635078
Pro-tip to learn GURPS 2fast reel gud.

Skip character creation, skip advantages, skip skills, skip equipment, skiiiiip, open on p. 1 of "campaigns", read from there - you'll understand it in 1 hour.

Everything else is specifics then, where you ask-resolve questions ( what does this specific advantage do, what does this specific skill do, what does this piece of equipment do )
>>
>>43635195
anti-protip* fixed

>>43635078
if you want to GM don't follow this, go on and read everything, u will need it when come the time to make NPCs
>>
>>43634930
Look for the unofficial Fallout pdf someone made for GURPS. it's what I'm using, and it has power armor in it. I don't have the link, unfortunately.
>>
>>43627591
That's where you point out the little section in Characters which states very clearly that players may only take traits that the GM has approved and feels are appropriate to the game.

Typical 3.5 mindset.
>>
>>43635502
You don't need that. GURPS has an index that actually works, so what you need is the core rules that govern the game. Success rolls, reaction rolls, influence, injury, modifiers and lots and lots and lots of words on theme / atmosphere / impact / idea.

There is absolutely no point in reading through the first 300 pages and memorizing every single advantage, skill and stat combination when those things aren't relevant to mastering the rule-set. Once you understand the underlying rules underneath itand how combat / exploration / investigation / navigation works you simply flip to the Index and look at the list of advantages / skills there and see what fits what you have in mind.

"I need an invisible nazi spy"
"Oh look, insubstantiality, fantasticsm and guns are all in the index".

Done.

Because GURPS is specific and each thing ties into the underlying rules without introducing new sub-systems, you don't have to memorize every single combination of feat-skill-class-level-summon-race-species to understand how the game works, you just need the basic rules and then you pick what seems appropriate from there.

I didn't say "Don't read creation to equipment", you need to read that to understand what you can do and how to build a character, but the first 300 pages are just long, long lists of potential capabilities and you don't need to memorize those, understand them or care about them because you read what's relevant for the game you intend to play after you've read the rules contained in the Campaign book and it's advice on theme, what rules to use, and how to give directions for character building.

"Read every single thing ever" is absolutely silly when it comes to GURPS because there's eight-billion books.
>>
>>43635755
Fucking this. When I GM GURPS, I tend to follow the "make shit up" school of GMing, because all you need in GURPS is an understanding of the basic 3d6-roll-low mechanic. Everything else is details, to be included, ignored, or made up as necessary.
>>
>>43628140
... still waiting
>>
>>43631977
You are aware that:
1) Most of the books are out of print for almost a decade
2) You can still buy PDF version from SJGames, netting them profit without costs of running printing operation
3) You now can legaly - at least by copyright law of my country - print said PDF for your personal use at close-to-zero costs in local printing house or just bind them at library.

So unless Anon is getting those PDFs from us, for free, SJGames wins and earns money while not printing books. Convoluted, but still workable
>>
>>43635804
Oh, sorry.

Ppffhh... Standard DX / HT 10=

BS 5 Move 5

BS 8 -> 60 points
Move 11 -> 15 Points

Total cost => 75 points.

200 - 75 = 125 to use on whatever the eff you want, go right ahead. Like maybe Trained By A Master and Karate and Acrobatics and Enhanced Move and Combat Reflexes and Sharp Claws - that's 50-60 points to spare on whatever and you can now lightning-cruise across obstacles, dodge for 11+2(acrobatic) each turn (16 if you retreat!) and grab-choke-rip throats out.
>>
>>43635078
First of all, hi

Second - you don't need to read everything. Not to mention owning all books. The magic of GURPS comes from the fact it's modular game. Everything important is in the Basic Set and all the rest is just expansion. Fully optional expansion, depending on what you need for the game. Because there is one thing to remember - GURPS is not a game, but a game system. It's not, let's say, D&D, where all the books are connected and all that stuff is crammed into single setting. With GURPS, you are pretty much making settings from a scratch, picking books you want for that. But if you feel like it, you can use just Basic Set and imagination

Third, as one of the Anons already said, skip everything in Basic Set that is not 2nd half of "Campaigns". That's where the actual rules are. And said rules are fully compatibile with everything else, sometimes even with previous editions if you know how to translate stats between them.

