Ghastly Underworld Releases Petrifying SpiritsPrevious Thread: >>94180592GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.A nearly complete archive of GURPS books can be found by those who pay attention to file extensions.Never post direct links to the archive anywhere.If you're wondering where to start:- The Basic Set covers everything, including a lot of optional rules you probably won't use.- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.- How To Be a GURPS GM is a good read even for players.- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.TQ: What is the most horrifying thing you have read in a GURPS book?
is gurps a system that relies on other books or can I run it with just the core rulebook.I'm not incapable of getting extra books, I just don't want to.I'm a forever GM and solo player so I do most sessions sandbox style with no reliance on adventures. I'm just not sure if its worth buying or not.
>>94270949Basic Set is like 80% of all Gurps games, so yes.
>>94270987cool, thanks. My big brain can fill in the 20%
>>94270949I would strongly recommend having the appropriate (low, high, or ultra)-tech book, since the equipment chapter in the basic set isn't really adequate for many games.If you're playing a fantasy game, basic set magic is functional (until you add the entire GURPS Magic spell list), but the alternative systems tend to be better for many subgenres. Many of those require you to also use GURPS Powers.That's about it though. Basic Set is a complete game, and supplements are pretty much all optional.
>>94270949You can run any one shot with the basic set, for a long running campaign you may want a techbook simply for the list of goodies to give to your players
>>94270949You can run it with just the basic set, but most people use more books. Read everything in the op for more info. If you want an equipment list you might want the other booksYou could get by just GURPS lite for the most part, or even 3e lite if you want an equipment list
>>94270718>TQ: What is the most horrifying thing you have read in a GURPS book?
>>94270718>What is the most horrifying thing you have read in a GURPS book?Abydos seems like a decent place at first. What if they reanimate corpses to do menial work? It's not binding spirits so it's just a type of golem.Then you get to the human scrolls and you realize the place needs cleansing fire.Never relax around wizards.
>>94272031If this seems implausibly sadistic, research how the East German Zersetzung program was used to literally drive 'enemies of the state' insane.
Both Ultra-Tech and Bio-Tech make reference to early-stage terraforming allowing "simple plants" to survive, but neither really explain what that means. I know big stuff like redwoods and oaks are out, but are grasses simple? Scrub brush? Cacti? Or do I need to limit myself to stuff like lichen and ferns?
>>94276259I guess lichens and algae. Maybe moss.
>>94276259Aquatic plants are probably best at handling low-oxygen environments, but slow-growing succulents also seem likely to be tough enough to handle low-oxygen environments with poor soil quality, not much water, and broad temperature ranges.I'm not sure why they specify 'simple' plants. Many of the structures which would make a plant able to survive in extreme environments seem fairly complex to me. There also aren't a lot of genuinely simple plants; things like green algae and lichen aren't generally considered to be true plants. I've seen a few single-celled organisms called plants, but I'm not absolutely sure that classification is widely accepted, and they don't look especially well suited for harsh conditions. Various mosses and ferns are 'primitive' (i.e. not far removed from the common ancestor of all land plants) and seem both relatively simple and fairly tough, so maybe they would qualify.
>>94275042
How would you stat a powered armor that the wearer can get out of and have it fight at his side as a semi-autonomous drone?
>>94275042Reading through the section on culture and customs of Abydos, you’ll think to yourself “Good Lord, how can you hate another person so much that you would challenge them to a black rose duel?” Then you hit the biography of Senator Hawk and go “Oh that’s how.”
>>94277856As gear? You can probably just install a computer running an AI into the suit; rules and prices for that should all be in Ultra-Tech. Suits can stand up on their own so it's safe to assume they can move under their own power with the right software installed. Apply the suit's ST mods to a base ST of 0, give it a base Move of 5 before mods, and determine HP from weight as normal for objects.As an ability? Take the suit-bot as an Ally with non-0 IQ, and make sure it has Compartmentalized Mind (Controls) as well as enough Payload to carry you inside it.
>>94272031>>94275119>This country manages and operates a functioning super societyLMAO, no. Writers have a hard time grasping what they're saying sometimes and the implicit side effects of said narrative scenarios in working practice. Take a real long second here to figure out why none of this could work. Having something like this would not allow it to operate in the first place as the damage would undo the power base itself implementing it.
>>94277856Transhuman Space Wings of the Rising Sun had a rule for something like that but IIRC it is very janky.I believe a better way is to make it an Ally as an alternative ability of an Alternate Form.
>>94277981>Apply the suit's ST mods to a base ST of 0Disagree. I think power armour should have a fixed ST. The wearer's own strength is irrelevant (unless the suit is unpowered) because it uses servo-motors and I don't think you can meaningfully increase the PA's own ST with your own.
>>94278993IIRC that's how Supers does power armor. They have the Fixed ST trait.
>>94278993I agree that's how it *should* work, but that's not how UT handles them, and I was describing how to make UT powered armor autonomous.
A suitably monstrous gift has been left in your repository.
>>94279447>imagemaximum kek
>>94279447Kinda funny how normalized the fucked up future of TS is.
>>94276638>>94277388Yeah I guess the wild flora will be brightly colored lichens then. Or actually dark but vibrant lichens, to increase the planet's absorption factor. I'll also toss some ferns and mosses in along the planet's canal systems. Anything more "evolved" might be relegated to sealed, oxygenated bases. I guess alongside hydroponic crops some places might grow some traditional plants for aesthetic/oxygen recycling reasons.I might bend the categories a bit and let lightly-gengineered bamboo grow wild, for some basic lean-to materials and so you have at least one thing that grows higher than 2" off the ground. And aesthetics.
>>94279447
>>94279723Only homogay euro society.Arab world has beautiful houri and scheherazade bioroids to give strong heir alhamdulillah
>>94279367UT sucks. Just use THS ones
>>94270718Has anyone run a steampunk game successfully? Gonna homebrew my setting but need some tips on what's not broken
>>94283270I've used some of the rules from the 4e Steampunk books, but no I haven't run a steampunk campaign. What sort of game are you aiming for?
>>94283270Just play GURPS Girl Genius
>>94287666God I’m still so salty over that book.
>>94289548The fact we get licensed books at all anymore is a miracle.Frankly I don’t even think SJG has the will or the market to make genre books again.
GURPS Rent: "Cost of Living" isn't very fun.
>>94290383How often does it come up in your games?
>>94270718TQ:
Did you or will you run a Halloween session this year? If so, what was the session about?
Skeletons are pretty spooky in GURPS if you stat them up properly, don't pull punches and mook them out/make them Fragile, etc.
>>94293519Sorry, I was too busy running a BLM session to commemorate George Floyd's murder, a troon session to commemorate Easter/Tranny Awareness Day, a faggot session at the start of February
>>94276259>>94280048Look up ecological succession. Yeah it's basically lichens and mosses. This happens whenever new rock rises out of the sea
>>94293573Skeletons are enemies that should almost always have Unnatural and Brittle. They also shouldn't be affected by pain or go unconscious, which makes anything pretty scary.
>>94294795If you use the simplified Last Gasp rules and have undead not use FP, they get REALLY scary.Attached for people who will inevitably ask for what I'm referencing.
>>94294827Does Last Gasp do away with the "If you don't have FP you can't spend FP unless you redline" rule?
>>94294842No, but stuff without FP just auto-replenishes their full AP every single turn iirc. I think that costs points in Last Gasp possibly but yea.So, human combatants get tired and are forced into lulls and etc., but undead and robots just act fully every single second at full efficiency without exhaustion or having to take a breather or slow down (basically, acting like how everybody acts in regular GURPS).
>>94294853Yea, even says so in the attached doc.
What advantage should someone that can basically do spreadsheet stuff in his mind have? A mix of Lightning Calculator and Photographic Memory? A talent for administration and math?
>>94295142I think the full-fledged Lightning Calculator is appropriate, personally. The other things you mention fit the character, but I don't think they're necessary for the ability.
>>94295142Spreadsheet programs would probably be considered basic gear for many different types of modern-day activities. It also can handle mathematical calculations and stores data in easily accessible ways.The latter two are covered by Intuitive Mathematician and Photographic Memory. The first part can be covered by any assortment of advantages you can use to reach +5 in relevant skills (enough to cancel out the -5 for lacking basic gear). Talent is the go-to, but that caps out at +4. At the same time, though, a GM *may* just let you act as if you have basic gear to begin with since you already bought Intuitive Mathematician and Photographic Memory.Alternatively you can be cheeky and just have Accessory (Spreadsheet Program) [1].
>>94295209Recalling ledgers and formulas would require Photographic Memory, wouldn't it?>>94295265I'm sorry, I forgot to mention I'm excluding computer related traits. I'm thinking about it as a special ability of fantasy races and aliens, or savant ability of something like the Mentats from Dune.
>>94293578What the fuck r u talking about >>94293519Ran the haunting from COC with zero prep. Suprised how well it went considering i didnt run the module in 6 years
so I ran my very first game last night, and it went really well! That said though, I ran into something that I think will best be resolved by more familiarity with the system and DM experience... but I wanted to ask advice anyway.I like how GURPS uses 3D6 for everything. It feels very straightforward and easy to understand, and works well with the modular nature of everything. That said, my ape brain ended the night feeling as if most rolls had felt overly similar, and like the same roll over and over.Now, there's several factors there. I imagine I need to learn the system more and learn more interesting contexts to roll in, as well as improve DM knowledge and get a better hand on when to roll and for what, but have any of you got thoughts on this? What sorts of stuff actually makes rolls feel interesting, either for player or DM?
>>94296352Have you run any other RPG before? Because almost every system will use the same core mechanic (dice pools, d20 vs DC, etc.) for all sorts of scenarios, and I don't know what would make GURPS unique on that front. Where you rolling for every little action or something?
>>94296486My theory is that I was unfamiliar with the system and as such was making too many similar rolls. for instance, too many base-attribute checks.I also think that too many challenges came down to similar skills. Looking at it, the most interesting rolls were one that used more specific skills or mechanics. I think the circumstances of the adventure meant things trended toward particular things.Also this is the first one I've run, yeah, not counting a toon game where I ran the starter thing from the book.
