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File: GURPS OP.pdf (1 B, 486x500) Image search: [Google]
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Grenadiers edition.

>>46043554
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I love Sorcery!
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>>46143216

In GURPS Ultratech it is mentioned that mind emulations can all run on a network of computers as nothing but software, which in turn may very likely be using virtual reality environments. How do I represent this in character stats (i.e. a mind emulation without a physical body that instead runs as only software)? Ideally, I'd like to copy how an infomorph works in Eclipse Phase.
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>>46143448
I love GURPS. Period.
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>>46143799
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>>46143493

Try Transhuman Space. Like Eclipse Phase for grown-ups. They have full rules for all of this.
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I'm in the early stages of planning a campaign set in Westeros. What do you think the appropriate TL is: 3 plus a few things or 4 minus a few things?
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>>46144728

But THS gives physical stats, whereas Eclipse phase gives rules for them having no physical form.
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I have powers based on "Dreaming"/altered state of consciousness. So have been buying them with things like "Based On Dreaming Skill" or "Based on Fortune Telling (Dream Interpretation) Skill".

I would like a bonus to these things when in contact with my Special Rapport/Twin/Familiar. I bought "Resistance (Dreams)" as a cheap ability if anyone fucks with my dreams my twin helps protect me. How would I buy bonuses to the Dreaming skill?

Buy it as a racial bonus to Skill with "Granted By Familiar" (etc) or maybe just buy Will with the same limitation?

What about just a flat "+1 to all rolls while dreaming" or something? Not sure how I'd build that out.
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>>46146110
Stat out a power talent, then add granted by familiar as a limitation?
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>>46146209
I've been reluctant to make a power talent because it really isn't a "power source" in a metaphysical sense in the game, if that makes sense.

There is no "Dream" power source like there is a "Mana" or "Psionic" power source, if that makes sense?

Technically the dream stuff if all religious delusion.
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>>46145796
You're a Digital Mind with Possession (Digital Only). Your current shell has a physical template, but the software "you" is independent of the shell and can switch with relative ease. If you're running on a Deathbot X-337, you use that form's (expensive) physical template. If you're running on a Dell laptop, you have that laptop's (crummy) physical template.

You're always running on *something* so that *thing* you're running on needs to be statted out. Statting out the infomorph alone doesn't work as that's only half a character; you need both an Infomorph template and a Shell template.

>>46146110
Buy the skill directly and add the discount to that. IIRC, there are other examples in GURPS of conditional skill bonuses being priced as Racial Skill Bonuses at 2 points per +1 rather than following the 1-2-4-8-12... pattern.
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>>46146332
Power Talents are independent of sources; you have Earth Talent or ESP Talent or Kinetic Energy Talent, not Elemental Talent, Psionic Talent, or Supers Talent.

Multiple Abilities make up a single Power, and multiple Powers can spring from the same Source. For example, Channeling, Clairsentience, and Medium all are part of the ESP Power, and ESP, Psychokinesis, Telepathy, and Teleportation all use the Psionic Source.
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>>46146415

How would you handle rapid cybershell and bioshell swaps without having to undergo an absurd amount of character progression?
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>>46146648
I forget exactly but this is the bit on it.

Probably through Wealth, if your off time is spent in a mainframe somewhere.
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>>46146648
The book recommends having the PC pay for the most expensive physical template you have access to; in the above example, an infomorph that owns both the Deathbot X-337 shell and a laptop would pay for the Deathbot's physical traits in character points. Temporary shells (e.g. you highjack a security bot while on a mission) obviously shouldn't require character points to justify. If a player has a shell they want to add to their repertoire permanently but lack the points (e.g. keeping that stolen security bot), have it be less reliable until the PC "learns to handle it"/spends the points on it.

However, I sidestepped all this in my scifi game by having all PCs start out as actual people; if you wanted to be an uploaded mind, you'd have to do it in play, and since that shit's expensive you probably shouldn't minmax all your physical stats away because you will need to adventure a while as a meatbag. All shells once uploaded were just treated as equipment and didn't cost character points.
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>>46146763

What about situations where you are temporarily given a rental shell, such as using a Ghost & SAI solar system scale travel service?
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>>46145139
three plus a few things
no need to involve gunpowder just yet
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New to GURPS/tabletop role-playing in general, I was curious. I recently LEGALLY OBTAINED the 3rd edition basic set and the corresponding Old West book, after our Viking campaign died off the coast of Scotland. I was wondering why there seems to be so much of a divide between "Black Powder" and "Guns" skills. I would assume in real life, a person proficient with a cartridge conversion 1851 Navy would be better at shooting a cap and ball 1851 Navy, as opposed to a precision rifle like a Sharps. Is there any clarification on this?
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>>46147417
>3rd edition basic set
There's your problem m8. The only difference 4th edition has between guns is having a dedicated Guns (Musket) skill
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>>46147570
Do you know where I could LEGALLY OBTAIN the 4th edition Old West? I already have the basic set for 4th
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>>46147605
It isn't out for 4th edition, as far as I'm aware. Porting it into 4th edition should be easy enough, and using rules from Gun Fu or Tactical Shooting for guns and gun shootouts. Anything else is easy to convert (http://www.sjgames.com/gurps/resources/4eupdate.pdf)
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>>46147417
It's part where 3rd kind of breaks down. If it is a problem for your game you can house rule this pretty easily though, don't worry too much.

I don't know why you emphasized legally obtained so much? I mean, the basic set and compendium is like $17 on Amazon. If you want to do bargain dead tree gaming it's a great way to do it.
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>>46147228
Well, gunpowder would be the most obvious omission from a base TL4. But I generally agree on TL3, plus some things.

TL4 armor in the Seven Kingdoms
TL4 fencing weapons in Braavos (if not all of the Free Cities)
And a few other things here and there.
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>>46147693
Thanks for the help m8
>>46147705
Just playing it safe. Anyway, I would be more than willing to buy all of the books, but when they decide they want to completely shift gears, it would get expensive to be potentially buying 2-3 books a week.
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>>46145139
I'm also playing on a ASOIAF game. lol
We are using TL 4 (as, on our minds, Westeros has a lot of TL 4 stuff, like Printing Press, High Quality Steel, some form of chemistry and physics). Just treat as TL 4 with no gunpowder and it goes alright.
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>>46148822
IIRC, they at the very least have blast furnaces, drop hammers and a extremely advanced understanding of sanitation and water treatment. I don't remember printed books.
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>>46149333
The Citadel is WAY too organized and big to not have printed books. They teach a shitton of people - noble and pleb - and can have educated professionals working at least for every noble and major houses (a ton of small-houses and landed knights, too).
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>>46149533
That is a fair point. Nice if we could get a book with slightly less talk about food and more about basic education, but I'd buy your reasoning.
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>>46149738
>not about food
Is there a lot of food-porn on GRRM's other books? Like, the one with super-powers, that became a GURPS setting?
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>>46149862
Wildcards? Not that I remember but I read those like twenty five years ago.
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>>46149929
Holy shit, I was't even born then. They any good? Never got too much into a supers vibe.
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>>46149989
Pretty good. I loved the super-power lottery being a fucked up alien virus.

90% that are exposed "draw the black queen" and die, pretty fucking terribly.

9% are turned into things that aren't really human anymore and have some powers. "Jokers"

0.6% or so are "Duces" that are pretty human and alive, and get some semi-worthless power. One could levitate 2 feet in the air.

0.4% are "Aces" that get honest to god super powers.
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>>46150302
The GM I have on the ASOIAF tried to GM us Wildcards. Nobody got into it, so we went back to playing Banestorm. I might give it a read, now that I've got jack-shit to do.
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>Familiarity is crucial here! Guns(Rifle) covers both bolt-action 12.7mm sniper rifles and 5.56mm assault rifles, but going from one to the other gives you -2 for weapon type (12.7mm to 5.56mm), -2 for action (bolt-action to self-loader), and -2 for grip (bipod to hand-held), for a total of -6 to skill until you familiarize yourself with all the differences.
What counts as familiarizing? Just inspecting the gun and carrying it for a minute or so? Can you "commit" familiar weapons in your memory to avoid this?
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>>46148822
>>46149333
>>46149533
OK, I can buy TL4 minus gunpowder. The really tricky thing is how to model social advantages. Do nobles and knights have Rank of some kind, or do Status, Wealth, maybe Legal Enforcement Powers, etc., handle it all?
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>>46150736
B169
>In general, if you have the skill to use a piece of equipment, you are
>considered familiar with a new make or model after you have had eight
>hours of practice with it. Some skills require more or less practice than
>this, so be sure to read the skill description.
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>>46150767
Maester Rank [5/nível]
0 Novice
1 Aprentice
2 Maester
3 Archamaester
4 Grand Maester


Religious Rank
0 Novice
1 Brother
2 Septon, Septa
3 Deacon
4 Prince Septon / Princess Septa
5 Great Septon / Great Septa
6 Most Devout
7 High Septon

Status
8 King of the Andals and the First Men, Lord of the Seven Kingdoms, Protector of the Realm
7 Royal Family, Prince of Dorne, Lord Paramount, Hand of the King
6 Member of a Great House, Lord Commander of the Kingsguard, Noble House Lord, Member of the Small Council
5 Member of a Noble House, Member of the Kingsguard, Small House Lord
4 Member of a Small House, Lord Commander of the Night's Watch, Great Landed Knight
3 Landed Knight
2 Annoited Knight, Maester, Septons
1 Merchant, Artisans, Hedge Knight; Recruiter of the Night's Watch
0 House Retainers, Member of the Night's Wach, Freeman
-1 Smallfolk, Foreigner
-2 Criminal, Wildling, Thrall

Feudal Rank
0 Levy, Peasants
1 House Retainers, Professional Troops
2 Annointed Knight, City Mayor, Guard Captain
3 Landed Knight, Golden Guard Captain
4 Small House Lord, Great Landed Knight
5 Noble House Lord, Knight of the Kingsguard
6 Great House Lord, Lord Commander of the Kingsguard, Small Council
7 Hand of the King, Regent, Warden (During War)
8 King

Gold Cloak Rank
0 City Guardsman, Clerk
1 Constable
2 Sargeant-at-arms
3 Liutenant
4 Captain
5 Commander of the Watch

Night Watch Rank
0 Recruit
1 Builder, Ranger, Steward
2 Veteran Builder, Veteran Ranger, Veteran Steward
3 Castle Lord, City Lord
4 First Builder, First Ranger, First Steward
5 Lord Commander
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>>46150767
>>46150925
Also, not only they have whatever they need there, Nobles Also Have Legal Immunity (10 points), Lords have Legal Powers (10 points). They should have a Wealth that can maintain the cost of living for their status and all that.