Lastly, about making worlds, Infinite Worlds is very, very, VERY helpful. While it is a concept for games about inter-dimensional travel, most of the book is about making new worlds out of thin air and how to push information, where to focus, what to extrapolate and if you can't find anything on your own - just generate the entire fucking planet, fully functional and with general direction of the setting.

Have fun
>>
>>43635755
>Insubstantiality
>Not Invisibility
>Not Shadow Form
You had one job, anon
>>
>>43635877
Space is also a good resource for making worlds on the planetary scale.
>>
>>43635884
Sorry anon, I goofed. I meant like "Nazi spy who could walk through walls and ignore bullets".
>>
>>43635840
Yeah, but I need that for 50 points MAX. I specified I need that cheaply. And 7.5/11 are the lowest possible that will go, I would definitely use some more.

Is there any advantage that lowers the cost of Speed/Move? Or grant it on a bargain price, lower than just increasing stats directly?
And don't tell me it's like the infamous Jack of all Trades, which was in... Powers, instead of Basic Set
>>
>>43635889
Yeah, but only as a planet. IW comes with civilisations, cultures, politics and if you squint - history
>>
>>43635917
Space 3e has TL by subject, major installations, government type, etc. Did they strip that out of Space 4e?
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>>43635904
Oh, 50. Well hey I got you there for 75.

BS is 20 for 1, and BM is 5 for 1. There is no way to reduce those costs because they're stats and you specificed TL 6 with no magic. Sorry.

I guess like maybe you could probably do a +6 BS (120 points ) [Limitation, Availability, Only When High On Cocaine - >Cocaine Dependency, Compulsive Behaviour Cocain, Odious Personal Habit Snorts Cocaine - 70 p]
==> 50 points total

but other than that I've got nothing.
>>
>>43635925
Mostly - the bare bones are still there, but just as tables presenting how to roll for each elements. IW thus is more detailed, because each table is followed by explaination what are you doing, what it will affect and how it will work for the setting.
Hence why I advise IW over Space for last-resort world creation
>>
>>43635904
70 is probably the cheapest you can go. You might be able to get it cheaper if you stack limitations on it. If you make it so it's normally 5/5, but if you spend fatigue, it's 10% cheaper per FP. So, if you make it cost 3 FP per minute of 8/11 BS/BM, it costs 49 points.
>>
>>43635934
I get there too for 75.

Damn shame there is no way for this
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>>43635949
Correction: 3 FP/minute for 7.5/11 BS/BM
>>
>>43635010
>>43634930
>>43634954
Ultra-Tech has power armour, in the Battlesuits section under Powered Suits:

Powered Combat Armor (TL9), p. 183
Commando Battlesuit (TL10), p. 183
Heavy Battlesuit (TL10), p. 184

The seven-foot-tall, bulky but still man-sized Powered Combat Armour is pretty much the same as Fallout's Power Armour. Maybe remove some of the higher-tech features like the hyperspectral visor and infrared cloaking to fit with Fallout thematically.
>>
>>43635941
Space3 has a section from p95 to p124 that goes from generating stars and special space things, through generating the solar system, down to planetary government, installations, and major exports.
>>
>>43634930
3e Vehicles can do it, but translating 3e vehicles to 4e isn't exactly easy.
>>
>>43635904
>>43635949
Yeah, spending FP is the go-to for cheap advantages. Unless you're a wizard, you'll have more FP than you really need. A full minute is a LONG time, given 1-second rounds. If you like to spend FP on defense, you may want to buy a little extra. 13 FP will cost you an extra 9 points, or you can just soak the hit and do combats with 7 FP remaining.
>>
>>43633108
>Bow-armed elven not-Jedi knights tactically cleaning up a spelljammer-hulk from its zombies in space above Yrth.
>>
>>43636117
... I'd play it.