>>94296574Ah yeah, that makes sense then. Calling for too many rolls can slow things down and make it all feel repetitive. Only calling for important rolls (or at least rolls with a real chance at failure) is a good idea in general, and especially in GURPS where you can easily fall into the detail-black-hole and break every action down into an arbitrarily large number of rolls. Just because the system allows for the granularity of rolling to start the car, rolling to back out of the driveway, rolling to drive down to the corner store, and rolling to park the car, doesn't mean you can't just roll once for the entire drive--or not roll at all if the drive is unlikely to fail, won't lead to interesting results, or is otherwise inconsequential.And also you're right, specificity can make things fun. Rolling the dice and comparing the sum to a number on a sheet can be fun in the right context (e.g. beer and pretzel dungeon crawls when your numbers are very big), but really the system shines when the players need to engage with other mechanics too. Even something as simple as penalties for haste or bonuses for taking extra time can help things feel more unique, because the context the skill is being used in matters more; having to race against the clock or deciding if you really have enough time to take a slow and cautious approach to a critical task can make things more memorable.
>>94295142Oh oh, what traits would a Mentat from Dune have in GURPS?
>>94296574Base attribute rolls should be relatively rare. Usually they'd just happen in combat situations, i can think of stun, grappling and falling prone.Even lifting something isn't a ST roll for example.
>>94298601First of all, mentats are 'ordinary' humans in the sense that they come from the general human population and don't have to have anything other than training to turn into a mentat. Specifically, the juice they use to enhance their powers is optional. They lack access to the psychic abilities of navigators, bene geserit, etc. So they have no 'exotic' abilities unless they use drugs to access them.That said, not every human can be trained into a mentat; you need some level of genetic potential. It seems likely that is simply having a high capacity for general intelligence, since mentats are very much generalists and most variance in human intelligence seems to be in general intelligence not trading off specific capabilities. In GURPS terms, mentats will have high IQ scores.However, mentats also have specific abilities where they are much better than simply clever people; they have extraordinary memories and can act as 'human computers'. The most important trait for that is Eidetic (or, in many cases, Photographic) Memory. Their mathematical capabilities can be represented by Lightning Calculator (or even Intuitive Mathematician, although that seems more like what the navigators do) and Mathematical Ability. Individual mentats may have other talents too. Their perception is exceptional, but their high IQ already raises Per, so you don't necessarily need to add any more. Same for Will.A more generous interpretation might allow traits such as Compartmentalised Mind and Enhanced Time Sense, or even things like Psychometry (Hypersensory, -50%).
>Punish the Defiant (Stance): Opponents who haven't moved since your Initiative Count last round are denied their Dexterity bonus to Defense against your melee attacks.>Sundering Chop (Axe Attack Trick): Your attack also inflicts the same damage on 1 piece of gear on the target's person (your choice).>Cleave in Twain (Axe Attack Trick): If your target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn't rolled). You may use this trick once per round.Can somebody help me make these abilities from another game in GURPS?
>>94302109I can give it a shot, but all three are *really* gamey, which is a shame because that makes them much harder to convert. I suspect we'll need to build them all as special abilities rather than traditional techniques.Punish the Defiant makes opponents easier to hit if they haven't moved. I can't really think of any real-world justification for this, so we're going to have to go special ability. I think using the rules from Power-Ups: Enhancements to add Cosmic (No Active Defense) (+300%) with the limitation Accessibility (Only against targets who haven't moved) (-40%) to your existing attacks would be the easiest route; the target cannot dodge or parry and must rely on their armor to protect them. Note that this is WAY more lethal in GURPS than it is in D&D and its derivatives, since by default evasiveness is the key to survival in GURPS, not tanking blows.Sundering Chop damages both the target and a selected piece of gear. This can be handled as a Combination technique that allows you to strike at both the target and his weapon or armor with a single attack maneuver; GURPS already includes example of similar "rapid strikes" that are actually a single attack with a bloody follow-through. Alternatively, you can add some Corrosion damage with the No Wounding (-50%) limitation as a Follow-Up; this would degrade the target's armor (or the DR of whatever else you strike) automatically without adding any extra damage.Cleave in Twain is especially tricky because I don't know what "damage saves" are. Does failing a damage save mean the target dies or suffers some injury descriptive injury? Really this sounds like a case of using Impulse Points to buy max damage on an attack roll for force an opponent's failure on a defense or HT roll, or even forcing a normal opponent to be treated as Cannon Fodder (p. B417) for one round but I have no idea how to price that.
>>94302311Thanks for the help, it's more complicated than I first thought.>I don't know what "damage saves" are. Instead of HP, a standard character rolls damage saves against accumulated wound. Failing it kills the character unless he has Tough quality.So the Cleave in Twain means the attack will kill any enemy if they have lower strength score than the character. It's the ultimate ability for an axe wielding character.
>>94302530Ah yeah, inflicting Cannon Fodder would be appropriate then; any injury past their DR is enough to take them out of the fight. It could also work via Impulse Buys, paying a point to trigger it against one foe. Not as reliable as in the original game (you'll definitely run out of points before you run out of enemies), but it's a decent match.And converting stuff from system to system can be surprisingly complicated, especially if they don't have the same general "feel." Gamey abilities that were meant to add fun and thematic tactical options and realism be damned don't convert neatly to a simulationist game; imagine trying to reconstruct the unique tactical utility of a knight in chess to a GURPS knight.
Just finished the bank heist one-shot I finally got around to hosting. The players managed to get in and get out stealthily without raising any alarms. We're planning to do a what-if scenario where things go loud so that they can experience actual combat.All the players performed great, especially when one of them intimidated the bank manager. It was honestly a bit scary with how well he threatened the poor NPC.
>>94304955Ah, the ol’ double-edged sword of everything going according to plan.
>>94302109Honestly, these all seem like attempts to model things which are already represented well in GURPS.If you don't retreat away from attacks, you lose your retreat bonus. More generally, positioning, movement, and reach are all super-important in GURPS tactical combat, so just 'holding the line' and remaining in position is quite problematic.Anyone can target carried equipment whenever they want. Smashing through it and hurting the wearer too is just a double attack.Strong attackers hitting weak targets can just kill them outright with a good damage roll, because you don't get many HP.
What's your favorite genre to run with GURPS? I keep flip-flopping between fantasy and cyberpunk+supers.
>>94308714Low Tech mostly because I like melee combat more.
A character that follows RoE would have Code of Honor or is it part of Duty?
>>94309544Rules of Engagement, I'm guessing? It's not really expansive enough to warrant being treated as a Code of Honor on its own, since it only applies in a narrow window of activities. Being very dedicated to those rules might just warrant a quirk or be another expression of other, broader disadvantages like Honesty or Code of Honor (Soldier's).
>>94309544It could be part of a code of honour, duty, or honesty, but probably wouldn't qualify for more than a quirk on its own, because (a) it only sometimes restricts you, (b) it doesn't restrict you very much, and (c) there's a good chance you would be punished for violating it, so most people would follow the rules most of the time anyway. It could also be a disadvantage embellishment for any of those, since you could conceivably have the full disadvantage and still argue that RoE aren't a matter of honour (and may restrict you from your honourable obligation to obey officers, protect your squad-mates, etc.), aren't required to complete your duty (indeed, may hinder you from pursuit of your duty), and maybe even aren't real laws (as I understand it, this varies by country and time period).See Power-Ups 6 for comparable quirks: a diluted code of honour (soldier's; only follow some of the 'rules of war'), a vow to not do something most people wouldn't, extremely limited honesty (obey specific laws).
Is 'ignore part of one of my disadvantages under specific circumstances' a valid perk?e.g. Code of honor (gentleman's) but can break your word to a Fnordian. Honesty, but can violate traffic laws in life-or-death situations. Compulsive lying, except when speaking to clergy. Cowardice, except in the face on animal attacks.
>>94310098Normally the way you limit disadvantages is by creating an advantage that cancels it out and limiting the advantage. So if you only had to adhere to your Code of Honor half the time, that would be a -20% limitation to a "No Code of Honor" advantage. If you were honest 99% of the time, that would be a -40% limitation on a "No Compulsions Against Breaking the Law" advantage. If you lied to everyone except one specific person, that would be an -80% limitation.
>>94308714I've spent too long without running a game, so my ideas folder is now a smorgasborg of genres. Neonoir cyberpunk mysteries, animu fantasy, gritty 1920s rumrunners, mudcore dark fantasy, high-power kitchen sink space opera, cinematic samurai-westerns on terraformed Mars, the works.
For my campaigns I usually have my players answer 5-7 broad questions to make sure their characters fit the genre and style of play - or at least, to get them thinking along the right path. I'm about to start running a trope-heavy, stereotypical TL9 cyberpunk campaign, and need some ideas for those questions. (For context, when I ran a pirate campaign, one of the questions was "What makes you worthy of crewing the Black Pearl" and it was great at making sure the players were competent pirates.)These were the questions I came up with, wondering if anyone has any suggestions/changes?>What drives your character to live on the edge of society?>What makes your character indispensable to a team of outlaws, hackers, or mercenaries? (Why do fixers think of you first when they need a crack team for a dangerous job?)>What organization, corporation, or faction does your character have a connection to, and what’s the nature of that relationship?>What line would your character never cross, no matter how dark things get?>Who does your character have a soft spot for or feel loyal to?>Why is your character willing to risk everything to topple the powers that be?>What piece of technology, augmentation, or cyberware does your character rely on, and how does it set them apart?
>>94311263https://www.themook.net/gamegeekery/wp-content/uploads/delightful-downloads/2014/08/Character-Creation-Walkthrough.pdfTangential to your ask, but still some may find it useful courtesy of the dear departed Mook.
New GURPS YouTube channel popped up a couple days ago.https://www.youtube.com/@FeralSwordWieldingWizard
>>94312873cringe
>>94312873Subscribed, always nice to see more GURPS content out in the wilds.
Just finished reading GURPS Monster Hunters Adventure: The Face of Fire. A quick review:The major issue is simply that this isn't an adventure; it's a campaign framework. Fitting an entire campaign into a 40-page supplement isn't really possible, so it is a very bare-bones framework indeed. This seems like a poor choice for one of the few published 'adventures' GURPS has. An actual complete ready-to-run adventure would be much more useful.Next problem is that it adds a lot of detail to the world. Multiple alternative dimensions are described, with significant implications for the setting.Problem number three is that the main plot is a 'save the world' one where failure results in ending the setting. That isn't out-of-genre, but it does mean that you need to reset the entire world in case things go badly. Worse, it doesn't even use the end of the world to build tension, because there's no way for the PCs to know the consequences of failure unless it happens.The writing is highly variable in quality. Most of it is bad, but there are occasional sparks of brilliance. I suspect this is because the two authors have very different styles. The best parts are references to interesting real-world things, but they are hopelessly mixed in with made-up stuff and in many cases it's hard to tell which is which. Pretentious use of non-standard names (e.g. knoggelvi instead or nuckelavee) makes it even more annoying. I'm not fond of the habit of mashing multiple mythologies together either, but that's kind of inherent to the MH genre.Editing is also not up to the usual high standard. Several rules are poorly written or ambiguous, I spotted a couple of typos, and at least one wrong page reference. Still better than average in this industry. The art is underwhelming; most looks like manipulated photos and renders of commercial 3D assets, executed with mediocre skill. No maps are provided, despite two large buildings featuring quite centrally in the plot.