So, to take care of that, we used a rule from of the pyramids (no idea which, I think it was Alternate GURPS) for Batch of Points. Everyone has 150/-125, and another 100 points only to be used on 'Social Advantages', like Status, Rank, Wealth, Patron, Contacts, Allies...
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>there was HEMA guy in previous thread
If you still there, do you use any houserules for muh realistic fencing?
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Is the Dark Math anon from a few threads ago around? I"m doing some worldbuilding and thought something similar would be a cool thing to include. I was hoping you could share some notes or at least give me a refresher in how it works.
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>>46151227
Martial arts dose a pretty good job of this without house rules. One on one duels are nice.
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How do I get gear that's absurdly tough but otherwise mundane? Like a quarterstaff that can stand up to repeatedly Precognitive Parrying rifle rounds, or a lariat that can't be trivially escaped by cutting it with a knife.
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>>46151847
Orichalcum [metal weapons]/Dragonbone [wooden weapons] from dungeon fantasy are unbreakable, and have a chance of breaking things that parry them. They both up the cost by about a CF of 20 to 30... So that solves the quarterstaff issue easily, but an indestructible soft material doesn't exist... either extrapolate a price near those numbers for being similar, or maybe add 5 to 10 more CF because it is a stranger concept?
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>>46143216
Any suggestions for running a TL10 Hard Sci-fi, safe-tech game with some superscience allowed like FTL travel?
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>>46152438
Read Transhuman Space. Then imagine what if Transhuman Space would be if it met Traveller Interstellar Wars.

At least this is something that I always wanted to play.
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Martial Arts, Combinations.
In example there is
>Rapier-18 with TA (Rapier Thrust/Vitals)-16
But attack for vitals is -3 to skill. Is it typo or did I miss something?
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>>46152851
Must've bought up the technique.
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>>46152851
I think it just means that the example rapier-ist only bought the technique and didn't buy off the entire penalty (Only putting two points into it instead of the full three to reduce the penalty to -1).

Specifically, there's a type of technique (MA68) called Targeted Attacks that lets you buy off half (round towards 0) the penalty for attacking a specific hit location, such as Vitals. So a Targeted Attack (Rapier Thrust/Vitals) starts at -3 but can be bought up to -1. Make sense?
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>>46152973
>>46152989
Ah, I see now. Thank you.
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test
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>>46154324
Failed.
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>feudal rank

I still don't get why this is a thing.

Status and the combination of your obligations and duties is your 'feudal rank'.
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Okay, guys. It seems to me that Vehicular Anon is gone for good, so I propose to carry on the work and make some kind of stop-gap Volume 2. I already issued call to arms on Russian /tg/ though it is actually called /bg/, and since 4+4ch seem to have gotten over its prejudice against GURPS recently, I will probably try to make /gurpsgen/ there and involve them. Do you think that's a good idea?
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>>46154817
I waffle on this one, myself. I can sort of see the point, but I prefer Wealth and Status. I will say that Feudal Rank makes sense if you use the Pulling Rank stuff, you can then ignore having their liege as a Patron and just use assistance rolls.
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>>46151394
Oh hey, I am. Though I'm off to school real soon.

Roughly speaking it is a combination of Probability Alteration and Enhanced Senses, with preparation and FP required.

For the world I initially drew it up for, it wasn't practically counterable-so it only had a -5% modifier. If "reality reinforcement engines" or some such thing (Gellar Projectors?) exist and can counteract it, it's more like a -15%.

it had Enhanced Defences, gunslinger, Danger Sense, Precognition Snatcher, Super Luck, and whatever that advantage that lets you spend 10 FP to try to tell the future was, IIRC. All advantages that are normally "always on" had a time limit on their use, and needed IQ rolls to activate. This modifies the specific ability, not the whole power.

Its power talent was Mathematics Talent and it required Intuitive Mathematician, and worked at penalties for not having Lightning Calculator. Its use was restricted to people with Neural Network brains (humans, other organics, some sci-fi computers) and possibly quantum computers.

If you want the history stuff that'll have to wait for until I get home in the afternoon.
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Does anyone else really like the idea of Infinite Worlds and want to play in it at some point?

I lean towards Centrum.
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>>46157115
IW isn't super high up on my list of settings I'd like to run, but I do like the concept. You can put almost anything in it.
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>>46157235
Yes. And the reason I like Centrum is, well, I kind of like the idea of fixing worlds that are terribly off, something that Infinity doesn't do as much. If I had my way, I'd just remove Homeline from the setting altogether and have Centrum be able to access everything.
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>>46157115
It feels a little too excuse-setting for me... and I get that's the point.
I feel like I wouldn't be able to give each alternate universe/timeline/planet the attention and detail it deserves, so it would turn into some kinda shallow theme park thing where we go to Ancient Rome, but this time dinosaurs didn't go extinct, or let's go to Ancient Egypt, but the Gods were aliens.

Probably paradise for GMs who love world building though. I got burned out by building a world over a few weeks, and then the campaign falling apart in two months, so now I kinda build the backstory as demanded, and short little tours of this or that exotic aberration of Earth proper just sounds like a ton of work that I'm afraid would go almost completely unused.
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>>46152506
Safe-Tech omits volitional AI, nanotech, most cyborgs (except for military) and most Transhuman-y shit. But Thanks, I plan on running a civil war (cease fire) Earth empire, right before one of the sides discovers FTL.

Current situation is that the Imperium has sent scouts to Saturn and Titan to hopefully setup a station to begin mining operations, but the Martian Confederation had gotten their first and already built a small orbital station for mining and reconnaissance. So the council of Dukes has decided to send a small expeditionary force for "power projection".

I'm not quite finished world building though, but it'll be small scale and scope to begin with.
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>>46157115
Quite frankly, I think it's great. The whole point is that it can be a detailed historical adventure, or a balls to the walls action game with a pseudiscientific excuse. I could take my players for a stroll in one of the Armada worlds to see Spain cover the whole world and play up the intrigue, or I could take them to one of the Reich ones for senseless shooting action, with your sense of morality untouched or your money back guaranteed. All in the umbrella setting of the Infinite Worlds.

I will admit it feels counterintuitive when you try to do it 'backwards'. The players interacting with a custom setting, then getting visited and recruited by the Patrol (or Centrum), it doesn't work like I imagined it would.
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>>46157537
>it doesn't work like I imagined it would.
Tell us more.
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>>46157597
There's not much to tell. The players complained it was bait-and-switch when it happened and that they were more interested in the new thing, and I simply decided to run something new with it. In retrospect, they were right. I suppose it's all about the execution, really, but I'm not pulling that stunt again.
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>>46157654

Yeah the problem is expectation. You set up the players in this world, they get invested in it and come up with backstories and connections, and then you pluck them out of it and invalidate it all. It feels like a giant fuck you to all the work they put in making characters. You probably wanted to surprise the players, which is a good intention, but the result is that they feel mislead.

The idea can work, but you'd need to let the players know ahead of time that it's going to happen so they know what they're getting into.
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An anon in the last thread was talking about the Demiurgy ability from The Weird, and while he seemed to be content knowing it has some sort of weakness, I'm still confused as to where to draw the line between what it can and can't do. It can directly injure or heal for HP equal to your MoS and also create objects or control things (up to and including the sun's movement). It's based off the Illusion advantage but has Cosmic modifiers that seem to make it more that just an illusion, and the intro paragraph implies that you're making real changes to the world; "The events or changes you bring about are observable by everyone in a radius around you, leave behind actual physical evidence, and can be photographed or electronically recorded," especially "leave behind actual physical evidence," makes it not an illusion anymore, right?

Can it make a gun that fires for normal damage?

Can it make a temporary ally?

Can a wall made with Demiurgy actually block movement or projectiles?

I understand the resistance roll makes it less reliable, but Demiurgy still is very very open ended for a 125-point advantage.
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>>46158649
>makes it not an illusion anymore, right?

Or just the effects it has on objects remain. So it really breaks a wall, but doesn't leave residue behind.
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Does anyone have a copy of Spec Ops for 3rd edition?