"SPELL HULK: BY BOW, BOLT AND BOMB"
>>
>>43632658
And yet they're completely opposed to more app integration. It's the weirdest thing.
>>
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Just to remind everyone that there is a PDF you can use to make creating GURPS general threads easier and it contains links to both wikis and a more complete MEGA archive.
>>
>>43636552
i did forget from this pdf. i always use the same copy/paste so i kind of posted it on automatic

also i'm going sleep
>>
>>43636552
Copy-pasta is better for simple reason: everything is up front. No need to open anything else than the thread itself.

It's like you are using internet for first day in your life and think people have time to open extra page with pdf
>>
http://www.sjgames.com/pyramid/sample.html?id=510
>>
>>43637768
Are we allowed to recommend this to anyone looking for a cheese build?
>>
>>43638569
>dohoho.jpeg
>>
>>43637768
>No Nacho spell
>>
>>43639567
>No Nacho spell

There's a spell that lets you spew molten cheese from your finger, what more do you want?
>>
>>43639646
>Create Tortilla
>Essential Pepper
>Summon Soda

>Captcha is to select all food
>>
>>43636552

My apologies. I should have looked here first. Thank you!
>>
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>>43642892
thank you, I had been looking for this the other day
>>
>>43635755
>>43635877
Wait, for reals? Fuck, now I feel bad that I took 5 days reading through the first half of Characters and quit 'cause I didn't understand anything at all.
>>
>>43644692
For reals. There's really only something like three distinct rules to learn. Everything else is gravy.

Just get Lite or Ultralite (both of which are free), play through a test combat, play through another test combat, then play a game.

If you come across something you want to do during the game and don't know the rule for make a quick note, make something up then move on.

After the game go down the list of notes and look up the rules you wanted to use but didn't know. If you can't find the rule in Lite then maybe think about looking in Characters, Campaigns, Martial Arts, or Powers. Maybe. If you were unhappy with what you made up.
>>
>>43644692
Characters is mostly a catalog or a database. Most of the important rules can be found in GURPS Lite, and some good expansions on those can be found in Campaigns.
That isn't to say that Characters is devoid of rules; I think maybe the first couple of pages of of the stats, advantages, disadvantages, and equipment chapters have some important stuff.
>>
>>43644994
>>43645018
Thanks guys. I jumped headfirst into the basic set because I'm a crunch kinda guy, maybe I shouldn't have done that.
>>
>>43645018
Exactly.

The first four fifths of Characters (at least after the attributes section) is just a big list of advantages and skills. So is Powers and most of Martial Arts.

You can stay out of most of Characters and all of Powers until you want to build abilities that don't exist yet (wait on that until you have a handle on the basics though) or want to look up something that Lite just doesn't have.

The awesome thing about GURPS is that there's a rule for everything. The shit thing about GURPS is that there's a rule for /everything/.

Only Kromm can keep track of all that shit at once and use it all together.
>>
>>43645191
Veteran gamer; n00b GURPS GM

What should my first game be? What splats do I need?
>>
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>>43645240
GURPS Lite and Caravan to... that place.

Here is GURPS Lite, don't have Caravan adventure.
>>
>>43645240
Lite. Dungeon Fantasy 1, maybe DF2. Then grab any adventure module from any other fantasy game and eyeball the stat conversions (my rule of thumb: almost all the NPCs and monsters get all 10s, 12s, all 14s, or all 16s in all stats and skills; sometimes ST differs from the other stats. I'm lazy and players rarely notice the difference).

Special snowflakes get spells or powers or gear made of awesome. A goblin with a bow fights /way/ different than one with a club. Use strategy not numbers to make them different.

Players /need/ Luck, Serendipity, and to have read and /understood/ Player Guidance (B347) or the extended stuff about it from Power Ups 5 (since players /hate/ spending character points on that stuff make them all buy Destiny and use the Destiny level as a free pool of character points to use for this stuff that refreshes every session).
>>
Here's Caravan To Ein Arris. It's a free campaign with a focus on working for a caravan travelling to Ein Arris and then some other places that has an Arabian fare. The players are middling to highly competent at around 125 character points. It has a few challenging fights for beginners, as well as several opportunities to exercise soft skills as you will need to perform whatever duties they are assigned to, such as cooking for the group or taking care of livestock. I think Lite covers 95% if not 100% of the rules used in the campaign.
>>
is gurps really all that dope?
>>
>>43645727
Yes.
>>
>>43645727
It's even doper
>>
>>43645743
>>43645791
Dope enough to buy the basic books on amazon... right .... now?
>>
>>43645855
YES
>>
>>43644692

Stop pretending to be me, anon! You're making me look bad.