>>94313940>The adventure isn't an adventure, it's a lore-dump>The writing is generally subpar and there are multiple obvious editing problemsThe ol' Rice magic! At least this time it sounds like he's pulling threats from folklore and not relying solely on OC monsters, and "very bare-bonus framework" is still more direction than we got in his Horror adventure. Maybe by his fifth or six crack at it he'll have made something decent.
>>94313940GURPS adventures seem hellbent on being anything but normal adventures, wehre there's a normal, reasonable, straightforward way to engage witht the adventure and a straightforward adventure thereof.. THis insiictence of an elaborate subversion seems like somthing the GURS forums likes a lot, ev en though it doesn;t actually result in something playable for someone that doesnt' want to do all that much homeowkr(which GURPS assumes GMs do want to do)I've played dnd with dms who read adventures as we played them, and GURPS has nothing that could ever vaguely compare to this, even in the limited scope of its series (DF, MH, action)
>>94314483Anon, are you having a stroke?
>>94314483People like sugestions not railroading, exactly why I hate d&d style adventures.
>>94314497I'm just drunk
Is meta-tech any good? I'm running a cyberpunk game and everyone keeps suggesting I use it for making cybernetics and gear and stuff rather than use Ultra-Tech and making Cybernetics the normal way (as advantages).I've never opened meta-tech but want to hear opinions before I do.
>>94314901In short, no.If you want cash values for cybernetics, just use the ones in Ultra-Tech.
>>94314941What are the issues with meta tech?
>>94314901I flipped thru it and i didnt get its point. If i want an item with a certain power or ability to exist in the setting i would just declare it into existence.
>>94279723>Kinda funny how normalized the fucked up future of TS is.We're living in it but without the catgirls
>>94312873Nice.
>>94314901It's mediocre but it helped me come up with a cost for enchanted items for my TL6 Techomancer/Banestorm characters.
Here is a condensed pamphlet I designed for solo play. It is designed so that anyone with a minimal knowledge of GURPS can use it to run as wide a range of scenarios as possible without resorting or referencing to the full rules. It is a standalone work that is less complex than GURPS Lite but more "generic" and "universal" since it includes rules-light traitements for a broader range of situations. The combat system is mostly lifted from the "Very Basic Melee" system found in 3e's Compendium II, with added Mass Combat rules inspired by OSR rupees and the GURPS Mass Combat rules. The magic system is based on a fan-made system for MiniSix. The Vehicle Combat system is mostly the Space Opera Combat System from 3e Compendium II. Character creation follows Mook's quick character creation guidelines, mixed with the Aptitudes simplified skills system I found here on 4chan. The random scenario generator is shamelessly lifted from Zadmar's excellent Tricube Tales Micro Edition. Thank you to all who unknowingly contributed to this, and RIP Mook. I hope someone out there will find some use for this.
>>94314950In general, the costs it gives are pretty arbitrary and often ridiculous (e.g. a magic sword which costs centuries of GDP for a medieval kingdom), so they aren't actually useful. There are also numerous inconsistent and poorly explained rules, but those could be worked around if the central concept was worth the effort.For cybernetics specifically, a big part of what it offers is being able to quantify how much more it costs to have a small and convenient item rather than a bulky and inconvenient one. This is completely irrelevant for implants, which don't need to be carried around.Finally, you don't need a system to assign prices for something which already has perfectly good prices in another supplement.
>>94314901The most retarded thing about meta-tech was the SJGames stream about it. Rice got asked if one can make an item from UT and arrive at the same price and answered it "of course, you stat it up as a meta-tech item, and if the cost does not match the cost from UT, you apply a multiplier that would bring it in line with said price tag." And then the chat and hosts fellated him for being a genius
>>94318813Thats some math right there.
What do you view as the most important part(s) of Martial Arts to use for a medieval fantasy game? Anything I even need to really look at or just skip over it?
>>94321085>must haveall the attack maneuver optionscreating techniques>skipmartial arts styles in general are just fluff pretty much.
Character based on Fallout's Pre-War power armor troops.I don't recall any mention of them being used this way but I built them as airborne units using the jetpack and shock absorber of the suit to land.
>>94321085Other Anon is right on the money, but I'll add that the rewrite for the Tactics skill that gives it more concrete benefits is great.Unless you include a lot of scatter, bad footing, and changes in elevation on your battle maps, though, I'd go with the abstract combat benefit of rerolls rather than the intended tactical combat benefits of repositioning units. Kind of neuters the cool benefits of repositioning allies and foes if 90% of fights takes place in bare 30'x30' dungeon rooms.
Something different, a non-human player character inspired by Mega Beedrill.
I'm not happy with DF Dwarf template.Give me your templates for Dwarves
>>94322186here's my karameikan dwarves+1 ST [10]; +2 HT [20]Basic Move -1 [-5]; Speed -0.5 [-10];Lifting ST 2 [6]; Night Vision 5 [5]; Pickaxe Penchant 1 [5]; Resistant to Poison 6 [6]; Tough Skin 1 [3];Greed (12) [‑15]; Stubbornness (12) [‑5].
>>94322186As far as I'm concerned the only problem with the DF Dwarf is that it doesn't include SM -1. Drop one level of Night Vision to pay for Giant Weapons 1, so they can still use human-scale axes.
>>94322416Dwarves shouldn't be SM -1. Their shorter stature is supposed to be compensated by their stoutness.
>>94322689Their iconic quality is being small. It makes no sense to make them the same size as humans but slightly squashed. Classic fantasy art makes them much shorter than men, and no broader (although the combination results in them looking quite stocky, since they are like 60% smaller in one dimension and the same size in the other two, compared to a human).
>>94322866but they are much denser. They're about the same weight as a full grown human, if not heavier.
>>94322894Under DF rules they are actually heavier than humans of their ST, but that doesn't seem consistent with what is shown in most fantasy fiction. In Lord of the Rings, humans generally seem slightly stronger than dwarves in absolute terms and are able to pick them up fairly easily (in the films, Aragorn can even throw Gimli while the latter is heavily armoured, although Aragorn is probably very strong to go along with his other heroic qualities). In the Chronicles of Narnia, humans are consistently able to overpower dwarfs and throw them about. In The Broken Sword, they get bullied by elves and trolls.Ultra-muscular wide-as-they-are-tall manlets are pretty much a product of 90s warhammer, putting them outside the 'old school' inspiration DF is meant to draw from.
>>94323370the "old-school" that DF is copying is D&D.in D&D dwarves have always dense and stocky.>but the artthe art is inconsistent anyway, the lore says that they're extremely sturdy and their mass is comparable to a grown human.>In Lord of the Rings, humans generally seem slightly stronger than dwarvesI have no idea where you're getting that from, aragorn is literally superhuman
I'm not fan of how racial templates works in general.In the case of DF, it's -15 to -25 points in disadvantages on top of the ~-50 points of the professional template. That's just too many.
>>94323480>That's just too many.Why?It's usually one or two more disadvantages, or a couple of stat adjustments, not really a big deal.
I like the advice i was told last thread. Racial templates should have special stuff that humans cant normally get. Any stat adjustments are moot unless they're by a huge number like -5
>>94323565Mailanka has a good take on it:https://mailanka.blogspot.com/2017/02/psi-wars-building-aliens-part-2.html
I've always had this idea of using races as a "power-up" option for Henchment templates, like the 125 points lenses under "Henchmen as Custom Delvers".Here's an idea for a Dwarf:>Attributes: ST +5 [50]; HT +2 [20];>Secondary Characteristics: Basic Move -1 [-5];>Advantages: Absolute Direction [5]; Damage Resistance (Tough Skin) 1 [3]; Dark Vision [25]; Lifting ST 5 [15]; Resistant to Poison +8 [7]; 25 points among: DX +1 [20]; IQ +1 [20]; Will +1 to +5 [5/level] HP +1 to +5 [2/level]; FP +1 to +3 [3/level]; Master Builder 1 to 4 [5/level]; High Manual Dexterity 1 or 2 [5/level]; Combat Reflexes [15]; High Pain Threshold [10]; Weapon Master (Axe) [20] or (Axe and Shield) [25] or (Axe/Mace) [25]; Wealth (Comfortable) [10] or (Wealthy) [20].>Perk: Pickaxe Penchant [1]*.>Disadvantages: Greed (12) [15]; Stubbornness [5].>Quirk: Cannot float [-1]>* Pickaxe Penchant: While wielding weapons using Axe/Mace or Two-Handed Axe/Mace skills, ignore unbalanced parries.
>>94323565True. Although there is always some fag who just wants reskinned humans but fuck playing with those people.
>>94323565>Any stat adjustments are moot unless they're by a huge number like -5I don't usually make hard numbers, as much as I set normal ranges. For instance, 8-12 covers 95% of baseline humanity, so unless you're a /fit/ model, you really shouldn't be going for 13+ STR.
>>94311263Why ask any of that stupid shit? Character creation should>Cool idea>Make itThe setting has little to no plausibility as it is.
>>94293519built a oneshot where I locked the players in a haunted house with a hulking slasher. The twist though was that the haunted house is an over-exposed tourist trap trading on the fact that that same slasher killed a bunch of people there back in the 80's.It went really well! I got off all of my prepared story beats, and the players also organically interacted with things in ways I didn't expect. They crashed a cop car into the building and I didn't even draw the parking lot on the map!
rip Gaming Ballistic
>>94329915>no infofaggothttps://gamingballistic.com/2024/11/05/gaming-ballistic-reverts-to-hobby-business-dec-2024/
>>94329915>>94329931Well RIP. His shit was really good. I'm sure this will fuel further incentives within SJGames to spend zero money on GURPS.
>>94329931How the fuck that happen? I thought his DF stuff sold well.
>>94331498Apparently not well enough to make it his full-time gig, at least compared to the steady paycheck of traditional employment.
>>94331498He did say backers not sales. It mean people paying him until he releases it.
What's the best load bearing gear?Hard more: It must look good.
>>94333589I mean, how many options are there?>Small backpack (weighs 3 lb, holds 40 lb)>Backboard (weighs 7 lb, holds 70 lb)>Frame backpack (weighs 10 lb, holds 100 lb)
>>94333639Web gear, pouches, porters...
