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Previous thread: >>96462767

GURPS 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 using the image (follow the URL to get to a folder with some files, read the files to get to the archive). Never post direct links to the archive anywhere in plain text.

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.

Thread question: Which rule do you constantly see shilled but always thought it was shit?
>>
>>96568654
What is the SM of a fairy like Tinkerbell?
>TQ
Most GURPS rules that are constantly shilled are good from what I've seen.
At worst they have specific settings/styles that don't work for them.
>>
>>96568654
"Revisiting High-Tech" from Pyramid 3/70 has some guidelines for reducing the amount of projectiles you need to keep track of and increase the individual damage of each of them. Are there any guidelines for flechettes, or for other weapons that have tons of projectiles?
>>
>>96569606
No direct guidelines, but common sense suggests that you use raw NP for flechettes and do not divide according to diameter like you do with pellets, since NP is already reduced for flechette rounds. Doing a quick experiment, it looks like an 18.5mm shotgun can only load in 6 darts per shell, since max NP gets divided by 40; even if they're only 3mm each (well into birdshot territory), dividing NP by ten would make effective NP 0.6, which doesn't make any sense, so we shouldn't do that and can safely leave it at NP=6.
>>
>>96569800
I'm admitedly thinking of beehive rounds for tanks or 70 mm rockets, which have flechettes in the thousands (7000 for an M255 rocket).
>>
>>96568654
>TQ

Sorcery
>>
>>96570088
>literally just advantages and alternate abilities with some fancy coating
So I guess all gurps sucks since 99% of the game is about advantages.
>>
>>96568654
>TQ

Sorcery
>>
>>96569913
Oh, I wasn't even thinking of those. Still, leaving effective NP alone should be fine; High-Tech Revisited was to put an end to multiple hits that deal 1d-5(0.2) apiece, and Howitzer beehives deal around 2d per hit, perfect for anti-infantry cluster rounds. Dividing effective NP might result in a more sane RoF multiplier, but it would also mean each flechette hits for around 6d cut, which makes it too effective against lightly-armored targets.