Thanks for the advice, all. I'll be looking through the first bit of rules as suggested, then getting familiar with it via control-f when something comes up.

On that note, where can one participate in a game of GURPs? I haven't found any games on roll20.
>>
I exposed my players to otherworldly forces last session.

For a down on his luck former cop/wasteland scavenger, recruited for his impeccable record and quality performance, one who fights with a katana and limpet mines...what is a good psychic power to bestow? The party already has a precog/psychometry major: I don't want to step on his toes here...

And these powers are bleed trough if the far realm on those exposed to cosmic horror. So I'm not against body horror powers either...
>>
Do negative stats count towards you Disad limit or not? I'm a bit confused on the wording and the presentation of the Character Assistant.
>>
>>43646196
Technically yes. It's a common house rule to only count the ones below 10 or only when reducing figured stats though (like Per or Will).
>>
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So, how would AN-94 work in GURPS? Rcl 1 for first two shots?
>>
>>43646762
See High-Cyclic Controlled Burst, High-Tech, p. 83.

Basically, yes. RoF 1 during 2-shot burst.
>>
>>43646976
Fucking GURPS. you have a rule for everything.

Though I think that AN-94 wouldn't lack the Suppression Fire, since it has Full-Auto Mode and only first two shots in burst have RoF of 1800 rounds/min (RoF 30), everything else is fired at 600 rounds/min (RoF 10).
>>
>>43647096
It has two different modes. A high-cyclic 2-round burst at Rcl 1 and an RoF 10 Rcl 2 or 3 (whatever it is) mode.

In full-auto mode the first two shots aren't Rcl 1, they're still Rcl 2 or 3. As are the remaining 8. Rcl 1 is only for the 2-round burst mode.
>>
>>43647288
Nah, that's the peculiar thing about AN-94 - first two shots are always fired in high-cyclic mode, but if it's on full-auto mode, then it switches to lower RoF after second shot.
>>
>>43614380
Anybody know where I could find GURPS: Fallout?
>>
>>43647475
That doesn't seem a good reason to have it effect the burst in a game-mechanical way, as there's no guarantee the bullets in the burst that you hit with necessarily include the first two, right?
>>
>>43647586
Probably. It would also make things a lot easier.

>>43647571
In alternate universe where the GURPS is one of the most popular roleplay systems, and Fallout is, well, umm, I don't think it will change much.
>>
>>43647634
I've been told it exists though? >>43635511
Mentioned it
>>
I want to run a 4e GURPS campaign in a fantasy setting, but I can't find a nice book of monsters. How hard would it be to use the 3e GURPS Fantasy Bestiary?
>>
>>43647852
This is, in my opinion, the only flaw with GURPS. There are something like 500 (according to my hand-rolled not up to date index) printed monsters spread primarily across the Monster Hunters, Dungeon Fantasy, Creatures of the Night, and Pyramid articles. Along with several peppered throughout other books.

I was going to say I don't think there's a public list but then I checked the wiki (http://gurps.wikia.com/wiki/List_of_published_creatures). I don't know how up to date it is and it's still flipping through 15 kajillion books but it's certainly enough to get you started.

At least until you learn to eyeball stats for yourself and steal from other systems like most GURPS GMs.
>>
>>43648200
Thankfully the campaign I intend on running places more emphasis on intelligent enemies, politics/intrigue, etc. This list should be satisfactory for populating the world and whatnot. I guess I could pull from my AD&D 2e MM if I really needed to.
>>
I want to run a TL5 game that isn't the Wild West
What were the more developed parts of the world like at that point, and what books would help me?
>>
>>43648379
Really?

https://en.wikipedia.org/wiki/Victorian_era

GURPS High-Tech covers TL5-8.
>>
>>43647852
Don't forget the community-made bestiary (it came from the forums)
>>
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>>43647571
Here, I guess.
>>
>>43650477
And here's a beastiary.