I've looked in the Mega compilation and it's only got the 2nd edition version.
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>>46159257
m8
It's the second edition of the Spec Ops book, made for 3e.
You'll notice very few books have "3e" or "4e" in their title.
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>>46158868
>Or just the effects
What effects? Sorry, but I don't understand it any better after your example. What are your suggestions to my example questions (I think I'll do better with concrete answers)?
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>>46157458

For TL-10 hard science I'd expect something along the lines of The Expanse on scifi if you caught that.

With no artificial gravity I'd expect ships to either simulate gravity via constant acceleration or to use a large rotating reference frame, either a chamber at the end of a long arm with a counterweight or a full wheel.

An odd consequence of infinite sight lines and, with large sensors, no real possibility of stealth is that there would be little fog of war. A warship could easily tell, well ahead of time, what an engagement might be like and know just the distance there defensive and offensive systems would be effective, though that would depend on a lot of factors.

IE: Beyond 10,000 kilometers their directed energy weapons can't focus down tight enough to cut your armor and you have enough tracking time to shoot down any missiles they launch with your lasers, so you are safe there, and so are they if they have the same armor and you have the same weapons.

If you have less armor, or less effective thermal radiators, you can be attacked effectively at greater distance with lasers. The power of your laser systems determine how many missiles you can protect yourself from. If you can knock out the telescopes needed to focus their lasers you can reduce the effectiveness of their defensive systems to the point missiles can be used effectively at longer range and smaller salvos.

In a perfect world you'd set a course to keep you at a distance where you can effectively hurt them and they can't hurt you.
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>>46162285
>no fog of war

There are planets and asteroid belts and those sort of things in space that ships can hide in/behind, but other than that I agree with you
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>>46162285
One interesting thing to consider is that combat is going to take pretty much exclusively in orbits near celestial bodies, for the reason that there's not a lot of point in doing it anywhere else - you'd be burning lots of dV to meet someone briefly instead of just waiting to engage them on home turf, fully loaded and ready to go, after seeing them coming ages in advance.
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What does the "Interruption" limitation I see in a lot of Sorcery spells do? I can't find it defined anywhere.
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>>46164675
From Psionic Powers:
>Interruption: You cannot truly neutralize a psi’s powers, but if you win a Quick Contest of Will, you can negate one instance of them, canceling one psi’s abilities as they affect one specific target. For example, you could force a telepath out of someone’s head or force a teke to drop something. He can try again on his next turn, as a repeated attempt (p. 6). You must touch the psi or the target. If this is combined with Ranged, use the shorter of the distance to the psi or the distance to the effect being disrupted. Note that Neutralize can be used this way without this limitation. -50%.
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Does an SM+2 creature with Basic Move 6 have anything funny about it?

I'm trying to figure out if I should give an enemy extra movement or that's implied with the SM.
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>>46164917

If you say so...
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I'm working on writing up stats for some iconic ASOIAF characters, starting with Ser Gregor Clegane, "The Mountain That Rides."

He's said to wield a greatsword with one hand, which means he needs at least ST 18; ST 24 would let him wield it one-handed without having to ready it after every attack. 20+ is definitely doable, but I'm not sure What do you think, should I give him ST 24 or higher?
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>>46165095
Well, the human 'peak' is supposed to be ST 20 or so, with some going higher in extreme cases.

He's a fantasy dude. He also has Gigantism, so his 'natural' ST should be in the 15 range as his Base 10. So a ST of 25 would make him the apex of a giant dude in strength. So go ahead and nail with with a 25 and see how fucking terrifying that gets. That's the point where you're pretty much looking at a Roll vs Death every time he hits someone.

Want bonus slaughter? Give him a zweihander from Fantasy Tech. Not a realistic weapon but fuck it, it's Sw+6 cutting for a ST of 14, WITH a fencing bonus. Max that shit out.
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>>46165258
ST 25 with a thrusting greatsword means swings of 5d+2 cut. Hit an unarmored dude with that, and you're looking at an average of 28 wounds!

Yeah, that feels about right.
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>>46165363
Fuck me with a rake, fucker does more damage than an M16.
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>>46165363
You have to go deeper. All-Out Attack. Mighty Blows. With the Focused Fury perk. That's like +2 per die, without Weapon Master on top of it. Dude could be dialing in 9d or more of death EVERY HIT.
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>>46165422
Focused Fury would raise it to 5d+12 cut, or about 43 wounds on an unarmored target. If the same attack takes you to multiple death thresholds (-HP, -2xHP, -3xHP) do you have to roll for each of them?
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>>46165584
For an NPC, I'd say yes. For a PC, I might just ask for a single roll to not die hideously if they pass that many death thresholds in a single freaking hit.
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>>46165403
Congratulations! You found the broken part of the ST table!

Seriously though, gun damage is based on math, ST damage is based on whim and history. They don't play well together.

Mark Langsdorf posted a fix that I've been using for a couple of years or so that's worth a look if this sort of thing bothers you:
>http://noschoolgrognard.blogspot.com/2013/04/adjusting-swing-damage-in-dungeon.html
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>>46165095
>>46165258
20-25 with an all out is the range you need for his decapitating a horse with one blow trick.
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>>46165584
Yep.
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>>46166282
I always treat the neck as an extremity; X2 cut damage on it, and crippling tends to pop it off. Decapitation would only take ~10-15 wounds on a horse
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>>46165642
>>46165403

Gun damage is based on energy while ignoring sectional density, momentum and area. IRL, a large blade disrupts far more tissue and is much more likely to cause a fatal wound..

But IRL you also have a bunch of other confusing things, like the fact that increasing the energy of a round has no meaningful effect on it's lethally within a reasonable range. When it comes to guns shot placement is the only thing that matters and pistols do just as much damage as rifles.
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>>46165642

A big part of the problem he was running into was permitting Weapon Master, as it seriously magnifies the problems with high ST by giving +2 per dice.. So every time you get an extra dice you don't go up +1 swing damage, you go up +3.

Beyond normal human scale of 9-14 you run into the problem that thrusting damage goes up too slow or swing damage goes up too fast.
>>
>>46167180
I though at least area was covered by wounding type. I do agree that a sword through your shoulder destroys more tissue than a 5mm round and should result in more injury.

I'm a fan of High-Tech's capped torso damage rules; higher energy shots roll more dice of damage and as such have better armor penetration, but at the end of the day unless it hits the Vitals it can't do more than HP damage. There's also Survivable Guns that has supersonic rounds deal half their normal damage (bringing them closer to subsonic rounds) but have an armor divisor of two. I don't know a lot about IRL effects of firearms though, so I have no idea if those rules bring GURPS guns any closer to realistic.
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>>46143216

Is some sort of TL11/12 Hard Science setting even feasible to play in or its would just turn into lovecraftian/clarkian clusterfuck?
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>>46167585
Rifle rounds, specifically pointed supersonic ones tend to have much higher penetration. They are also generally more lethal than pistol rounds though.
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>>46167585
Which still gets to the comical situation where putting down your pistol and hitting him with a carpenter's hammer is more effective (which happens at ST 15). Whether or not you find that realistic, I found it comical in a way that breaks my suspension of disbelief.
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>>46167849
I'd say it would be very hard to do, but not impossible. You could have it be a story of megastructures, like miles-long O'Neal cylinders made into interstellar craft and orbital rings around once inhabited planets where people now only take the elevator down for vacations on the surface.

You'd be pretty deep into Clark's deeply speculative work, yeah. Ramna and Foundation.
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>>46168441
>They are also generally more lethal than pistol rounds though.

That's true and false.

Rifle rounds are dangerous to creatures better protected then a human. A man in 18 ply kevlar or a kodiak bear would do well to fear a .30-08 rifle far more then a 9mm pistol.

At 400 meters, again, the rifle is far more dangerous then the pistol.

At 10 meters, shooting at a human, white tail deer, rabbit or a fancy rat..

The rifle has no meaningful advantage in lethally, and in fact is statistically less likely to kill.

It's related to the first point you made. Rifle rounds go faster, and thus have more energy. This means they can provide dangerous penetration to targets and at distances a pistol cannot.
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>>46168505

Guns aren't the go-to weapon of the modern age because they are FLESH DESTROYING DEVASTATING WEAPONS OF ASS DESTRUCTION.

It's because they do enough damage to put a man down and do it 2-14 times a second from a safe distance.
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>>46168635
>The rifle has no meaningful advantage in lethally, and in fact is statistically less likely to kill.

The only stats I have seen give 5.56 better one hit kill probability than basically every single pistol round.

Most pistol rounds are actually pretty crap statistically until you get into magnum rounds.
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>>46157069
Hey thanks for the reply.

So it's basically using maths to mess with reality?

The world I'm building is TL 3 or 4ish. I was thinking of using it as one of two magic systems, it would be used by a secretive but widespread group of maths obsessed cultists. I'd definitely need to tweak it around a bit but at least you've given me a good jumping off point.

I'm definitely interested in the history stuff. No rush though.
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How would you mechanically represent pic related? I'd say All-Out Defense (Increased Dodge) while moving, unless there's some perk or technique that I can't remember.
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>>46169003
>How would you mechanically represent pic related?
Failed acrobatics check on slippery surface, then successful acrobatics check to get up quickly?
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>>46169003
Tumbling (p. MA106):
>You may attempt to cartwheel, roll, or otherwise tumble across level ground at full Move. Make an unmodified Acrobatics roll. On a success, any- one who makes a ranged attack on you must add your Move to range, contrary to Ranged Attacks on Human Targets (p. B373). Failure means you only get half your Move and no special benefits. Critical failure means you fall down and go nowhere!
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>>46168635
That's wrong though. Taking a rifle round to the torso is more likely to incapacitate you, and *much* more likely to kill you than a handgun round.

http://www.buckeyefirearms.org/alternate-look-handgun-stopping-power
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>>46168507

You know, technology is actually pretty easy thing to do in something like these and its mostly in the High-Tech already.