Are there any rules for using perks at default? Like, say, I want to Quick-Sheathe my pistol, but forgot to pick up the Quick-Sheathe perk, so I roll Fast-Draw at -4?If there aren't, what would be some good guidelines for making my own rules for that? I was thinking of a -4 penalty (if the perk requires a roll), or calling for an unmodified roll if the perk is normally automatic.
SJ goes nuts about the electionshttps://www.sjgames.com/ill/archive/November_03_2024/Vote_Against_The_Illuminati
>>94335084The irony of this whole schizo babble.
>>94335084>fascists vs tranniesYour two-party system is stupid as fuck.
>>94336018>TL10 technofascism vs genderfluid hivemindBetter?
>>94336045Actually, yes.What are the subfactions like?
What I need to have mobile combat like this? Chambara combat options and Super Jump?
>>94336365also make knockback easier
>>94336365Super Jump, the Trained by a Master skills, high enough basic move to step more than one hex in a turn, frequent Dodge/Parry and Retreat, Committed Attack to get the additional step, Heroic Charge to move and attack without a penalty (at the cost of fatigue), Altered Time Rate at the extreme end.>>94336460RAW I only really know about Cinematic Knockback (B417). You may have to homebrew a similar switch for a broader range of attacks, or reduce the knockback threshold from ST-2 to ST-3 or ST-4.
>>94336460>>94336529Everyone has Roll with Blow (p. MA87), at the highest of DX, Acrobatics, or unarmed combat skills.
>>94336084
I'm writing racial templates for fantasy races based on Halo and I'm having trouble with the Elites.I'm going to give them SM+1, between ST+5 to +10, a level or two of Super Jump and Sharp Teeth and Claws. My problem is that I can't find any real flaw to add as Disadvantage to keep the template cost down.Perhaps Hidebound, given how conservative most of them are strategically and tactically, but that's just -5 points... I know there is Racial Skill Bonus but is there some Racial Skill Penalty to give them penalty to Climbing?
>>94339027change St to striking strength, and give them bad temperIf there are enough humans in campaign, bad smell traits and other social traits would work well, or arrogance traits if the campaign assume s a more covenant based background.The perk incompetence lets you be bad at a skill, but i's not going to give you bac nearly the amount of points you'd like
>>94339069Those makes sense, thanks.>striking strengthGood idea, I was trying to figure out a way to differentiate Elites and Brutes, I think I'll give Elites a mix of ST and Striking ST and to the Brutes give pure ST and DR instead of Super Jump.
>>94339137Aren't the Brutes just a mass of worms in power armor? Or am I grossly misremembering things from a game I haven't played since middle school?
>>94339840You're misremembering the names of enemiesBrutes are monkeys, hunters are worms
>>94339840Those are Hunters and I'm ignoring them. Their racial template would probably cost more than the entire character point budget.
The more I look at armor from Low-Tech and various tweaks on blogs and what not the more I just want to use the simple armor in the Basic Set. I guess you could keep some of the modifiers though.
>>94335084Odious Personal Habit (Election year cringeposting) [-1]
>>94321085Maneuvers, extra effort and riposte rules.
>>94340785That actually sound like an awesome premise tbqh
>>94340555Basic Set's armor is weirdly restrictive though. I'd at least split the difference and go with DFRPG's, which is simpler than Low-Tech but not as locked down as Basic's.
>>94340555Just use this desu. Increase some weights a bit (iirc mail is a bit too light if using historical weights) and you're set. It's not a tweak, it's a replacement so cuts down on all the cross referencing and conversion mathhttps://noschoolgrognard.blogspot.com/p/better-fantasy-armor.html?m=1
Is it possible to increase appearance in game?
>>94341965That would be up to your GM, but it's not impossible. Obviously there are surgical and magical means (assuming the setting allows either), but even without them it's not impossible for people to work towards a more attractive body. Beyond diet and exercise, simple tricks like fixing your posture, improving a 'lazy' eye, and starting a moisturizing or anti-acne regimen can improve your appearance. Hell, swapping a bad, dorky haircut for a stylish one might be enough for one-level boost.The devils all in the details though. If your character is Monstrous because of a horrific acid burn across their face and body, no amount of ab detailing will help.
>>94335084LUL, he doesn't realize how many NAZI's support him and his gaming company.
I don't like Fright Checks, is there any alternative mechanic for fear and insanity?
>>94342592https://forums.sjgames.com/showthread.php?t=176438
>>94342592Forgot one https://www.worldanvil.com/w/scourge-of-shards-schpdx/a/fright-check-table-notes-article
>>94342592GURPS Horror elaborates on the basic fright check rules and adds a system for stress and derangement.Pyramid 3.103 has Mad as Bones, which gives a system of 'mental FP' derived from the alternative FP rules introduced in After the End. Steampunk 1 has a slight variant on normal fright checks in the form of the Hysteria, Fainting, and the Vapors rules.Speaking as a psychiatric nurse, none of these are especially realistic, but they aren't terribly silly either (except for the Steampunk ones, which are meant to be a bit silly). They mimic reality better than Call of Cthulhu's sanity points, for example, or even the Unknown Armies / NEMESIS madness meters. Ironically, I think they also do a better job of emulating Lovecraftian fiction, which features a lot less 'being driven permanently insane' than games imply.In terms of being fun in play, I do think they are rather lacking. Looking things up in tables is often a chore and tracking numbers until you get impaired or incapacitated doesn't feel very satisfying either. Compare that to the stress mechanics in the Alien RPG (where each time you gain stress you slightly improve in effectiveness at the cost of risking disaster, and you can choose to gain stress in order to get re-rolls). The latter are much more engaging, even if they don't actually represent anything more faithfully.
>>94343661>Alien RPG (where each time you gain stress you slightly improve in effectiveness at the cost of risking disaster, and you can choose to gain stress in order to get re-rolls)That sounds pretty similar (in concept if not execution) to the old DRYH system for exhaustion.
>>94343661>Speaking as a psychiatric nurse, none of these are especially realistic,Well. This is the GURPS thread. Tell us how to simulate it properly.
>>94343661Which of the GURPS systems are most accurate, in your educated opinion?
More SJGames TDShttps://forums.sjgames.com/showthread.php?t=200643
>>94345582Surprisingly civil for the most. And then there is Phil Masters acting like a teenage girl on twitter.
>>943455821) More like stick in ass amirite?2) Sounds like a right-wing talking point, ironically.
Are there any GURPS expansions for playing games in a sports league?
>>94344842>>94345520There are basically four different things which get lumped into fright and sanity systems:A: Panic. This is the confused reaction to frightening situations. Common elements are an intense urge to run away or hide, poor judgement, impulsive action, aggression, and inability to take any action. The basic fright check rules are OK for this.B: Trauma. Long-term effects of disturbing experiences. In game terms, this means gaining disadvantages in play. All the systems do this reasonably well, so long as the GM restricts the disadvantages to realistic effects of trauma (which are pretty variable, so not hard to do). Some psychotic conditions (e.g. schizophrenia) also tend to first show up after trauma, but aren't really caused by the traumatic event so much as 'revealed'. In game terms, this might be an irrelevant distinction. C: Triggering. Existing issues tend to get worse after bad experiences. The fright check table does offer this as an option, but it should probably be more common. Use the rules from Horror p. 143 to change this.D: Stress. This makes it harder to resist all of the above, makes self-control (both in real and GURPS terms) more difficult, and can cause symptoms by itself (most commonly chronic pain and poor sleep). Stress is the element which the rules handle least well, but I think the relatively simple system in GURPS Horror is the best fit. MaB isn't bad, but the distinction between SP and LSP isn't really necessary. The detailed list of ways to lose SP and suggestions for rolls which could be penalised is better than the short treatment in Horror and should be used for inspiration.In terms of house rules, I would recommend dropping the Rule of 14. There are some people who are very resistant to fear, but not completely immune, and some experiences which are unlikely to freak out most people but could be too much for the sensitive.
Points now add a 0 at the end so we can delve into nore precise costs without delving in half points.
>>94345582It really is looking more and more like a genuine mental illness. Have there ever been rules for mass hysterias or contagious insanity in GURPS? Seems like an interesting subject, and there is a rich history of them for those who don't want to get bogged down in current-year politics.Oddly, I can't think of any example of such things in fiction except a few stories about (literal) witch-hunts and convents going crazy.
>>94346432There is Toxic Memes for Transhuman Space, but I've never read it, so not sure if it has rules for self-proliferating stuff.
>>94346432
>>94346365'Derangement' does seem to be valid as well. Prolonged episodes of living in a state of altered consciousness (normally caused by drug abuse or delirium from infection) can cause confusion and disordered thinking which lasts for days or weeks. Excessive stress (e.g. torture, abuse, prolonged danger) can have similar effects.
>>94346449Little did they know that the golden age of memes was just around the corner.
>Attribute Modifiers: ST+3 [30]; DX+4 [80]; IQ+2 [40]; HT+4 [40].>Advantages: Appearance (Attractive) [4]; Extended Lifespan 1 [2]; Longevity [2]; Rapid Healing [5]; Less Sleep 4 [8]; Resistant to Disease (+8) [5]; Resistant to Poison (+3) [5]; Sanitized Metabolism [1].>Perks: Reproductive Control [1].>Disadvantages: Bad Temper (12) [-10]; Increased Consumption 1 [-10]; Overconfidence (12) [-5]; Unusual Biochemistry [-5].>Quirks: Proud [-1].>Features: Early Maturation 1; No Appendix; Taboo Traits (Genetic Defects, Mental Instability).For what's supposed to be the pinnacle of TL11 human genetic upgrade, isn't Herakles a bit underwhelming?You'd think it would have at least ST 16 and no mental issue (Bad Temper).
>>94347134It seems to be something of a 'super masculine' upgrade, so possibly the increased aggression was intentional as part of a general move towards a more assertive, commanding, and dynamic personality.Muscle mass and other fitness (disease resistance, endurance, longevity) often seem to be somewhat at odds on a genetic and biochemical level in humans. Having resistant to disease and rapid healing together would be a challenge. Adding less sleep, resistant to poison, and increasing ST, DX, and HT would be incredibly challenging.What really strikes me as questionably realistic is how low the IQ bonus is. There seems to be a lot of 'low hanging fruit' in the human genome for intelligence gains, since intelligence isn't strongly selected for and doesn't seem to require any compromises with other body systems over the standard human range.
>>94347134What is that from? Transhuman Space?