Fun fact about FALLOUT and GURPS, from the Wiki:
"Fallout is considered to be the spiritual successor to the 1988 role-playing video game Wasteland. It was initially intended to use Steve Jackson Games' system GURPS, but Interplay eventually used an internally developed system SPECIAL. The game was critically acclaimed and inspired a number of sequels and spin-off games, known collectively as the Fallout series"

So if you're intested in GURPS: Fallout, I guess you can technically just play Fallout 1 or 2 or 3 or now 4.
>>
>>43649065
Oh, and since I'm uploading fles anyway, and you mentioned it - here's the IT CAME FROM THE FORUMS beastiary.
>>
And finally, here's a list of D&D creatures I came across once from somewhere I don't remember. It's actually pretty useful, and I quite like the Chuul.

(But then I always did like the Chuul)
>>
>>43650516
I remember being hype for Fallout when it was being worked on specifically because it was supposed to be GURPS. Almost didn't buy it because they pulled the GURPS off.
>>
>>43650527
Yep, that's the one.
I would also recommend:
- Mailanka templates/lenses (forums)
- DF 5(?) Allies
- Bestiary 3E for advices on how animals act and react
- bestiary for the hexcrawl sandbox thingie from the forums (Nandeme (sp?), forums)
- Gurps wiki monsters
>>
How would you make a summonable signature weapon? http://forums.sjgames.com/showthread.php?t=40920 suggests that it's Payload(Cosmic) and Signature Gear. While Payload isn't that expensive when you summon swords and not tanks, shouldn't there be a discount on it if it can be used to store only one specific item?
>>
>>43650477

Another anon, but note this is *not* the most recent version - there's a version 3.0, but it's too large to upload.

It's on gurps.fallout.free.fr - site is french, pdfs are all english.
>>
>>43651437

Yes it should be an extra limitation. The exact value is the only question, but I'd be inclined to call it a pretty steep discount, possibly as much as -80%.

On the other hand, this ends up with a very cheap ability which generally works better than natural weapons; a couple of points in signature gear and a couple of points in payload is way better than claws. I'd suggest building such abilities as natural weapons instead, using the pyramid 65 rules.
>>
>>43630220
Vehicles
>>
Generator Anon here. Been working on the armour generator for the past few days. The current state of play is:

>Seems to be working like the article
>Takes input from the command line/Python shell
>No random generation (yet)
>Models all materials from the article
>Also models Ultra-Tech ballistic armour (reflex, nanoweave, monocrys), laser-resistant armour (ablative, ablative nanoplas, reflec), hard clamshell armour (materials weren't named, but I took them from Spaceships: advanced metallic laminate, nanocomposite, diamondoid, exotic laminate), bioplas, and energy cloth.
>Also models spidersilk (currently it's a clone of aramid fabric) and essential wood (same as wood but triple DR).

I'm partway through implementing quality grades from Low-Tech, as well as some special features and accessories from both Low-Tech and Ultra-Tech. These are in the code in their current state, but not used or tested. Once those are working, I'll take a look through High-Tech for any armour properties to add from there.

Is there any interest in uploading the code somewhere for people to test/break/play with? Bearing in mind you need a Python 3 shell to run it.
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>>43652868
>Is there any interest in uploading the code somewhere for people to test/break/play with?
Github?
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About that article. I do like idea of using SM/range table for RoF bonus lookup (and 3-round bursts finally give a bonus). But I don't really like the whole thing with Margin of Recoil. In my opinion it increases number of shots that hit too much. It may be a more realistic for some extra-high RoF weapons, such as shotgun loaded with bird shot, but it may make regular automatic guns way too powerful.
fucking spam filter what is wrong with it
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>>43652972
I think it freaks out for a good chunk of URLs and/or if a large section of text was copy+pasted.
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>>43614380
>>43614380
>>43614380
>>43614380


GURPS 4th edition Books:
https://www.mediafire.com/folder/pusp4xl9rxmex/

>I received a DMCA notification from Steve Jackson Games so I unshared my files.