Its of course absolutely speculative but what sci-fi isn't.

The state of humans is the hard part or raher state of thier minds.

Im trying to come up with something that retains human perspective in times of dying stars, quantum and super-intelligent multidimensional matrioshka brain's flying around black holes and multi-galaxy spanned empires.

Add to that a bit of post-apocalyptic tech scavenging and its pretty sure way to go mad but i would hate to lost that hard sci fi edge and handwave everything.
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>>46169217

Not at 10 meters with a pistol round capable of reasonable penetration, friend. Generalized across all situations of distance and target a rifle will be more dangerous, however.

If you eliminate weapons under .25 ACP, and thus weapons that in any situation isn't really practical to engage a human with, you end up with a world where a .30-08 offers no advantage over a pistol at 10 meters, shooting a human.
>>
As I see it, there are two camps on the ST/damage issue (plus the invisible third group that doesn't care/thinks it's fine as is):
>Muscle powered damage is too high, a broadsword shouldn't hit harder than a gun!
and
>Firearm damage is too high, there's not enough tissue destruction to warrant that much HP loss!

For camp #1, there's the redone ST table from >>46165642
For camp #2, there's Survivable Guns and capped torso injury from HT

Any other rules/tweaks you fa/tg/uys know about to get GURPS more in-line with the two opposing camps?
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>>46168721
True. And a large part of the lethality of guns is in causing the meatsack to leak various things in various ways. A claw hammer just isn't going to do that reliably even for somebody more than twice as strong as the average man.

I just can't see a hammer being a serious alternate to a pistol for causing damage to a person. Sure you /can/ kill someone with a single hammer blow to the chest but you are /likely/ to kill them if you shoot them in the exact same spot. It may be because the blood is leaking out rather than pooling under the skin or from other effects. I've seen gunshots and I've seen blunt force trauma. I know which I'd rather receive and what I'd like the rules to support. YMMV.
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>>46169809
I think you summed it up pretty well (I posted the ST table link BTW) except that I'm in a fourth camp. I use both (or at least the capped injury from HT, depending on what I want out of the game).

Or I use the original ST table if I want four color supers or ninja where the genre expects guns to be inferior.
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>>46169921
So reduced damage from guns and muscles for all-around lessened lethality? Not a bad choice.
>>
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>>46168881
Yeah. The version I had in mind was based off of a bunch of maths that I don't think really exists until TL 6-7...it was something made up just before WWII, then scattered as its few practicioners fled the war, and becoming the focus of some spy action in the cold war; nuclear missile-managing AIs built by both sides became sentient, realized it as a threat to their existence, and started working to kill the remaining people who knew.

On a TL 3 or 4ish world, P=NP and the axiom of choice are just not things yet. You could stick with it, or you could try tweaking the abilities provided to reflect the mathematical paradoxes and wrongness of the day. For instance, Zeno's Paradox could be used to Stasis things, even though Aristotle offered a complete disproof of it. There's a character in Full Metal Daemon Muramasa who uses a similar means to redirect projectiles in motion, letting her crossbow bolts zig-zag (pic related).

The strengths of it were in knowledge and using guns, so replace Gunslinger with Heroic Archer (calculus isn't really a thing yet but it's what you need for mapping projectile motion). As I wrote it up initially, it doesn't have much use for traditional wizard roles, but it is very good for spy action. Play around with things, figure out what role you want it to fill.
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>>46170000
I do like the alternative ST in one of the pyramids that pretty much makes thrust = swing - 2 and scales it so normal humans no longer hit 20.

Spears and such stay useful and you more or less keep the same table. Oh, and it's easier to carry shit, but extra damage from ST caps out around +5 rather then +10 over an average guy.
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>>46169684
I'm a med student and the easiest way to destroy your shitty theory is to compare pictures of flesh wounds from pistol and rifle rounds. Then you will finally see how much of a moron you are.

More powder = more velocity = more energy on impact = more damage
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>>46170100
I used your Dark Math in a game! A cryptonomicon inspired "math witch". We were hunted by Reality Enforcement Officers that wanted to kill us for knowing the Truth.
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>>46170905
Rad! How'd it go?
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>>46170901

>Performance in ballistic gel

Clearly everyone ever should be using glaser safety slugs for MAXIMUM GEL DESTRUCTION.

>I'm a med student
Pre-med, right?
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>>46170956
One guy was too into being a reality destroying horror and the GM didn't tell me if I had succeeded at breaking encrypted messages or if I'd messed up a SC roll on a mental disadvantage and gone full Beautiful Mind.

Reality Enforcement captured us but the shape shifter guy was able to take out the guard in the back of the van and get us loose. I used Dark Math to perfectly time our jump out of the van and to a moving train under us so we landed safely on top.

Overall, Dark Math is fun but it sucks to miss an IQ roll and not have a power you need, and the FP cost add up pretty fast if you play a only in okay shape academic.

Thank you for shareing dark math. It was fun to pretend to be good at math for a while.
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>>46170100
That's pretty rad, sounds like a fun game.

I don't think my players would care too much if I stuck with it as it is, although I could expand it with things closer to the time period like you you suggested.

Actually since this world has a lot of lovecraftian overtones I could probably just use that to justify any anchronistic maths they use. It's lazy but there it is.

The group I was considering using it for are loosely based on the Magi from Sara Douglass's Threshold which are basically a cabal of math wizards who end up building a portal to Infinity and letting in some eldritch nasty.

Thanks for your help, you've given me a good starting point.
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>>46171038
Now ask him about his views on the temporary cavity.

(and maybe ask what's significantly different between the wound channel of the 9mm and the .30 carbine)
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>>46171038
>Clearly everyone ever should be using glaser safety slugs for MAXIMUM GEL DESTRUCTION.
Glasses don't do well in Gel.
>>
/gurpsgen/, I'm making a grappling super that uses Extradimensionality from GURPS Powers - The Weird. Does anyone have any grappling tips for a grappler of middling DX/ST (12 each)? I want to use both Wrestling and Judo.

One specific issue I'm having is what to get Ground/Low Fighting for. Can I throw from locks if I'm wrestling people on the ground?
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>>46171646
Yes, but if you're throwing them while prone, you're only making the fight harder on yourself; if you've got a dude on the ground and you're successfully grappling them (with Ground Fighting, you're probably doing better than them), tossing them away while you're still probe is just giving them an opportunity to get back up. Judi throws are better when you're standing, as you still have full mobility to Step over to them and hit them as they're getting up (or get away while the getting's good).
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What would the ability to summon cardboard standees be? It would be some kind of innate attack but I don't see anything to balance it into something with a point cost.
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>>46171989
Summonable Allies with a really low point total?
>>
How would I provide a means of reviving dead PCs in a low-tech fantasy campaign where the PCs aren't nearly powerful enough to cast Resurrection? I'm thinking of either using Raise Dead from Divine Favor or having the PCs' employer give them a small supply of one-use Resurrection wands, but I'd like to hear what /gurpsgen/ does in their games.
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>>46171989
Create (Paper) using the advantage from Powers?
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>>46164929

pls respond
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>>46173277
>>46164929

Nope. A big creature can buy more Basic Move at the normal cost, or get Enhanced Move to reflect being fast but not too nimble.

Giantism the 0 point trait gives you +1 Basic Move from long legs proportionate to your race.
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>>46171989
Snatcher with the Large Items enhancement, possibly Less Weight, and probably a rather big Specialized limitation.
>>
page 10
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>>46176656
>Chapter One: Creating a Character
>>
Man, GURPS is the first RPG I ever learned, and everyone said it was ridiculous how detailed and complex it was.

I never found it really hard, and just assumed that was because I was a super genius, and I was glad that if I ever wanted to learn a different system it would be at most, as hard as GURPS.

I just read the Burning Wheel manual. Woe am I, for I am undone.
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>>46178517
GURPS isn't complex, it's just packed to the brim and doesn't come with pick-up-and-play utility. Also dank memes.

Burning Wheel isn't especially complex either, but it is up its own ass with purple prose. Its lack of clarity makes it harder to get than it should be.
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>>46178595
Yeah, you might be right about Burning Wheel. It did seem to have "flavor" though. Some concepts started gelling after trying to read the book from start to finish, but other times it was like a concept would be mentioned, and I'd just think, "I know I read this somewhere, but I can't remember it at all."

GURPS, on the other hand is, "In this situation, roll 3d6 against a skill, in that situation roll 3d6 against an attribute, in this situation add a talent, in that situation this modifiers might apply," and it's like, "ok."