>>94347436Bio-Tech
>>94347402It's TL11, not TL8.5. This is the TL that I'd expect to see mass produced Spartans and Adeptus Astartes on the minimum. TL 12 would probably be the Headliners from Five Star Stories.
>>94347436It was originally from Transhuman Space: Fifth Wave, but appeared again in Bio-Tech for 4th edition. The descriptive text seems to have been copied without much consideration for the fact the original was more like bleeding-edge mature TL 10 pushing into early TL 11 than the pinnacle of TL 11.
>>94347502I think the problem is that BT assumes fairly conservative 'realistic' limits for biological systems, while Halo and 40k are completely gonzo space-fantasy where compromises between different physiological processes simply don't need to be considered. We're nowhere near being able to engineer anything approaching a Herakles today, even in organisms which are relatively simple and well understood. It's absolutely an incredible feat of genetic engineering which I wouldn't expect to see any time soon, combining multiple extreme features.It is somewhat feeble in terms of ST. We can engineer dramatic muscle mass in animals fairly easily, even just using selective breeding. However, stronger muscles often require compromises in terms of fine motor control and overall health. Possibly the designers had priorities other than strength, or felt that this was the optimal level (seems weird they would call it 'Herakles' if not going for strength though). BT gives the option of ST +10 at TL 11, which still seems fairly conservative. We've already bred animals to be three times larger than their ancestral form and know how to pack 20% more muscle onto the same weight of animal. That should give at least +50% ST.
>>94347666I wonder if the relatively meager strength increases come from the twin issues of odd skeletal structure and lack of genetic diversity. I vaguely remember some arguments from way back when about how the human skeletal and muscular structure is a series of compromises for the sake of agile, bipedal movement, and that you can't just slap too much extra muscle (or heavy cybernetics) onto our frame without breaking something somewhere else. Also, I know compared to some species like horses or dogs, humans have a much more narrow range of sizes; you can find some dramatic differences in average height and weight between populations, but nothing on the scale of Chihuahua vs Great Dane or Shetland vs Clydesdale. We just don't have that much baseline variety. That makes me skeptical of any possibility of engineering humans up to a significantly larger size while maintaining baseline health and wellbeing, at least eugenically.
>>94348209Plenty of other branches of the homo family were significantly more robust, many were much smaller than us (about half as tall and one-eighth the mass for homo floresiensis), and I believe there was one population (of h. habilis if I recall correctly) which was about 10% taller than modern humans and more heavily built. While that's still well short of the extremes other animals show, I think we should be able to produce a race of strongmen without much issue.I suspect that it's more a case that it simply wasn't a priority to make extremely strong people. There's little practical use for big muscles at TL 11.Note that Bio-Tech (but not THS) offers the Atlas variant, which is nine feet tall and has ST 18 for those that want something a bit more space-marine like.
>>94346365Thank you, nurse. Very cool.
>>94270718Are there skills or mechanics that deal with agriculture beyond just the Gardening and Farming skills?Like. What would you use for farming Algae; Farming Mushrooms; Farming Trees; Running a Fish Farm; Farming Insects; or Farming Chickens?Is there a GURPS book I should look at besides the Basic Set?
>>94350280Professional Skill is the standard for these kinds of gaps. Lumberjack for tree farming is specifically called out in a Pyramid article.https://www.sjgames.com/pyramid/sample.html?id=5655>This skill involves managing the woodland through various techniques including coppicing; knowing which trees would be suitable for felling; knowing the most efficient way of felling these trees and which tools to use; the physical act of felling the tree; care and maintenance of timber-felling and sawing tools; and operating a sawpit or a sawmill.
>>94350280>farming Algae; Farming Mushrooms; Farming Trees;Specialized Farming skill>Running a Fish Farm; Farming Insects; or Farming Chickens?Animal Handling skillIf you really want the nitty gritty details, check Low Tech Companion 3.>>94350408LTC3 also makes Forester an official skill.
>>94350280Herding (and presumably other forms of animal husbandry) are covered by appropriate specializations of Animal Handling, as per Low-Tech Companion 3. Your other examples can be handled by optional specializations of Farming/Gardening, Professional skills, or even Hobby skills depending on scale, difficulty, and what other skills you've picked up. For example, a DIY survivalist that tends a tank of spirulina in his back yard might be using Gardening (if he has a broader base of knowledge) or Hobby (if he's mostly playing at being a prepper and quickly becomes out of his depth in novel situations). Tending to an acreage of trees can be Farming (likely with familiarity penalties if the farmer isn't used to it) since ultimately it's still about growing plants on a massive scale, but it could also be a Professional skill if the farmer intends to engage in other aspects of forestry that land outside of strictly farming.Regardless, there's little officially written on those topics.
>>94350453>>94350448>>94350408Thanks, guys. I was curious what there was out there. Obviously GURPS is not a farming sim, but it does tend to support a little bit of everything, so I figured it was worth asking what was out there.I'll check that Pyramid Article and Low Tech Companion.
Does anyone have the Warhammer Fantasy conversion called "GURPS Hammer 2.0"? It's referenced here and there but all the download links I've found have been dead.
Upcoming one-shot will me "magery 2", and while I did play some GURPS before, it was in modern setting. So I want to know what to expect from "magery 2 setting". Is there any examples for the fantasy settings, based on their Magery? Like with TL, where "TL 2 = Iron Age". Maybe something like "Magery X is a standard DnD setting", "Magery Y is Game of Thrones or First Law", etc. Can't contact my GM now to ask him
>>94352071Honestly I have no idea what a "magery 2" could meandoes that mean "magery 2 is the max magery a PC can have" if so that would make the setting very low magic (at least on the PC end); a typical D&D level 3 mage would have magery 4 or so
Is this correct? Take someone with the following>DX10 [0]; Shortsword DX+3 [12]And then give them the following 15 point package:>Unusual Training (Dual Weapon Attack) [1]>Technique Mastery (Dual Weapon Attack) [1]>Technique: Dual Weapon Attack (bought to Shortsword+4 [9]>Ambidexterity [5]Seems like this 15-point package turns your Shortsword-13 character into one that can attack twice in a turn at Shortsword-17
>>94352690retard
>>94352690Seems correct to me, as long as (1) you add "a set of believable circumstances" for Unusual Training as explained on Martial Arts p. 52, and (2) your GM allows it.
>>94352708He's correct though. Cheesy I guess but RAW yes it's within bounds.
>>94352708You aren't supposed to sign your posts on 4chan.
When will they add Skill Trees for GCS?
Is it possible to block/parry and attack and still receive knockback? It's a common trope in movies/tv to show an attack is powerful without actually hurting someone and I'm just wondering how you'd represent this in GURPS.
>>94353371There isn't a RAW rule, but a house rule is pretty easy to write.>Whenever a crushing, cutting, or impaling attack is blocked, is parried, or fails to penetrate DR, the attacker should roll damage anyway and apply knockback (Basic Set p. 378).>On the roll to avoid falling down after being knocked back, the defender can use Roll with Blow (Martial Arts p. 87) as an alternative to DX, Acrobatics, and Judo.
>>94353443>Exception: Fencing parries do not trigger this rule, as they involve artfully turning the blow aside rather than simply imposing your weapon in front of the attack.
>>94353460>>94353443Thanks.
>>94352690holy shit how did i never think of thisabsolutely amazingevery melee fighter i use from now will do thisis it me or is this just "autotake this"
>>94352713That’s assuming someone uses Martial Arts at all.Way too many cheesy builds are derived from it.
>>94355810You don't need Martial Arts desu, you can find it in PU2
>>94355790Because it's borderline illegal: https://forums.sjgames.com/showpost.php?p=1641411&postcount=32Even if the GM allow it, there are ways to counter it. For one, Disarming attempts will be resisted with the base skill, not Dual-Weapon Attack, and if it succeeds, the benefits of DWA will be nulled.
>>94352690I've thought about the technique mastery thing before and it's pretty retarded. Even in the book it's from in the context it's supposed to be used it's stupid. Obviously wouldn't be allowed by a GM that isn't retarded.
It focused on modern action, with inspiration from Stargate SG-1, Aliens, XCOM, and the like. A streamlined, rebuilt engine focusing getting new and experienced players to the table. Fast and smooth character generation and gameplay in the genre GURPS does better than just about all other games.This is going to be a full, self-contained game (think the Dungeon Fantasy RPG Boxed Set, not the worked-example genre books), that takes the best and most on point concepts from a very large licensed corpus of prior art, including some of my own Pyramid articles.
Has anyone here used threshold-limited magic from thaumatology? How did you like it?
How can I make Sombra's (from Overwatch) invisibility in GURPS? Looking to have a similar cybernetic in a TL9 game I'm running, so would probably need to ground it slightly in "what's reasonably possible in TL9 and vaguely realistic"?For those not familiar with the ability:>Takes about 0.5 seconds to turn off or on>when active, invisible to machines and humans>Offensive actions (e.g. shooting/punching someone) break you out of stealth>Your outline becomes visible when you're within 4 meters of someone.Most of the ability feels fairly easy to make if I didn't have to care about "what's possible or vaguely reasonable at TL9".
>>94358078>threshold-limited magicI haven't using the one from thaumathology but from college ritual book magic, which is a derived versionhttps://noschoolgrognard.blogspot.com/p/blog-page.htmlBut I imagine the threshold part functions the same. Personally I like it. Seems better than basic magic.
>>94357205But who is this for?
>>94358362meI want to play xcom-stargate with gurps but I'm too lazy to compile the rulesso getting a dungeon fantasy style package would help me a lot
>>94358094Are you looking for gear or an ability bought with points?
>>94358424Ability bought with points as a cybernetic. Kinda like a dermal implant.
>>94358362I want to try it.
>>94358362I'm pretty interested in it as I get a little scatter brained whenever I make an adventure from scrap. So something that can provide a streamline experience for generating a campaign sounds great, especially in a modern/futuristic setting.
>>94358362me and my mates
>>94357205Glad to see it stil coming out despite everything.>>94358362Me, I wanted a self-centered X-COM games for quite some time.
>>94358094Invisibility (Affects Machines, +50%; Fringe, -10%; Switchable, +10%; Can't attack, -20%) [52]Switchable requires a Ready maneuver which takes ~1 second to turn on or off.Add power modifier or Gadget limitation if needed.