Its one of many GRUPS thread and you still copy the link like its working. If you post general at least fix the link or delete it.

Don't get me wrong, im not trying to be asshole about it or anything just like to be clean general for everyone.

>>43614452
>>43614452
>>43614452

This anon delivered.
Alternative download link.
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Anybody have success with the CER system from pyramid 3/77? I started trying to calculate challenge ratings for monsters and they seem kinda whack. I have weak spiders that can do 1imp that are on par with the three headed triger that can do 3d+2 cutting... three times, because the spiders have a binding attack. Is binding/constriction that powerful?
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>>43654559
In terms of "Remove directly from game-space", Binding is that powerful yes.

It's not a direct threat when you compare damage values, but if you think about it, a PC that is knocked unconscious is just as effectively out of the combat as a PC that is tied up, and Binding has many ways of being more difficult to shake than straight damage, which at least can be mitigated by HP, DR, hard to subdue/kill and so on.

In terms of direct threat, the tigers are worse because they kill the character if they hit, but in terms of actual sort of implied threat, the spiders are just as deadly because they can swarm you, tie you up, and then nibble you to death very, very slowly. It's the kind of combat scenario that ends with "And now for the next 20 rounds the spiders will all out attack until you die, gg"
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>>43651851
>I'd suggest building such abilities as natural weapons instead, using the pyramid 65 rules.
Ooh, thank you. It can be created as alternative abilities, right?
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>>43655746
It's cool, but replace Basic Set with Magic
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>>43654235
it's me >>43614380, guess who >>43614452

also i'm going to fix it, its my first time creating this thread, i made it just because no other was willing to make it
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Is there a book to guide me through making an intelligent sword buddy Ally?

Was thinking something like: An ancient weapon passed down and has been dormant for some time, so is kind of "sleepy" and not fully awake yet, so start off with a lower IQ and IQ skills that increase over time as it "reawakens".

Alternately, I may just end up playing the sword and buy the human wielding it as an Ally if I fall too in love with it.

Just not sure where to start, probably some kind of "sword" racial template?
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>>43657981
There is an inanimate object template in the Magic book. (I think.)
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>>43657981
I think Fantasy speaks directly to making intelligent items, and gives swords as an example, and has a fully developed character sheet for a sentient harp.
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Why should I play 4th edition when you can't even buy printed copies of damn near all the books? Why shouldn't I just buy the 3rd edition books, which are readily available and dirt cheap?
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>>43658171
>PDFs
4E is an improved version of 3E, isn't it? I'd prefer printed books myself but no need to be so pissy about it.
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>>43658212
PDFs aren't as fun.
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>>43658171
You'd be buying second-hand and SJG doesn't get money.
Just buy 4e .pdf off them and have them printed.
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>>43658234
They are exactly the same fucking thing, you autist.
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>>43658148
Correction, this is in Thaumatology around p. 120.
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>>43658279
>You'd be buying second-hand and SJG doesn't get money.
I don't care.

>Just buy 4e .pdf off them and have them printed.
I've considered this, but the effort to have them printed, hole-punched, and put in binders isn't worth it.

>>43658286
Good job resorting to insults. PDFs are (in my opinion) harder to manage. I am much more efficient at dealing with physically printed material (assuming it has a decent index).
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>>43658363
>I don't care.
If you want more GURPS books to be made, you should.
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>>43658292
Oh man, thanks so much, this looks perfect. Was banging my head going through Fantasy and Magic!
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>>43658363
>I don't care.
Okay.
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>>43658363
>I've considered this, but the effort to have them printed, hole-punched, and put in binders isn't worth it.
SPOILER: there are websites and companies dedicated to doing that for you.
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>>43658388
>If you want more GURPS books to be made, you should.
You're optimistic. My money doesn't matter. I have too little of it to make a difference.