Not saying Burning Wheel is terrible (or bad, or mediocre, it actually sounds fun for the right type of people that aren't power gaming mongrels) just saying I think there are popular games more difficult to understand than GURPS.
>>
The thing about GURPS (to me, at least) is that whielit may have many and somewhat complex rules, they are easy to learn and remember because they all makes so much sense. Most other RPGs have their fair share of arbitrary and inconsistent rulesvwhile all the rules in GURPS fits together so nicely.
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>>46178517
>>46178595
>>46178743
GURPS' biggest detriment is the lack of resources on the internet. If I read something in the book and I don't fully grasp it my options for another explanation are few and far between. The book sucks major dick at introducing a bunch of things and if it doesn't click you're just fucked.
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>>46178847
>The thing about GURPS (to me, at least) is that whielit may have many and somewhat complex rules, they are easy to learn and remember because they all makes so much sense. Most other RPGs have their fair share of arbitrary and inconsistent rulesvwhile all the rules in GURPS fits together so nicely.

Yeah - that's a big bonus from the effort they put in grounding it in realism. You can extrapolate and get a good feel for things based on "how it would work IRL" and find that the rules usually work with those instincts.
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>>46178743

I've heard The Burning Wheel described as a Swiss watch - all the elements come together in a very complex way, and none can be removed without ruining the whole thing.

I guess GURPS is more like Lego?
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>>46180149
My preferred metaphor is erector set due to the level of intricacy, but yes Lego is the go-to comparison. The system is built from the ground up to be as modular as possible. You can use the huge exhaustive skill list or run everything as Wildcard (and even wildcard comes in multiple flavors), you can go full operator with Tactical Shooting or hollywood with Gun-Fu, have freedom of character creation or enforced templates/lenses/packages for speed and consistency, balls-to-the-wall brutality or give everyone free Destiny Points for re-rolls, autistically track every modifier or use the B.A.D. system, etc. etc.
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>>46180149
>>46180281

If I were to make a ridiculous analogy about game complexity and utility:

D&D would be something like RPGMaker: good enough for a lot of people, and technically you can make it do some interesting things if you don't mind hacking the h*ck out of it.

Most generic systems might be a step up like Game Maker, degrees more complex, and degrees more flexible.

GURPS is a full blown programming language that has a huge common library, like Java or C#. You don't need to use all the libs at once, but you have developers worried either a) why is there a linear algebra library in this if all I want to do is make form apps? or b) what if I am not making my program the most correct way by rewriting existing libs and reinventing the wheel/ what if I'm making up house rules for a supplement that already exists?
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>>46169812
Don't forget that most people don't die immediately from a gunshot. The rules reflect this, as even taking a full-powered rifle shot to the torso (7d damage for an average of 28 piercing damage), assuming the vitals aren't struck, will put the average human well into death rolls, but won't immediately kill them.
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>>46173341

Thank you, anon.
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>>46180419
>Don't forget that most people don't die immediately from a gunshot.

Yep. Exactly why I've been very careful to mention bleeding (or leaking) and identical locations being struck. Also why I've been comparing pistols to melee weapons. In the very reasonable human attribute range the effects of each type of weapon under the rules don't match my view of reality. You can get the same effects for rifles just not with everyday tools or ST ratings. Hell, without the bleeding rules and barring a vital hit location it is almost impossible to kill someone by shooting them once with a pistol (it takes 3d+2 just to have a chance at a death roll). I think that's very realistic.

But, I'm not trying to convince anyone or change anything, just point out something that is worth keeping in mind.
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>>46180419
Well they'd have to make two HT rolls vs death, one at -1, so the average person is killed instantly more then half the time by a single shot from a rifle.
>>
Ey gurpsgen, help a brother out.

I'm GMing a game, this game features boss fights. It's modern and in my experience guns tend to either rip through health and DR in a matter of seconds, or be completely negated and nigh-useless. I've never in my life touched Supernatural Durability.

My thought for making bosses last more than 2 seconds without just fudging health like a mad cunt is to use the aformentioned advantage - I'm just not 100% sure of what the repercussions might be.

Anyone used it? Did it work? Should I also use it?

Ty in advance.
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>>46187287

Just give your Boss Luck or a couple of CP to use for Flesh Wound or Buying Successes.
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>>46187287
Well firstly, does the supernatural exist in game?

The players can slow him down if they do some damage and they can cripple his limbs/destroy his eyes. But unless they blow him to pieces with a decent sized bomb or find his supernatural weakness they cannot easily stop him for good. Bear that in mind when you decide how he will attack.

The main thing is that unless they manage to cut his limbs off or something he will keep coming no matter how much they shoot him with normal bullets.
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>>46178881
>on the internet. If I read something in the book a

Try http://forums.sjgames.com/
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>>46187626
Does Flesh Wound work on crits? The players have been rolling a concerning number of crits.

>>46187676
It sorta does yeah.

What I'm leaning for on reflection and reading this is to use Durability for the bosses who aren't going to be using stealth or speed gimmicks but just meat, and using some luck and spare points for the others.

And the final boss gets both.

This could work pretty well.
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>>46187883
Make sure to include an environmental trap option for fun.

Though I am not sure even a literal ton of bricks does enough damage to kill someone with supernatural durability. Since even for average health you have to do 100 damage outright.
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>>46187883
>Does Flesh Wound work on crits? The players have been rolling a concerning number of crits.

Sure, why should it not? See B417.
>>
Rolled 4, 5, 5 = 14 (3d6)

Acrobatics to escape page 10.
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>>46191160
I can only hope you pumped your skill high enough.
>>
Rolled 4, 6, 2, 4, 5, 1 = 22 (6d6)

>>46191214
Guess I gotta burn a luck.
>>
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>>46187287
Shit visibility greatly reduces the danger of modern weapons. Fight in a sandstorm, smoke or fog and dark can make things longer.

Heavy armor across the torso and moderate armor over limbs can protect some from gunfire. The bad guy should use cover, distance and stay low to avoid getting hit much.

Supernatural durability tends to make for a huge bullet sponge, though at close range rapid fire high power guns can drop that very quickly.
>>
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What fighting types from ASOIAF do you think are distinctive enough to warrant Martial Arts styles?

Westerosi mounted combat
Dothraki mounted archery
Unsullied combat training
Braavosi fencing (maybe even multiple styles)
Maybe Dornish spear/shield?

I'm sure I'm missing some.
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>>46191510
>Supernatural durability tends to make for a huge bullet sponge, though at close range rapid fire high power guns can drop that very quickly.

I ran a mecha game. The pcs have ww2 era guns on big diesel mechs. One guy takes the multi barrel mini gun.

They fight a ridiculously fast regenerator with energy reserve (?)Dr that also let's it heal. They plink it, it heals each wound. They tear it a hole? It heals and then heals on its turn. They don't have a one hit kill, can't figure out its kyptonite (which was literally that, in the lair they found it). I digress.

Their solution? Hit it in the head enough to stun lock it, pile on hits to unconscious it, then abuse the "shooting stationary targets" rule. On a successful roll, all rof shots hit. On a failure, half hit.

Rof 100

They essentially knocked it out, then cut it in half with a chain gun.

I awarded 'puzzle solving' xp for that session.
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>>46194178
>I awarded 'puzzle solving' xp for that session.
Honestly, this is the way to go about it. Throw a tough nigh-impossible fight at your players with a potential solution but let them take over. Chances are, they'll find a way to kill it that's a lot more entertaining that whatever a GM can plan for ahead of time. The way GURPS is set up is great for dealing with bullshit PC ideas too; you didn't think you'd need the REF table in your Saturday Morning Cartoon fantasy game, but I'll be damned if the players won't find a use for it.

On a related note, I'm happy that GURPS doesn't do true invulnerability, just effective invulnerability. Effective invulnerability (e.g. DR 40 in your typical fantasy game) is a challenging mountain to climb or a wall that crumbles to the players' mental instability/clever plans. True invulnerability is just a boring roadblock.
>>
>>46187287
Cover, concealment, and movement. With the 1 second turns in GURPS don't just attack every second. Fright checks when someone gets shot at (even if missed) that penalize any action that isn't taking cover by the margin of failure until they spend at least 1 turn in cover.
>>
Help me make a After The End game, GURPS Generals.

I want to give the players a map with interesting places to visit. I could use cool locations and ideas for places to go and things on the map, a old road atlas that was updated and annotated by a scavenger and sometimes raider that used to own it.

Ideas I have so far..

1) The ruins of a university hospital where medical supplies might be available. Notes say that it has mutants because of medical waste, chemical and radioactive.

2) Two cities based on an old rail line. One built around an old hydroelectric dam, the other a coal mine and processing center. Together they maintain a TL 5-ish level of technology, but are reliant on each other and on the trains that run back and fourth on the rails, guard post every few miles. People that can afford it go there to enjoy themselves before going out to earn more money.

3) A commune of hardy rednecks that make their own wine and herd sheep on sides of a forested mountain. They sometimes send thieves down to rob the train that runs between the two cities.

I think I need more 'dungeon' sights, and maybe a few places where the players could build their own base.
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>>46195874
Try to get your hands on adventures from Twilight 2000 - lots of useful info
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So I'm trying to make a character that uses pressure points for fighting and healing, heavily inspired by pic related, but I'm not sure where to begin with statting it out. Obviously pressure points is a good start, but how do I elevate it to "making people explode", or the other more drastic effects? As well as ensuring I can get through armor, and achieving more niche effects like healing, or buffing?
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>>46196302
If you're not going the innate attack/imbuement route, Pressure Secrets turns your hands into impaling damage. Esoteric Medicine or however powers does healing spells does healing, then Forceful Chi or Chi Talent is your power talent/skills booster.