You could just play it in GURPS the system that already exists. Itll be the same
>>94358531Ultra-Tech has chameleon surfaces at TL9, so Chameleon is probably your best bet. UT limits it to a +4 to Stealth, so Chameleon 2 if you want to stick 1:1, but I feel that you could go a bit beyond that if you also saddle it with limitations that mimic results from the Gadget Bug Table (p. B476) like Maximum Duration, Limited Use, Unreliable, or Takes Recharge (or Costs FP, if it's an implant) to represent bleeding-edge TL9 tech that hasn't quite gotten all of the kinks worked out yet. Ditto for including Dynamic or not. I would steal the Can Carry Objects enhancement from Invisibility, though, so your chameleon effect encompasses your clothing and weapons too. Chameleon turning off when you attack is really gamey, but if you want to keep that aspect then I'd price it at like -5%. A more realistic version might be Requires Concentrate (-15%)--which also limits you to a single Step and no hacking--or something like No Sudden Movements (-20%) which would encompass attacking, defending, and moving faster than Move 3 (but not things like sitting in a corner hacking, or aiming). Being slightly invisible within a few meters is covered by the boosted Stealth vs Vision roll; technically anyone can see you at any distance, but its only once you get close that the range penalties drop low enough that people have a reasonable chance of actually overcoming your Stealth roll and seeing you.In any case, the important thing to remember is that the rules for Visibility (p. B394) are poorly written. Once you make your Stealth roll, you've become (effectively) invisible and enjoy the -6 to being targeted in combat, if they can even locate your hex. You don't actually need to have full-on Invisibility for that.
>>94359059you could also play dungeon fantasy in gurps the system that already existedit would have been the same
>>943590591. You're incorrect. Cole has stated multiple times that there are going to be new rules and options introduced through Mission X, like a new take on Conditional Injury. This has the potential to affect vanilla GURPS the same way that his Nordlond series did with grappling.2. Even if it was just GURPS RAW repackaged, having all the relevant bits collated into one place can help a lot of groups. Some GMs don't have time to do that, or more often they suck at it and do a really bad job of making templates, trimming gear and character options, presenting relevant rules in a useful way. Alternatively, GURPS fans stuck with groups that flinch away from the Basic Set can use Mission X to draw the rest of their group in; any product that makes it easier to get people into GURPS is a win in my book.
The one thing I've heard about from Mission X that I'm most interested in is how it handles multiple maneuvers per turn. In normal GURPS, you need to rely on specific advantages (Altered Time Rate, Extra Attack, etc.), or specific game rules (Rapid Strike, Fast-Draw, Dual-Weapon Attack, etc.) to get the benefit of multiple maneuvers. I've for some time been looking for something a bit more generic, but still compatible with existing GURPS rules.
>>94359970Skeptical about that part, why touch something that already works great?
>>94359984Because a modular game should have more options to fit more styles of game. Also if there's a multiple maneuvers mechanic, it can probably be tweaked to serve other purposes (e.g. maybe swinging a heavy melee weapon might take more "time" per round).
>>94360004Will wait until it's out to give a formal opinion but messing with maneuvers seen like a really shitty idea since the combat already works great and that's is the main meat of GURPS gameplay.
>>94360040Fair enough, but I trust Cole enough to give him the benefit of the doubt and get excited over this development. Worst case scenario is that it's too complex and fiddly and no one outside of dedicated theorycrafters use it, which is fine because it's in a side-project and not, like, GURPS 5e Basic Set.
Sounds like it would do most of the work for setting up the mechanics for a slick Stargate campaign.Color me interested.
>>94358094The realistic version is just a thermo-optic chameleon surface, possibly combined with IR cloaking and radar stealth. This requires actually covering (almost) every part of your body and gear with an expensive covering, but there's nothing especially exotic required. It isn't going to be a perfect match for the game version, because the game version is an unrealistic take with game-balance flaws which make no sense. However, the 'natural' issues of TOCS have vague parallels:>not instant, takes a moment to adapt>makes you hard to see, works against many forms of imaging>rapid movement and gunfire make you fairly obvious>easier to spot at short range due to low-resolution and delay'True' invisibility (i.e. actually bending light around you, not just changing your surface to match the background) might be possible at TL 9 using fancy meta-materials. This hasn't really been researched enough to tell if a practical version is even possible.A version which matches the video game is pure SF bullshit, probably using 'holograms' or 'distortion fields'. It works however you want it to work.Whichever you go with, you don't need to model it with advantages since it is gear. If you do perversely choose to do so anyway, just use Chameleon or Invisibility and add suitable limitations: switching advantages on or off usually requires a ready, so no need to do anything for that. Switching off after an attack is probably a nuisance effect worth maybe -15% or -20% (Eggplant prices a similar issue as -20% in his unofficial Sorcery spells). Visible outline is probably equivalent to 'fringe', taken as an either/or limitation with accessibility (not within 5 yards of anyone else), which will give a tiny discount, like -1% or -2%.
>>94359984Sometimes a player wants to pull off an unusual maneuver combo, like All-Out Concentrate, or Move and Ready, or Attack and Change Posture, or Rapid Evaluate. Especially in cinematic games where high skill levels are common. And I see no reason why I should deny them, because many of these combos seem reasonable to me, so long as there is an appropriate risk, skill penalty, etc. I'd just like a generic way to assess that risk that doesn't require special rules or permissions for every single combo.
Are jack chains statted up anywhere?
>>94361360>Rapid EvaluateHow would that even work?
>>94362064Low-Tech.
>>94362066Pretty simple, I'd imagine. Take a look at Acrobatic Stand. Take a Change Posture maneuver and make an Acrobatics-6 roll. Success gives the benefits of two Change Posture maneuvers, failure gives only one, and critical failure has you fall down and waste your turn.Rapid Evaluate would probably be something like: Take an Evaluate maneuver and make an IQ-based Melee Skill roll. Success gives the benefits of two Evaluate maneuvers, failure gives only one, and critical failure wastes your turn and maybe gives some extra penalty, like a -2 to defenses because you were too focused on spotting your opponent's weakness that you forgot to keep your guard up.This, combined with the Evaluate rules from Martial Arts (Evaluate bonus cancels defense penalties from Feints and Deceptive Attacks) gives fighters with high IQ one more extra edge.
>>94362064LT105
>>94362284Shipping costs are an extremely major concern for physical games. The Kickstarter campaign for ACKS 2 complained about them just last month. And I distinctly remember similar complaints being made by Sierra Madre (Ion) Games in a Kickstarter campaign several years ago.
>>94362284Have they tried using cute girls as the artwork for their games? Gachas doesn't seem to have problem selling jpeg for $100 or so.
What does it take to be able to keep a phone charged with Powers? Is a perk enough or do I need Create (Electricity)?
>>94362501Nevermind, found it:https://forums.sjgames.com/showpost.php?p=819863&postcount=21
>>94362284the forum discussions for these are so weird
>>94362124>Rapid Evaluate would probably be something like: Take an Evaluate maneuver and make an IQ-based Melee Skill roll. Success gives the benefits of two Evaluate maneuvers, failure gives only one, and critical failure wastes your turn and maybe gives some extra penalty, like a -2 to defenses because you were too focused on spotting your opponent's weakness that you forgot to keep your guard up.I'm stealing this to go with my Rapid Ready>Rapid Ready: you may ready and attack, or make two ready actions. Treat this as a Rapid Strike, only instead of one of the attacks (or both) you make a DX check at -6 (-3 if you have trained by a master or other ways to reduce the rapid strike penalty). If you fail the DX check, you do not ready, and if you needed to ready in order to attack this round, you do not attack either. If you crit fail, as usual, you drop whatever you were trying to ready.
>>94362880Factual information stated cleanly is hysterical fearmongering to Trump supporters
Can you niggers leave you political shit throwing contest for when the thread is dying?
>>94364659>/tg/ next to /x/I guess it makes sense...
Wouldn't Workaholic better suit Dwarves than Greed?Reading the LOTR wiki to confirm, the Dwarves had tendency to be greedy but above that they were dedicated to mining and crafting, their trades, 2/3 of them preferring it to taking a wife. This sounds very much like a Workaholic race.
Touched a nerve, janny?
>>94365030Not all dwarves are LotR dwarves, just like how not all elves are LotR elves. Also this is GURPS, you should just make your own template for your own game.I will say, though, that in the flanderization of LotR dwarves, it's not surprising that Greed shone through, because digging too greedily and too deep is, like, the thing they're known for.
>>94365081It might be the media I consume but non-LotR Dwarves seems even less greedy than the LotR ones. The stereotype I have in mind for those are of dedicated craftsmen who stubbornly refuses to sell their craft if they don't like the buyer, even if offered a lot of gold.>because digging too greedily and too deep is, like, the thing they're known for.Excellent point, I'm convinced.
remember kids, always dig greedly and deeplyyou don't know what treasures are on the deep!Stopping before you find the treasure is for foolish humans!
>>94365030(Early modern to Victorian) fairytale dwarves tend towards greed, and there was still the whole 'obsessed with gold (and other valuable stuff like mithril)' stereotype up until sometime in the 90s. Then it switched to more autistic conservative grudge-bearing assholes, who are indeed more likely to have Callous, Hidebound, and Workaholic.
What would the immediate stat effects of meth use be?
>>94368636Amphetamines are listed as an example of a potent stimulant, with recommended effects being recovering 1d FP and granting Doesn't Sleep and Overconfidence (12) for (12-HT) hours, after which you lose twice the FP recovered and suffer Bad Temper (12) and Chronic Depression (9), also for (12-HT) hours.
>>94270718I dont fucking get GURPSMaybe I need to see the flow of a game session to understand what the fuck the rulebook is going on about?
>>94370177What don't you not get about GURPS?
>>94368636Total Finnish domination.
stat him
>>94370177That was my experience, too. Playing makes it much more understandable. Join a game and you'll be good.
Is it possible to have a US-based boardgame manufacturing industry develop over the next few years? Where were small boardgame pieces and components manufactured in the 1970s and earlier? I don't want SJgames to go under.
>>94373114>I don't want SJgames to go under.Buy the company, fire senile retard, and put someone competent in charge.
Mecha pilot.
>>94373114Long-term, it's very possible. However, SJG is constantly on the edge of insolvency, being a small player in a niche market, so I think the odds of it surviving even a short-term crisis are very low. In theory, this should mean that the GURPS brand would be sold to someone who feels they can do something with it, or released into the public domain. However, I expect that Steve would prefer to let it die than allow someone else to take over.
>>94373114Munchikin still sell like hotcakes and keeping SJG afloat.
>>94374067I'm not American so I admit my knowledge is limited but who buys Munchkin? I don't think I've heard about this game outside of this general.Also, would manufacturing it in the US increase the cost significantly? It's just paper cards, right?