>>43658431
Yeah, and it will cost a lot of money.
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>>43658431
I've heard of print on demand and publishing services before. Know any good ones that are available in the USA? I kinda wish I could have all my books in analog format.
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>>43658654
>You're optimistic. My money doesn't matter. I have too little of it to make a difference.
Excuses are nice.

I'm all for taking a look at a book before buying, but getting hours of reading and play off books people worked to make without paying is pretty shit.
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>>43658744
Not a capitalist, I have no moral qualms with not paying for things.
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>>43658772
Neither am I, but I understand if no one pays for the books, none will get made.

Always leaving things for someone else means it probably won't get done.
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Does anyone have the magic items pdfs?
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>>43659081
waiting for it too
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Just found out my university offers tape binding for $2.00 per item. Thinking about having my PDFs printed ($0.04/double-sided page) and bound.
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>>43658665
lulu is my go to site.
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Alright, I really want to run a GURPS campaign in a fantasy setting, but apparently 4th edition is really lacking in a few really important areas. I've just begun researching what books I'd need, so please correct me if I am wrong. I just finished reading GURPS Lite and I'm actually quite impressed with the core mechanics and intend on buying the basic set.

>No Bestiary
Apparently 3rd edition has a bestiary, as well as a fantasy bestiary. I saw that there were some community-made collections of monsters earlier ITT, but I'd really prefer to have an actual book. Would the 3e bestiary/fantasy bestiary work with 4e?

>Magic Items
Similar problem as the bestiary. 3rd edition has three books full of magic items, and as far as I can tell, 4th edition only has rules for creating them. Are the 3e books compatible with 4e?

>Treasure Tables
One of the Dungeon Fantasy PDFs covers this, but seems mediocre at best.
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Which advantage do I need for a character that can shape shift to form claws, fangs, tentacles and other eldritch shit?
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>>43662287
There are a few 4th edition bestiaries, I think specifically a series called creatures of the night for horror themed monsters, and a Dungeon Fantasy Monsters... for Dungeon Fantasy

There is one Dungeon Fantasy Supplement, #6, which has 40 artifacts, most of which are either extraordinary engineering or magic. It's called "40 Artifacts." That is the biggest collection of special magic-like items that I know of.

For better or for worse, A double edged sword of the GURPS philosophy is that because all of the tools exist to stat out magic items and monsters with guidance for balancing and pricing it fair, that a 100+ page volume of either is not needed. I personally would buy a huge bestiary of fantasy themed monsters in a heartbeat, but there isn't one to buy.

And it is supposedly very easy to convert 3rd edition monsters to 4th edition, because most of the changes between the two were refinements, with a few advantages/disadvantages/attributes being priced differently, changed to be a sub-specialty of another, or removed as redundant... or so I am lead to understand.
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>>43662334
Any extra claws, fangs, tentacles, advantage with switchable +10%
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>>43662287
>One of the Dungeon Fantasy PDFs covers this, but seems mediocre at best.
Are you crazy? DF Treasure Tables are fucking awesome. Also it has plenty of magic items, and some monsters. Banestorm also has monsters. Though I would've preferred a separate 4e Bestiary as well.

>>43662334
Two options:
1. Innate Attacks with Melee limitation
2. Advantages like Claws, Fangs, Extra Arms built with Switchable enhancement from Powers
All built as Modular Abilities.
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>>43662486
>For better or for worse, A double edged sword of the GURPS philosophy is that because all of the tools exist to stat out magic items and monsters with guidance for balancing and pricing it fair, that a 100+ page volume of either is not needed. I personally would buy a huge bestiary of fantasy themed monsters in a heartbeat, but there isn't one to buy.
I am glad that the rules exist, but I do not want to have to create every mundane thing myself.
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>>43662567
>Are you crazy? DF Treasure Tables are fucking awesome.
Maybe I am biased against them because they are new and I've not had the opportunity to use them yet. My judgement is based on a quick reading. I come from an AD&D 2e background.
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>>43662726
Well, try randomly rolling couple of treasures on them, then decide if you like it or not.
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Do you guys actually play this game or do you just talk about it like me?
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Okay, now I'm interested myself - how would I stat the ability to turn a hand into tentacle? Extra Arm (Long, Flexible) with Switchable enhancement and Temporary Disadvantage (One Arm)?
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>>43662334

Sounds like cosmic modular with the physical enhancement to me.
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>>43662870
Unless the tentacle lost the ability to grasp, you wouldn't need that temporary disadvantage. I might make it Temporary Disadvantage (Ham-Fisted) if the tentacle-arm is clumsy or TD (Bad Grip) if it's gross and slimy to the point that it can't keep a firm grasp on things, though.