Kenshiro himself is very supers-y, you will probably not be half so tough and a lot more dodgy. But you can get a lot of utility and firepower packed in with the appropriate points.
>>
>>46196365
Yeah, I was just leaning more the results he achieves by hitting someone. Obviously won't be nearly as tough or have as much raw power. Just more like a normal(but skilled) dude who can make you blow up with a few jabs in the right place.
>>
>>46196401
Then you want either Pressure Secrets; Innate Attack; or one of the Imbuements with a Heart Attack affliction, maybe some special effect that it's an explosion (or fragile: explosive).
>>
I love Sorcery!
>>
>>46198227
And gaming!
>>
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If you want to get anything done, do it yourself.

Okay, I tried my hand at formatting for Vehicles Collection Stop Gap Volume 2. I'm not yet sure if I'll divide it into separate books for different vehicle types, but most likely I won't, since you can only post one image on 4chan. Also don't mind my front-page, it is temporary. Just tell me if I need to make the font size larger in main text.
>>
page 10
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>>46200341
That's some wicked cover art, did you take it from the Magic book?
>>
page 10, I said
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>>46200341
Nice. A good spread of military machines that allows for a lot of different situations.
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>>46205692
Speaking of that, I still need help, particularly with following items:
- Civilian trucks, WITH SPECIFICATIONS. Those are really hard to find.
- Snowmobiles. Specifically, I want some old Bombardier from 70's and some modern Yamaha. Specs are also bitch to find.
- Luxury cars. Modern stretch limousines and older regular limousines in particular.
- Some more SUVs, I think we really lack some iconic stuff.
>>
Rolled 1, 3, 4 = 8 (3d6)

Escape 13 to escape from archive.
>>
>>46209178
>fail ;_;
>>
>>46210129
You rolled an 8 against a 13, how is that failing?
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>>46210228
I didn't make the roll. I guess this is a roll under? I should read the GB of gurps books I downloaded. :^)
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>>46210272
Yes. GURPS is roll equal or under. You beat the roll with a margin of success = 13 - 8 = 5, which is pretty good.
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>>46210447
Thanks GURPSfriend. I guess it really was success.
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Gurpsgen, a situation in my Infinite Worlds game has come up: a parallel has discovered the Secret.

The world in question, "Guyver", is a ~1650 fantasy europe. There are a limited number of powerful bio-armors in circulation, which as far as anyone can tell operate on straight up divine magic. They have some clerical magic abilities, and can meditate and focus for path/book style magic, subject to divine approval.

Instead of the usual methods of Parachronic Travel, here homeline accesses other worlds through Parachronic Highways, ancient structures of unknown origin. Each requires a little bit of magic to activate, and connects to an in-between world that is a barren wasteland covered in highways. This world then accesses all the places you want to go. Gates never fit anything larger than an 18-wheeler, and have to recharge for some time depending on how much mass you shove through them (a hand-wavey way of keeping tons of tanks from being a thing).

The Gate closest to Scania, a Not-Sweden, is located on an uninhabitied bit of rock, surrounded by many other pointy bits of rock, in the middle of the Baltic. It is less than a day's travel by boat from the Scanian capitol, though you can't bring any large boats through the rocks. Finally, this is a magic-heavy game; Homeline has a lot of Standard Mages, widespread use of Alchemy, and some magic-as-powers people.

Due to the interventions of a PC, the Scanians now know of the gate and other worlds, and have exported some prisoners to Homeline. The other powers on their world do *not* know of the gate's existence, and Scania is going to try to join Homeline's club of nations. How might things progress from here?
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>>46212241
Do they know the language?
Is their magic new?
Does anyone in Homeline have particular reason to be upset?
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>>46212596
They know the language (such things are kinda past the point of the crazy martial arts game I am running)

Their magic is new; it is relatively limited in that only people with bio-armors can perform it, but it ignores spell prerequisites. The predilections of their deity mean that fire magic is rarely used for anything bigger than lighting a campfire, for instance.

They have a kind of shitty human rights record, and stocks of orihalcum that just are not present on Homeline. Other than that they haven't done anything to piss off Homeline, though they'll want to start evangelizing when they get a chance.
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How would I modify Snatcher with the Recall limitation to let me snatch other PC's equipment, with their permission?

Cosmic +100% seems like the obvious solution, but that seems expensive for what it does.
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>>46215446
If you have their permission to use them, they're effectively yours for the purpose of that limitation. The "but not someone else's belongings" clause is so you can't use Recall to disarm opponents by Snatching their weapon/armor/mcguffin away.
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come on, page 10
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Is there a canonical example of a Fast-Draw! Wildcard Skill for those characters can can ready *anything* (not just weapons) much quicker than usual?
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>>46218961
No, but that is a fun idea. I like the thought of someone that is never more then a heartbeat from having whatever he needs in his hand.
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>>46218961
Altered Time Rate 1
Limitation: Readying Actions Only -80%

20 points, that's the best I can do.
To prevent you from cheesing weapons that become unready after attacking, it might be fair to phrase it like "Limitation: Readying items that aren't unready because of attacking -80%" or a similar mouthful
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One of my PCs lost his arm this session.
I plan for him to eventually gain the ability to create a fire arm every now and then (by spending fatigue) as a gift from his god.
However I am not sure how to stat this up. Using the bionic arms in Ultra-Tech as a guide I get something like.

Burning Attack 1d (Melee Attack, C -30%; Link +10%; Costs Fatigue 2 -20%) [3]
Injury Tolerance Diffuse (One Arm Only -40%; Costs Fatigue 2 -20%; Link +10%) [50]
One Arm (Mitigator (Fire handness) -70%) [-6]
Total [47]

Does this look right? Also while typing this up I had the thought, if you have two abilities that cost fatigue which are linked (like my example) do you have to pay the fatigue for both? So with the fire arm would you have to pay 4 FP or 2 FP?
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>>46219409

As a matter of fact, I am trying to stat up a meta-trait to adequately represent the video-game like ability to instantly draw *and* sheathe a weapon in the same second.
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>>46222316
As written, 4 FP. If you have Link +10%, the two advantages HAVE to be used simultaneously, so there's no reason to double up on the FP costs by including it on both advantages. Aside from the FP bloat, though, everything looks fine.

Alternatively, let your PC keep One Arm as-is and give them an Alternate Form. As written, it comes out to 67 points (15 base, 90% of the 64-point template – it's more expensive when you remove Link and Costs FP – with a further -10% for applying Costs 2 FP later).

There's also the Natural Weapon advantage from Pyramid; I can crunch the numbers for that too if you'd like.
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>>46219409
Well, you can get an advantage that always lets you have utility stuff SOMEWHERE in your pockets/purse/wherever. Having a skill that worked on a bunch of stuff in general and/or ALL THE WEAPONS would be powerful, but less so (and less expensive) if it was just you were scarily fast...

At having a match ready, or something. It would be a good skill for a Butler or especially slick salesman or conman.

It would likewise, probably be limited by any sane GM depending on how much McGuyver stuff you could do. Unless they felt it was acceptable for your main power or utility was basically, to have random crap that was useful to the situation on your person at all times, with the main obstacle being your skill roll rather than materials.

They could also just let you have the ability to fast draw say, a Sonic Screwdriver, and give you an item bond with said item, etc. So you ALWAYS had it with you barring very unusual circumstances, and could also not casually take it away from you, and would certainly give you a chance to get another/get it back.

In certain campaigns or within reason, a handy little tool that does anything and can also potentially be used to bludgeon or cut people like a small hand tool wouldn't be that overpowering.

Not if other players had guns or powers. (At the same time given the example of Doctor Who you could also be hillariously effective compared to them just because of your level of Skills/Stats motherfucker! and maybe some handy advantages to make you "not die/stay dead". Well that, and how intelligently you played. If Who was a game, the guy playing him would be either a bastard, or a magnificent bastard. maybe they pass around the character/character sheet and he's more of an ass when the Munchkin is playing him, etc.)
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>>46222597
So you're saying they keep one arm but take an alternate form where they have two arms, one made of fire? If so I can dig it, never really considered alternate form for something like that.

I've read that article a few times but I'd like to see what you could come up with if you don't mind giving it a go.
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Running tl3+1 with early guns(matchlock and wheellock) but no plate, all my guns are +3CF and all black powder is cheap(malf 12, -1 damage per dice). Is this enough to make armor(everything but plate) usable?
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So I want to run a zombie game with GURPS, primarily focused on human v. human struggles, long after the initial outbreak (like 15-20 years). One of the big questions I have is how to handle the economy. Most survivors live in compounds where there is a communistic approach to property, and when trade happens it would be via bartering. Currency effectively doesn't exist in this setting, so how do you go about determining wealth levels and starting gear and things of that nature?

Also, general advice on how to do a zombie game in GURPS as well as thematic/campaign advice is welcome.
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>>46222316
It looks pretty good to me except that the arm only burns on your turn if you choose to activate the burning attack and pay the FP cost. If somebody touches it, nothing. For that take Aura, +80%. You pay 2 FP to activate the arm for one minute and 1 FP per minute you extend that activation by. Every time you make a burning attack it costs 2 FP in addition to the previous. Except that you have the arm and the attack Linked. Now the attack costs 2 FP every second and has to get paid every second the arm is in existence. Get rid of Costs FP on the attack, Aura fixes the rest.