>>94372176Decent physical stats; he regularly wins hand-to-hand fights and engages in the usual range of heroic activities without issue.IQ likely around 9; he's stupid enough that even normies can look down on him.Lecherous, impulsive, callous, and overconfident.Good skill levels, especially in combat. Can knock men out with a simple 'judo chop', possibly using pressure points (realistically possible, if not reliable, by bashing the vagus nerve).Incredibly tough, often surviving explosions which would realistically be lethal. Possibly due to existing in a (very) silly-cinematic setting. Seems to maybe have access to a few more cinematic rules than other characters.Can do a few cool tricks which seem like applications of parry missile weapons or precognitive parry at extreme levels, including catching a bullet in his teeth (hand-catch technique performed hands-free).Absurd levels of luck, serendipity, etc.
>>94374128People who are slightly nerdy. It's a casual beer-and-pretzels party game that's nerd-adjacent and has countless crossovers, so it's an easy fit for people that are into nerdy pop-culture (or have friends that are) but don't want to deal with complex boardgames or full-blown TCGs, wargames, or RPGs.As for manufacturing costs, there are a lot of variables. You don't want to cards to peel, fade, or get damaged too easily, and that quality of card stock and ink is significantly pricier than the stuff you use at home. Not to say that the products are outright expensive to produce--like you said, they are just paper cards--but it's not like they're turning $0.20 in materials into $20 of product. Between the lower cost of foreign labor and economy of scale, yeah there might be a significant difference in foreign vs domestic production costs.Also, even a relatively minor increase in production cost might spell trouble. When production costs increase, you have two options: increase price and pass the cost onto the consumer, or maintain the old price and take a cut on your profits. Neither of those are attractive options. As a casual party game, you have to avoid getting too high a price tag, because the number of people willing to drop $25-$30 on a Munchkin set is *way* smaller than the number willing to drop $15-$20. You can price yourself out of your market very easily. Conversely, like the other Anon mentioned SJGames relies on Munchkin sales to keep the lights on. If they suddenly start making 20% less on every box sold, that could easily mean the difference between people getting paid or not. They could cut costs to compensate, but that means winding down productions even more, cutting staff, not maintaining infrastructure, etc. As much as people here would love to see some writers and other staff (namely Rice) get the boot, you can't cover all of those costs by removing a handful of annoying people.
>>94374128Collectors mostly, it's also a fun little party game too like UNO
I’m thinking of using Munchkin as a planning tool for Toon Dungeon Crawler.
>>94376148https://www.sjgames.com/toon/toonmunchkin.html
If I have Kicking technique, do I get bonus to other kick related techniques?
how many bullets should I carry as a machinegunner?
>>94376456Aren't machine guns normally squad weapons, so that the boxes and boxes of ammunition are lugged around by the entire squad rather than just by the machine gunner?t. noguns
Are you allowed to know what the effective skill will be before rolling and do you have the option of skipping the roll if the effective skill is low?
>>94376651You should be aware of everything the character is aware off. So that means penalties for bad footing, shock and pain, and the like should be considered open information and you can determine what your effective skill is before choosing to roll. Things like being cursed or drugged might be noticed beforehand, but they might not be; this is entirely up to the GM and noticing the effect may require an IQ or skill roll, a turn spent Evaluating in combat, etc.
>>94376421No; each distinct kick is its own technique, based on skill, not the kicking technique.>>94376456Typically a machine gun has about 600-800 rounds available, but that would often be split among several men. Total combat load for an automatic rifleman or machine-gun gunner seems to average about 80 lbs. which is pretty much the heaviest for any infantry and around the limit that a fairly strong man can manage without being ineffective in combat. In GURPS terms, it's medium load for ST 12, which seems about right. An M249 automatic rifleman might carry 800 rounds (28 lbs.) plus a 16 lbs. weapon (total 44 lbs.), while an M240 man would have a 21 lbs. weapon plus 300 rounds (20 lbs.) for a total of 41 lbs.Note that many studies have recommended that combat loads should be no more than one-third body weight, or around 60 lbs total! Since the introduction of body armour, few infantry have achieved that.
>>94376456100 rounds according to this PDF.
>>94377016Correction: 100 on him, 200 on pack, plus 400 on assistant.
>>94376651Your GM doesn't have to tell you what minimum margin of success is necessary for the result you want, and there are rolls that would require that.So in one way, yes, you have to be given some penalties. But not necessarily MOS, which may as well be another penalty, and for some campaigns(IE Cabal), doing the proper recon to assess penalties is part of the challenge.
>>94377022I´d snark about americans going overboard again, but that seems to be for the army, so probably still not enough ammo
I hope GURPS dies, it opens the way for a dozen new versions of the system made by different people and alternative ways of doing things.Probably better ways from sheer content.Unlike SJG’s archaic publishing process.
>>94377199Dead system doesn't mean open system.
>>94377326dead system means dead forum bulletin board, and harder to let google search my question answers for me. Dead system would suck
>>94374049>I expect that Steve would prefer to let it die than allow someone else to take over.why is he like this
>>94377531Reminder that Steve Jackson actually waited almost 40 years for the owner of Fantasy Trip to die so he could buy it back.
>>94377199>opens the way for a dozen new versions of the system made by different people and alternative ways of doing things.That would be just normal GURPS with alternative rules but with people plastering it into core out of some bitter spite because people don't use then regularly.
>another Rice gofundme
>>94378661What is it now? Is his girlfriend's new boyfriend asking for his payment?
>>94378661Him being poly doesn't surprise me really. Does he still insist he can't get a job without disqualifying himself from disability for changing employment?
Some bump.
A character who is the head of a small gang, say 30-50 people with a couple lieutenants, would they have Rank or Allies? If these mooks were not expected to be very active in the story, just serving as a way to collect information, would that be a Contact Group?
>>94386245Could be any of those, or a combination. If followers are loyal to the group, then it's probably rank (but note that only very well-established criminal groups tend to have enough structure to justify rank), if they are loyal to you personally, then allies. Contacts don't need to be very loyal but serve as a good way to represent connection to a network of useful people.
>>94386245If using rank, use organized crime rank from Social Engineering (p. 15) at [2/level]. This would usually not be necessary for an informal criminal group which lacks a rigid hierarchy, titles, traditions, etc. like most small gangs, but there are groups of a few dozen criminals who do have that kind of organisation; 1% MCs, pirate crews, some medieval 'mercenary' companies who were little more than bandits, businesses with a lot of criminal activity.It would be very rare for any gang leader to lack either allies or contacts, but you don't need to buy literally every member of your organisation as such. Allies are both extremely loyal and tend to spend a lot of time physically around you. These will typically not be 'lieutenants' but rather exceptional low-ranking members who are eager to impress or blood relatives. Contacts have more autonomy, and generally fit better for most gang members; you can take the whole lot as a single contact group, or split off a few key members to make them more distinct.tl;dr: contact group, with allies, contacts, or rank as optional embellishments.
>>94386484>>94387918Thanks, social advantages are a doozy and I dread going back into reading Social Engineering.I'm going with reliable Contact, it sounds like the most straightforward way of doing it.
It's funny how GURPS is the generic rpg. Like if you go to the store for D&D and they're sold out but they still have generic brands, they would have GURPS.
>>94270718Aromantic Asexuality, quirk or perk?
>>94391864That would make you immune to Sex Appeal so it should be a perk.
>>94391637sometimes the generic brand just tastes better!
Bulletproof Nudity as a perk in a cinematic fantasy game. Yea or nay?
>>94391637DnD is the brand name that was good in the past but it was bought by corporate to be sold with a new formula replacing ingredients with cheaper alternatives.
>>94394071absolutely
>>94394071Compare with DR (Doesn’t Stack With Armor, -20%; Tough Skin, -40%) [2/level].
>>94394071It's kosher in DF, so yeah I'd say it's applicable in any campaign that sits around that level of cinematic.
Chameleon/3 isn't very good, right, unless you already have cover in some way.As far as I can tell, if someone were to stand in a room with Chameleon/3, and you entered, you'd get a +10 to see them, as they're in plain sight.Honestly Chameleon seems pretty crap.
>>94395279The threshold for what counts as "in plain sight" is vague and open to interpretation. Kromm says that even a failed stealth roll is enough to shed the +10. A single level might be enough for you to hide out in the open.
>>94394563Didn't realize it's in DF. Do you remember which one?
>>94395279From Kromm:https://forums.sjgames.com/showpost.php?p=1841093&postcount=7To be "in plain sight" means literally not trying to avoid detection at all, standing there fully exposed, and not caring if someone sees you.I would guess that if you stood in the middle of the room, even with Chameleon, you are still "standing there fully exposed, and not caring if someone sees you".
>>94395302>>94395279>>94395391a lot of retards in this threadas per your link>No! By definition, camouflaged people or things aren't in plain sight.chameleon does not camouflage youit just gives a bonus to your stealth rollfucking hell imagine if you could negate the -10 with a 5 point advantage
>>94395422Chameleon is unfairly priced, I don't think it's unfair to allow it to remove the penalty for being in plain sight.Compare it with Stealth, which is 4 points a level. We'll add the Dynamic enhancement from Powers (+50%) for ease of comparison.Dynamic Chameleon is 7.5 points per level, and gives +2/level on visual rolls only, and you can't wear clothes.Stealth, on the other hand, is +1 per 4 points, and applies on all sense rolls, and you can wear clothes.>Dynamic Chameleon 3 is a +6 to stealth (visual only, can't wear clothes), and costs 23 points.>Stealth Skill +6 is +6 to stealth, covers all senses, and costs 24 points. Maybe allow some level of double dipping, idk. Like if you have Chameleon 3 you reduce the penalty for being in plain sight by 6, in addition to the bonuses.
>>94395279Vision roll rules are a complete fucking mess, but generally speaking something that's good for +n to stealth for camouflage should give the same bonus to camouflage, and -n to unopposed vision rolls. So chameleon 3 should mean rolling vision+4 (assuming the target isn't moving) before applying range penalties. At a mere 10 yards you're down to a straight vision roll. With even a modest amount of effort and favourable conditions you become extremely hard to find.>>94395352DF Denizens: Barbarians.
>>94395352Denizens: Barbarians.
>>94395543Hrmm okay, so the following cybernetic is actually not that great?>Statistics: Chameleon/3 (15 points base; Extended (Radar, Infravision) +40%; Dynamic +40%; Electrical -20%, [24]. Extra Option (Bulletproof Nudity) [1]. 25 points.>Total Points: 25 points.>Availability: Radical procedure. Skin. $100,000. LC2.>You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get a +2 to active defenses and +6 to Stealth skill (even when moving!). This applies vs. standard electromagnetic vision, as well as Radar and Infravision.>The above bonuses only apply if no more than 1/6th of your body is covered by clothing. Half the above bonuses if you have more than this. If over half your body is covered by clothing, you cannot receive the bonuses! The clothing must be camouflaged relative to the current environment.>As this is a visual effect, it does not normally help in the dark or against someone relying upon senses other than sight.