Note that most would consider this disgusting, so you might be able to bring the price down more AND introduce a drawback with wider significance if you include TD (Appearance, Horrific). Making the tentacle-arm clumsy or slippery isn't that huge a drawback as you still have the coordination of the other hand and if you *really* need two-handed dexterity you can always switch back. Making the power basically have such a physically appalling drawback might make it less appealing. Using it, even in front of the party, might require some roleplaying before ("Guys, listen to me very carefully...") or after the event ("What the FUCK was that?!").

On a related note, I thought there was something about Horrific appearances occasionally requiring fright checks. Can't seem to find it at the moment. Am I crazy or blind?
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>>43662334
Morph w/ Improvised Form.

I'd probably go with [Morph: Improvised Form Only, specify point total / 25 features that can't be changed] 100 points.

There, now you can change your anything to anything by moving your physical shape around so long as you only use the amount of points your Morph buy allow. For the standard 100 points, you get "0" extra character points to mix and match, *but* you can pick physical disadvantages.

One Arm is -20, 4 wiggling tentacle strikers in place of your left arm is +20 points, your total value change is 0...

Long Talons [Breakable on parry] is 10 points, Ham-Fisted is -10 points, etc etc.

Just mix and match sets to your hearts content. The reason I included the "Specify x / y features" limitation is to avoid the fact that Morph - Improvised Form very rapidly allows someone to go "Wait - I don't even need eyes, blood, legs, hair or a nose!", stack up -120 points of disadvantages and then morph into having 24 DR or something else silly.
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>>43663319
Oh, I have a character like this. There's an old rule in 3th ShapeShiftters amount "Horrific Change", where your change requires a Fright Check because it's - well, horrific.

You should also definitively allow [Nuisance - reaction penalties] and other such things, but always keep in mind that someone changing their entire morphological shape and sprouting tentacles and teeth and terrible fury is scary for other people to witness and really just plain *weird*.
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>>43663319
Myy main concern was the fact that turning your arm into tentacle doesn't makes you three-handed, so statting it as Extra Arm may raise some problems.
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>>43663421
I totally forgot about nuisance effects. It actually gives a better point break than TD (Appearance, Horrific); NE gives -5% per -1 to reaction rolls while TD gives -4% per -1.

Damnit all I can find is the Monstrous/Horrific appearance levels give bonuses to Intimidation. I could have sworn there was something like "if someone sees you suddenly and wasn't expecting it, they may have to make a fright check!" somewhere in the basic set.
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>>43663537
Last bit of Extra Arm, bruh. "Modifying Beings with One or Two Arms." Comes out to 1/10 the percentile modifier per affected arm. One of your arms being a tentacle basically means it has Extra-Flexible (+50%) and Long 2 (+200%). That comes out to 25 points advantage. Add Switchable (+10%) and Temporary Disadvantage (Appearance, Horrific, -24%) and the total comes out to 22 points.
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>>43663719
Oh goddamit, when will I learn to read it more carefully?

And of course if I need it to work with both arms, I need to purchase it twice, as well as all modular abilities, right?
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>>43634636
Gonna bump this question to see if anyone knows. I haven't gotten an answer yet from reading or my GM, so hoping someone can point me in a good direction like /tg/ often does.

I think I don't care much for the Skill-Magery-Magic, so need a strong hook to make a mage character interesting for me.
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>>43614380
Where do you get the hard copies of the gurps books?

Or do you just do PDFs?
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>>43662611
if u want things like animals there is bestiary's already done, but if u want anything not "mainstream"(centaurs, minotaurs, converted d&d monsters) or from the real world u will need to create by yourself
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