I would base the trait around Injury Tolerance Independent Body Part (Powers, p. 53) instead of Diffuse because it doesn't make sense to me (and this bit is all opinion, ignore it if you see things differently) that you still take damage for a limb made of flame that doesn't really exist. As a GM I'd say the fact that the thing comes and goes rather than attaches and detaches is a special effect that doesn't cost anything.
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>>46222875
Have you looked at After the End?
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>>46222930
No.
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>>46222875
Or Zombies? Both should be in the OP.

(sorry for the double post, I went off prematurely)
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>>46222936
Well, you should. How the world got there isn't too important to the setting provided and I think it will answer all of your questions. For the remaining zombies the Zombies book is all you could ask for and more.
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>>46222713
Alternate Form is my crutch. I honestly default to that even when there are easier solutions.

Burning Natural Weapon (Flexible, +30%; Hidden, +20%*; Intangible, +50%; Cannot Parry, -40%; Single, -20%) [7] – This fiery arm deals thr burn damage at range C. Being made of flame, this hand cannot be damaged or destroyed, but at the same time it doesn't significantly hamper incoming weapons, making parries with it useless. For one reason or another, though, the hand can still get "solid" enough to meaningfully grab things if needed, allowing grapples (and maybe more dextrous usage?).

*Hidden allows for instantaneous use; the arm flashes into being mid-punch and then can disappear afterward. If it takes a Ready to manifest/dismiss the firearm instead, swap Hidden, +20%, for Switchable, +10%. Due to rounding issues, there's no change in cost, which is why I went for the more useful Hidden by default.
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>>46222936
It's good for that kind of thing, one thing it suggests is Boolets as money. I think a unit of water is around there too, so you could also have a fairly basic "several essential item" based basis for bartering, as several things hover around the approximate value of several familiar denominations.

And in that kind of situation it is something like that more than money, because to most such survivors money is basically "Not even necessarily the best shit paper you can get", whereas bullets and medical supplies and food and water you can be relatively certain won't make you sick are convenient units, desirable, and somewhat portable/handy.

It also suggests maybe ruling all ammo to be of certain categories because everything or most everything was either originally chambered for similar rounds or converted later/"fuck it, too much book keeping".

Which I think would be a bad idea in a Zombie campaign because you want to ride the players about keeping track of bullets and not necessarily having the right kind or otherwise having to work with whatever they could beg, borrow, or steal in the chaos. What they have is not necessarily what they want, and it might be hard to feed.

That or another supplement very like it also has handloading rules, which ease the difficulty of feeding them, although change the focus.

You would still keep an eye out for brass because that can be hard to manufacture, especially to the right tolerances, but you are also setting up an industry.
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>>46222906
Good point with Aura, I forgot about that.
I agree with you, that they shouldn't take damage if the fire arm is hit. The issue with independent body parts seems to me that the arm would still be taking normal damage mods unless it also had diffuse. Nothing is stopping me from combining them though I suppose. As I see it the arm disappearing instead of sticking around to fight for you should be worth a discount maybe -10%?

>>46222984
I'll have to keep it in mind.

That arm looks great, pretty much exactly what I'm after and a lot cheaper than the way I was going about it. I think I'll do this. He gets to spend a few sessions with no arm though of course.

Thanks for your help guys.
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>>46223191
The only issues with the Natural Weapon approach are:
-As a weapon, it's use is transient; applying Costs FP makes it cost FP per attack rather than per minute.
-RAW, the hand isn't really good at doing "hand" things. If you squint and look at it sideways, Flexible may help, but it's still not a very good hand.
Still, good luck and I hope your game goes well!
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>>46222316

Do you want the fire arm to actually be able to touch things and manipulate them?

Otherwise, it's really only going to be used for the Burning Attack, and the IT is mostly irrelevant.
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>>46223311
Eventually yeah, I'd like for to slowly build up to having an arm that functions just like an arm, except you know it's on fire. What does it need to be able to manipulate object?

>>46223311
I hadn't realized those points but at the very least you've given me a good starting point. Maybe this can be one of the intermediate steps between gaining it and having full control.
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>>46223191
> As I see it the arm disappearing instead of sticking around to fight for you should be worth a discount
I'd call that a wash with the fact that it's a gift from a higher power that isn't actually yours but I could see it either way. On second thought I like the No Reattachment, -60% limitation along with your Not Independent and disappears, -10% combination.

Add diffuse or any other injury tolerance of course. But, it isn't really your arm. If yook at it this way, it's the result of a spell or affliction someone else has that they cast on you. If it gets destroyed you just ask them (by paying the FP again) et voilà! There it is (or not because you broke your pact or added Requires Reaction Roll and failed it or whatever that shows you aren't in good standing with the deity any more).

Oh, and don't forget to add the Granted By Other, -40% limitation.
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I can't find how much gunpowder TL4 guns use for each shot, help /gurpsgen/.
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>>46224765
>Granted By Other
Nigga just use Pact limitation. GB* is an Accessibility limitation for having someone/thing physically near by.

>>46223602
The cheap easy hack way is to Link (+10%) the Natural Weapon to Telekinesis (Reduced Range x1/10, -30%; Visible, -20%; Cannot Affect Self, -20%; Link, +10%) [2/level]. I'm sure a more elegant solution exists, but adding in touch-range TK would allow you to:
•Grab and manipulate effectively (though the Link would still result in burn damage).
•Follow traditional fantasy standard of "hard" fire – e.g. firebenders in A:TLA seemed to shove more than burn – because now your burning damage is Linked to your TK punch.
•Not blow oodles of points on an insubstantial arm or jump through hoops getting it back.
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>>46225144
> use Pact limitation. GB* is...
You're right. I've been doing it wrong.

Your TK hack isn't necessarily cheap since you have to buy ST levels.
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>>46225435
Could the TK be an alternate ability instead?
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>>46225435
At 2/level, though, you're back to average ST after 20 points. 27 points to go from one-armed wonder to having a flaming arm that can't be damaged, acts like a normal arm, and burns people is pretty cheap. it's also good for an incremental thing; as the PC "gets used to using" the arm, his strength "returns" in cheap 2-point increments. It's also open ended if he wants to go swole; for 40 points he's up to TKST20. I still think back fondly to the TK 50 character I played in a one-shot after slapping a -80% final modifier to TK.

>>46225471
Not if they're linked and meant to be used simultaneously. Also, since Natural Weapon's only worth 7 point, the point break is meaningless; after TK 3, TK will be more expensive anyway.
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>>46143448

YES. IMO even better than Social Engineering and Martial Arts, which is high praise indeed. Best news for GURPS in years.
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>>46225605
You're already at -60%. Add Full Power in Emergencies Only (the granting god doesn't like his gifts being used lightly) or a Pact or something else to get that last -20%. TK at 1 point/level is amazing.
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>>46225064
HALP /TG/
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>>46143493
>>46144728
>>46145796
>>46146415
>>46146648
>>46146763
>>46146940

In general, a PC has one of the following:

Some default machine that they usually run on-- interactions with player characters are remote from this server. In unusual cases, you might buy/rent/hack/steal a cybershell and use that. Those are bought as allies with minion/puppet.

Case 2 is where the PC floats among many computers, never settling in any given machine. In that case, roughly cost out each general type of machine the PC routinely hacks into and buy it as an ally group.

In both of these cases, if they hack into something that doesn't fit what they've paid points for, then give them a familiarity penalty to operate it if you like. Nice? Or just let them have it, but only temporarily.

Remember the general rule. Equipment (in this case your whole body) bought as Advantages has a degree of plot protection. If it's bought as Signature Gear, then it still gets some plot protection, but less. If it's bought with cash (or stolen), then the GM is free to happily take it away as plot demands.

The final case is the one Ultra Tech doesn't cover, the one I think you're alluding to. Cloud computing was just starting to be a buzzword in 2001. In 2007, when Ultra Tech came out, it was still kind of new. In this scenario, your character is a mind that runs "in the cloud", an emergent effect of software with pieces running on each of many computers from many vendors at many locations. Your "body" in that case doesn't really exist as something that can do anything or that an enemy could isolate or attack.

In that case, I'd create a custom advantage starting from the Astra Entity metatrait under Spirits on B263. Add some disadvantages to represent the fact that you need a good connection to the internet to interact in a particular location-- you're essentially a non-localized phenomenon. You can use Possession (Digital), Clairvoyance/Clairaudience, etc.
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>>46222316
Just for completeness here's my take on the build all statted out

Gahd's Right Ahm [14, or maybe 8*]
Injury Tolerance: Independent Body Part (Arm Only, -40%; Costs Fatigue, 2 FP, -20%; Divine, -10%; Link, +10%; No Reattachment, -60%; Not Self-Animate & Disappers if severed, -10%; Pact, -10%?) [7]
+ Innate Attack (1d burn) (Aura, +80%; Divine, -10%; Link, +10%; Melee Attack, Reach C, -30%; Pact, -10%?) [7]
+ DR 6* (your arm's fire only, -80%) [6]
+ One Arm (Mitigator, Fire Limb, -70%) [-6]

If you want to add an additional attack to the arm build the IA with Accessibility, Only when IT:IBP active, -10%

The value of the Pact is just a guess. Swap it with the appropriate value.

The IBP arm can still take +60% worth of enhancements and stay only 7 points.

* The DR against your own fire only might be a perk or a 0-point feature instead. Without DR or something like this, don't use the arm to scratch yourself with.
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>>46151847
>>46152387

I'd just create it. Sundering doesn't happen very often as an intentional activity IRL. Even a rapier is pretty tough-- and it'll be knocked aside or out of your hand before it's snapped in two.
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>>46226300
Short answer: there is no short answer. Heavier rounds would take more powder, and the lack of caliber standardization means that even two different muskets would fire two different weights of ball and thus need two different amounts of powder.