>>94395422You can negate the +10 by making an untrained Stealth roll and failing badly. Please learn to read sentences all the way to the end before calling people who disagree with you retarded.
>>94395589He's a wojak poster, you can't hold him up to unreasonable standards like "reading" or "forming coherent thoughts."
>>94395589moronyoure telling me that if i stand 10 yards away from you (-4 vision)on a white endless featureless flat plainand i have vision 16and you have chameleon 3 so stealth-16and you just stand therei have only a 14.46% chance of spotting you (and 6.12% of a tie)
>>94395589Not to agree with the wojakposter, but I feel this can't be true - how would it even work? As in, how would someone with Chameleon be able to suddenly be able to go from "+10 to see me" to "no +10 to see me" by making the roll?I could see it working if you said "the Chameleon-Man slinks behind a nearby lamp-post" or "the Chameleon-Man ducks into the nearby shadows", but then this is just a way of saying "the Chameleon-Man is moving out of Plain Sight and is hiding".
>>94395555What do you mean, not that great? The bulletproof nudity perk alone justifies the entire 25 points.The chameleon is also OK. It's basically +6 to stealth against several senses for the same price as +6 to stealth as skill, and 'should' also give +6 to camouflage and -6 to passive vision rolls to spot you. It also justifies being able to make stealth rolls against vision, thermal imaging, and radar at all while in the open.
>>94395693Not that anon, but as an aside, in my experience in Ultra Tech games, BN is a trap. You're forgoing the opportunity to wear armour, so if you do get hit you're absolutely fucked. I guess if you're able to use it to take you're dodge up to 14 you avoid 9 out of 10 attacks, but I'd rather wear some armour.
>>94395693It was my attempt at modelling something broadly analagous to thermoptic camo (ghost in the shell, which I've never read/seen) or Sombra's cloaking from Overwatch (>>94358094), but at a "TL9" level.So would this allow the implantee to walk past security guards within a yard (say, to slip through an open door) with the following modifiers:> +0 from range> +0 as not in plain sight> -6 from passive vision rolls to spot youSo if both sides are roughly evenly matched, it's like Per-6 vs. Stealth-12 for vision, and Per-12 vs. Stealth-12 for other forms of perceiving (footsteps, smell, etc.)?If so, this definitely captures the effect I wanted, it did feel that at +10 to be spotted from being in plain sight would basically mean I'd have to add another 5 levels of Chameleon (with the Dynamic, Electrical, and Extended (Radar, Infravision) modifications), which would be prohibitively expensive at +40 (total 65 points) imo.
>>94395768>>94395693>>94395589dudes i dont know what to tell youthat cybernetic is just a points crock for getting invisibilitycompare:>invisbility (casts shadow -10%, affects machines +50%, radar +10%, infravision +10%, temp disadvantage shutdown electrical -20%, fringe -10%)which is 52 pointsyou want to hide in plain sight? take invisibility
>>94395692In the case of chameleon-man, you can justify it by keeping really still and making sure that your posture maximises the effectiveness of your camouflage (e.g. minimise the amount of shadows you cast by keeping limbs close to the body, avoid exposing any areas which don't camouflage quite so well). In a similar way, a stealth aircraft can make a stealth roll against radar even flying through empty sky by aligning itself to minimise its radar signature.However, the same rule would also apply in circumstances where there doesn't really seem to be any way to reduce your odds of being seen. An ordinary person in an empty white room can't really do anything, but could still theoretically get a roll (at an absurd penalty), fail it, and then require an unmodified vision roll to spot (with failure being likely at more than a few yards).
>>94395809I figure +10 in plain sight does not apply if you're using Stealth; in situations where it would apply, you couldn't be using Stealth, because you would have no cover/concealment.So someone with this cybernetic (>>94395555) would not be able to roll stealth - and given it has the dynamic enhancement it seems even on the move it wouldn't apply.
>>94395692If you are trying to hide, even if you are failing, you are by definition not in plain sight. That's why it's a roll of Stealth vs Vision and not vs Vision+10. People can still spot you awkwardly skulking behind a trash can or relying on magical/technobabble for concealment in the middle of the street, but it's not all-but-automatic the way it would be if you *weren't* relying on that.>>94395809I think the reasonable interpretation is you can't roll is you have literally nowhere to hide, not even shadows in the corner. But even then, situation permitting, yeah If you were in a empty, well-lit room, there are still things like observer's blind spot you could try and "hide" in, in which case it's Stealth-10 vs Vision to hide (which isn't that different from Stealth vs Vision+10 anyway).
Also fuckit, we're talking about stealth and concealment and vision and how that doesn't work well in GURPS, so Imma post my cringe homebrew.
>>94395768'Passive' sense roll in this context is an unopposed roll. If you're rolling a contest, add the bonus to your skill instead (this is mostly a distinction without a difference; it's a six level advantage either way).
this all seem really confusingI just roll a quick contest of per vs stealth
>>94395880yes, and per would be at a +10 because theyd be in plain sight
>>94395884it's dungeon fantasy so it's assumed that the dungeon is dark
>>94395835>So someone with this cybernetic (>>94395555) would not be able to roll stealthWhy not? At that level of chameleon you're able to closely match the colour of your background, and possibly even reduce shadows, silhouetting, texture, etc. through things like countershading, glowing, and diffraction effects.
Invisibility costs [40], so Chameleon (Dynamic, +40%) 6 [42] (+12 to stealth) shouldn't be worse than that.
>>94395915Invisibility only gives +9 to stealth, so it's already worse. It's also always on by default (requires a +10% enhancement to remove that, or a -10% limitation to chameleon to add it) and doesn't affect machines (a +50% enhancement) by default. Chameleon-like invisibility would be [64], enough to buy 9 levels of dynamic chameleon, which would give double the skill bonus!Of course, it's absurd than any form of camouflage would give a better bonus than invisibility. This implies that no more than 4 levels of chameleon are actually possible. Against normal vision, anyway.On the other hand, I don't know if chameleon gives penalties to hit you, while invisibility does.What really has me confused is that the fringe limitation for invisibility says you can be targeted in combat at 'only' -6 to hit, but the usual combat penalty to hit someone you can't see is only -6 at worst, reduced to -4 if you know their location to within 1 yard (this seems wildly optimistic).
Monster Hunter character using the Sage template as a base but replacing the spellcaster part of it with psionics.
>>94396033GURPS rules can be a mess sometimes.Invisibility gives +9 to Stealth but -10 to hit, equivalent to blindness.
I found references to a set of greek prewritten gurps adventures called "heroic age adventures" a 33 page PDF. I can't find it, since the links to the original site don't work.
>>94397546Wayback Machine is a lifesaver for things like this.https://web.archive.org/web/20071013203847/http://www.thalcos.com/pdf/havol1.pdf
>>94396272OK, I missed the fact that the modifiers are different for melee and ranged. With ranged attacks you're at -10 against completely invisible targets but only -6 if you can't see them (and -4 if you know their location to within a yard). With melee attacks there is no specific penalty for a completely invisible target, only (presumably) the -6 / -4 for not being able to see them.No penalty for chameleon is listed for either, but the general -1 for 'darkness, fog, smoke, etc.' could be argued to apply.I'm completely baffled as to what the distinction between a completely invisible target and one you can't see is meant to be. Also, I don't know how shooting at someone who is invisible is as difficult as shooting while unable to see anything (including your weapon, obstacles, the horizon, etc.)
>>94399177>>94396272>>94396033>>94395915>>94395884>>94395875>>94395863>>94395809>>94395802>>94395713I gave up trying to work out how Chameleon should function as it seems to be such a poorly written advantage compared to how it's meant to work. I think this probably works:>Invisibility (casts shadow -10%; affects machines +50%; electrical -20%; fringe -10%; maximum duration 10 minutes -50%); takes recharge x2 -10%; can carry objects - no encumbrance - varicloth skinsuits that cover no more than 1/6th of the body only +10%). [24]In effect this means the user can turn on invisibility, be invisible across the EM spectrum (including infravision and radar) vs. both humans and machines. This can be up to 10 minutes - after it turns off it takes 10 minutes to be usable again. As it's not "real" invisibility it does leave a visible fringe, casts a shadow. The rechange can probably be justified by having it so that when it's shrouding infravision it's retaining heat, and after 10 minutes it needs to cool down. Maybe I should add some kind of aftermath that makes it easier to spot you via infravision (and therefore homing weapons) for the 10 minute cool-off heat-vent period.The varicloth bit is so it can be explained how the user is able to make clothing invisible in a vaguely-sensible way. It's probably worth less than 10%, as 10% is for "can carry anything up to BL", whereas this is "can only carry very very light varicloth skinsuits). And because it's a cybernetic, if you get hit by electricity it shorts out.I'm not sure if it'll be busted allowing this for 24 points, I've never had any invisibility in any of the games I've run in the past.
How do you cut out someone's tongue? What sort of damage should it do?
>>94400305I'd use the same threshold MA gave for ears: HP/4.As for actually cutting it off, I can really only see it happening two ways. The first is a drawn-out setup where you grapple the face, pry open the jaw, grab the tongue, hold it outside of the mouth, and slice. That's not really something you'll be pulling off in the heat of combat, so I'm fine with leaving all of that in the realm of the narrative. You can do it to torture victims that can't really fight back, but that's it. The other requires a specific set of circumstances to happen in combat, circumstances which at first blush seem vanishingly unlikely, so I'm willing to treat it as a potential special effect of a critical hit to the face; cutting weapons happen to catch the tongue, crushing weapons slam the jaw up and the target bites their own tongue off.
What is a good simplified library of skills?
>>94401667Skill Trees
How much HP and DR would a rope and wood bridge have?My players threw fireballs at a rope bridge, I just kinda guessed.I went with 30hp and 2dr for a new bridge, and then halved that to 15 hp due to the bridge being old. So it took then two 2d6 fireballs to take it down.
>>94402612The HP of the entire bridge doesn't matter, because it will fall as soon as the ropes are severed or burned.Low-Tech Companion 3 p. 39: Determine the strength of the ropeLow-Tech p. 23: Determine the diameter of the ropeBasic Set p. 558: Determine the HP of the rope
>>94402660Good point. And thanks for pointing it out where I can find the stats of the rope.