Long answer: will have to wait until I get home from work. I found this link which may be useful though: http://www.napoleon-series.org/research/abstract/military/army/britain/artillery/c_ammo.html
Compare given ball weights to total ball+powder weights given in Low-Tech (the number after the weapon's weight – e.g. 0.15 for muskets). Note that the source's assumed calibers ≠ GURPS's assumed values; the site gives musket caliber as around 0.68 while Low-Tech assumes a much larger 0.80.
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http://www.sjgames.com/pyramid/wishlist.html
http://www.warehouse23.com/digital-wish-list

So, GURPSfriends, when will you take up the cause and help Steve Jackson Games by writing a 30 or 48 page article for GURPS Furries?
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>>46226979

Hey I'm fine w/ someone doing that. Frankly, GURPS isn't selling and so getting a lock on any subculture is a gain for everyone.

The nice thing about GURPS is that adding supplements for one genre won't fuck things up for other genres.
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>>46227030
Oh sure, not even joking, A Furries supplement would be really awesome in my opinion if it had a lot of detail on creating exotic non-human races that didn't feel like some of the shallow templates that exist like, "Fur perk, maybe teeth, and +/- 1 on each of the attributes"
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Some more work on Vehicle Collection
- Marginally improved the front page. Art was removed due to C&D letter from GURPS: Magic artist.
- Added all civilian ground vehicles from categories that more or less finished.
- Added all new guns. Still need to add page references in vehicle write-ups and number the pages as well goddamit

Next on the agenda are tanks. I'm planning to add more cold-war light tanks Sheridan, anyone?, and improve the M48/M60 write-up, because it looks really poor compared to big-ass T-54 write-up.

>>46226979
I already did my part by statting some flamethrower tanks.
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>>46227168
World needs more weird race design.
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What effects should trench foot have in GURPS? I'm planning on treating it as a disease that deals injury to the feet (the crippling from accumulated damage replace any symptoms, aside from maybe increasing levels of pain) but would still like some suggestions for damage, intervals, etc., as well as any alternative approaches.
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>>46230539
Just have it deal damage to the foot with accumulated damage counting to crippling. At 1/4th HP the foot's disabled and the person is down to limping around.

So..

Trench Foot is an infection of the feat, most often occurring after long term exposure to damp conditions. Check if feet are cold and wet for more then 6 hours in a day in unsanitary conditions.

Interval is 1 day. Initial symptoms are mild, but can accumulate quickly, with blisters and sores commonly causing mild pain. After the first day, each failed HT roll after the 24 hour interval causes 1 damage to the infected foot. Count accumulated damage to crippling.

3 successes in a row allows recovery.

Modifers:

HT + 5 if kept warm and dry with feet lightly bandaged, no shoes, minimal walking.

HT +2 if you have a chance to keep feet warm and dry for at least 12 hours a day, and can sleep with feet warm, bare and dry.

Unmodified HT if feet are wet more then 6 hours a day.

HT - 3 if feet are constantly wet and you must sleep in boots or shoes.
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>>46223037
>>46222875

After The End is very good for this kind of thing. Everyone starts with $500 in gurpsbucks, in this case representing things you've salvaged, collected and traded for. You can spend a CP for extra money, getting $250 for every point you burn.

Everything up to TL 4 is the basic price. After TL 4, each level doubles in price. TL 5 is x2 price, TL 6 is x4, TL 7 is x8, ect.

Rifle rounds and shotgun shells cost $10 each. Pistol rounds cost $5.

Potable water is likely too expensive at $8 a gallon. Tainted water is free, if you don't mind it being radioactive or diseased. For most games I'd knock water prices down to $1 a gallon or less.
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>>46233027
water can't be more expensive than food, because you need water to make food. I'd say 0,2$ each liter
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>>46234445
That would work, it's about $0.80 per gallon. Though many foods can be prepared from untreated water (no reason you can't grow potatoes in water that might have beaver fever or choeria.)

The basic price of about $2 a liter is pretty fucked. Such a price would reflect a world where securing drinkable water would be the biggest expense and largest challenge people faced day to day.
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>>46224765
>>46225144
>>46225435
>>46225605
>>46226025
>>46226328

Original fire arm poster here, thanks for your help everyone. Definitely can work it out from here (especially since you've given me all the pieces).

Probably going to go with some combination of this >>46226328 plus TK.
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How do you handle resurrecting dead PCs in your games? The Resurrection spell from Magic seems really expensive.
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>>46236946
I allow them to buy Extra Life (Retroactive, +20%). If they can't afford it I let them buy it anyway but I balance it with equal cost disadvantages that move the story in an interesting way. I've handed out Enemy (underworld guardian), Draining, Lifebane, and Flashbacks so far to those that couldn't completely afford it.
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>>46225064
High-Tech, page 163. A powder horn holds 1 pound of powder, which is enough to fire a musket 40 times.
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>>46236946
I try hard to need to, but in the event it comes up I like to make it part of the setting and world that there's a place that can bring people back to life.

This works out the place having Affliction that grants Unkillable 2, with Achilles Heel (Burning) (-50%) and Trigger (Ritual performed) (-25%). This cost the place 25 points, if for some reason the point value of a magic fountain or rock is vital to know (maybe someone wants to take this magic rock as an ally. I've heard worse ideas).

Basically, if you can collect the remains of a person and take them to the place and perform the ritual, they come back to life.. unless someone burned the body. How much you need to find isn't important, as long as you bring some of the body it's restored by the rebirth.
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>>46237602
175 grains is a bit generous, but in the ballpark for a Brown Bess or other .75 musket.

Early on up to 8 drams / 220 grains (half an ounce) might be used, while late percussion muskets would use only 4.5 drams / 124 grains or so. GURPS seems to settle on the ballpark of 6 drams, and the Brit manual of arms more or less agrees. Allowing for fuckups and spillage, 40 shots to a pound of powder is fine.

Powder charges were often measured in drams, or 1/16th of an ounce (so 1/256th of a pound). Modern weapons measure powder in grains, or 1/7000th of a pound.

If anybody's wondering.. the 'proof charge' to see if the weapon would explode in use was 23 1/3rd drams, or 264 grains. No idea what the rules of shooting someone with a musket loaded Way Too Hot would be.
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Are there any podcasts or videos of groups playing GURPS? There are a lot of D&D campaigns thatbhave been archived, Critical Role being a recent famous one, but I would like to see one of GURPS as well. Especially because even after years of trying the system I'm still not entirely convinced I'm doing it right, and I'd like to see how other groups handle it.
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>>46238961
It's like sex. If everyone is having fun you can't be doing it wrong.
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>>46239088
But what if they have bad wrong fun?
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Is there some kind of deal for buying ST and HT in bulk for a super hero type campaign?
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Is Savage Worlds just better GURPS?
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>>46239618
No, it's shit
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>>46239591
If you just want to have super-strength then you just buy lots of ST. You can buy it with limitations for a discount, like Granted By Object or size (-10% per point of SM.)

To get it even cheaper, you can go with an Alternate Form that has No Fine Manipulators (-40% to ST and DX).

But the basic assumption is that superhuman attributes cost a lot. ST is generally considered a iffy investment at 10 points per level.
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>>46239660
GURPS is shit. Got it.
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>>46240177

Actually, GURPS is a pretty important look into the past of Adolf Hitler, back when he was a struggling tabletop games enthusiast.

Historically, at least, you can't deny its value.
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>>46236946
It's expensive and has to have the sanction of the Church of Death, who are reluctant to allow it. Dead PCs typically stay dead.
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>>46239618
I don't like Savage Worlds, so not to me.
>>
Battle penguins.
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i'm using this calculator
http://www.ncagb.com/powder.html
and this says that a .47 caliber with 53,5" long barrel would take 96grains of powder, about 6,2grams. Is this wrong for serpentine powder?
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>>46239618
I feel like Savage Worlds is more complicated Fate.
The best game would be a GURPS that people didn't think was complicated.
To me, Savage Worlds is Fate with all the simplistic things people like about Fate made complicated.
The hypothetical best Generic RPG would be someone taking GURPS and removing all the parts that people don't like because they are too complicated.
That game exists.
It is GURPS with all the optional rules you don't like turned off.
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>>46239618
Savage Worlds is better at pulp two-fisted action than GURPS.
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I have an ayylmao race that sports an outer carapace. How could i achieve it so that the ayylmao is able to change the shape of the carapace cosmetically, while it still remains flawed? The 'flawed' modifier to the Morph ability is incompatible with 'cosmetic' for some reason.
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>>46245426
I'd add a Nuisance effect (flawed; -5%) to the Morph (Cosmetic).
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>>46243185
Well, yes. Serpentine powder has a unreliable burn rate and while it has the same power by weight as a similar formulation of cornered powder it will generally burn much more slowly because the burn rate within tight packed powder, or within a grain of gunpowder, is 1/10th that of the rate fire propagates from one grain to another.

The fine powder for a .47 musket would normally burn quite fast. With serpentine powder I'd suggest, well to start, not shooting it at all, but if you must you'd want 120 grains or so. Be aware that you won't get anything like the designed performance.

The fouling will suck. Unreliable burn rates means when it's tight packed it might not all burn, and what dose burn will burn slowly while putting fouling on everything.
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