>>96570576
NTA but it really isn't though. GURPS has a very flexible advantages system and I appreciate it being there, but it's reductive to treat it as the end-all-be-all of the system. I like GURPS having skills, equipment, and yeah fully-fledged subsystems for specific tasks. I don't like systems like Mutants & Masterminds where I'd need to build my sword swing as an Innate Attack, or my ability to do so twice or targeting the face as special power stunts; ditto for being able to convince people or pilot a ship or sneak unseen.
>>
>>96570838
>to multiple hits that deal 1d-5(0.2) apiece
What were they even thinking here? Like, if I recall doesn't armor divisor .2 give everything at least 1 DR? It's either you deal zero damage, or a bajillion 1 damage hits meaning that birdshot is somehow more lethal than buckshot or a slug.
>>
>>96568654
I don't know if it was ever a popular rule, but I never cared for Restricted Dodge against Firearms.
I think the furthest I'd ever go to make dodging bullets more "realistic" is ask you to declare your active defense options after your foe announces his attack, but before he rolls to hit. You can still declare your defense after the roll, but then you take a Speed penalty to DX for the projectile's velocity (like suggested in "Dodge This!" from Pyramid #3/57). But this still feels a bit unnecessarily clunky.
>>
>>96571167
I guess it was there to exist as a counterbalance to highly trained special forces type characters who will have decent HT, DX and Basic Speed; on top of Combat Awareness. I can easily see characters with 11 or 12 dodge in that case
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>>96569465
>What is the SM of a fairy like Tinkerbell?
Looks like her official height is 7" tall as per the copyright. That's SM-6.
To figure out a realistic ST because i want to, you can shrink a 5'1" tall, 90 lbs woman. Tinkerbell would weigh 0.3 oz. That's ST 0.5 according to "When we were Very Small" from Pyramid 3/34.
>>96570088
Agreed. It feels like a crutch for powers as advantages.
>>
>>96571262
>Tinkerbell would weigh 0.3 oz. That's ST 0.5
imagine...
Jokes aside ST 0.5 seems rather unplayable. I wanted to have a tiny fairy template for a PC race but I probably shouldn't make them that small.
>>
>>96568654
>Which rule do you constantly see shilled but always thought it was shit?
Insert *variant magic rule* here
Only magic as powers gets a pass
>>
>>96570882
The way damage accumulates in GURPS (and most games in general) always felt unrealistic to me.
In real life, it's not so much how many times you're hit, but where you're hit and how deep is the injury.
I guess it's fine for the type of game where the PCs are fighting a boss-type enemy together, and it makes everyone feel good to know that every point of damage they inflict counts, so they know they're contributing.
But I also like to see the sort of battle where some big bad demon or monster is seemingly impervious to most shallow injuries, so the PCs have to grab him and hold him down, or otherwise support each other to create an opportunity for one of them to chop off the monster's head, or run him straight through the heart.
To answer >>96568654's question, I've often heard that Conditional Injury fixes this. But those rules seem way too cumbersome, having to switch from one damage system to the other every time injury is applied, even with Anon's simplified version in the trove. I wonder if there isn't a simpler way to achieve a similar effect.
>>
>>96572004
I haven't yet tested this at my table, but I was thinking of implementing a "Minor Wounds" rule. Basically, HP loss from injury is reduced by an amount equal to half your current missing HP. Other effects of injury, such as Shock, Knockdown, Stunning, Crippling, etc., still apply normally. Critical hits, crippling injuries, and things which totally ignore DR (Poison, Disease, Maledictions, etc.), don't get reduced, however.
For instance, two Crushing attacks that inflict 6 points of damage each against an unarmored HP 10 human would each count as a Major Wound, but only cause 9 points of injury total, leaving the human with 1 HP left. If he were to get hit a third time for 6 points Crushing damage again, then he would be at -1 HP.
This somewhat lines up with Conditional Injury, since each point of Wound Severity correlates with a 1.5x increase in total injury. An injury of Severity 0 for a HP 10 human is equalent to 10 points of damage. If a HP 10 human is at Wound Severity 0, takes another Severity 0 injury, fails his HT check for Wound Accumulation, and is reduced to Severity -1, then that is equivalent to being at -5 HP, or 15 points of total injury. You'd get the same result if an HP 10 human took two hits for 10 damage each using my "Minor Wounds" rule above.
>>
>>96570838
>too effective against lightly-armored targets
Maybe that effective NP division could be accompanied by a survivable guns-style halving of the damage with an armor divisor to compensate, but the idea behind dividing the NP isn't that each pellet deals an increased amount of damage, but rather you get hit by 10 or 100 pellets per NP increment. Whether getting hit by 10 flechettes or minigun rounds at a time stretches belief is up in the air.
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>>96569606
Having run the numbers on that, I think that dividing NP by 10 should only come into play for 1 Bird and smaller loads. This makes three sets of 1d-3 to 1d-1 ranges with different armor divisors, rather than giving 1 to 4 Buck and the various letter shots more than one die of damage.
Or, to put it another way, if you have 100 or more pellets, divide the amount by 10, and if you have 1000 or more, divide it by 1000.
>>
>>96572004
Damage boxes/tracks are superior but let's not fuck up GURPS by adding things that don't belong in it
It's not the perfect system but... etc. etc. If you want damage tracks, play an FASA game
>>
>>96572004
>>96572128
What do you guys think of this:
>Conditional injury for dummies
>HP/X = minor injury threshold
>HP/Y = medium injury threshold
>HP/Z = major injury threshold
Each time you cross to the next threshold, you become immune to any injuries equal to or less of the previous threshold.
I haven't thought of the numbers yet, but something like hp/10, hp/5, hp/2?
>>
At what point do you guys draw the line for mechanics being needlessly complex/in need of some amount of abstraction? Not that the rule itself is overly complicated per se, but that for whatever it's trying to accomplish, you'd be better off going with something more intuitive.

For me, it's grenades (frags in particular). I understand how they function and why they're written the way they are, but I feel like you could get a very similar effect with a fraction of the steps required, or even just using rules that are present elsewhere with slight modification ("Shotguns and Multiple Projectiles" on pg.b409 comes to mind).
>>
>>96575640
Doing the calculation for blast damage can be a bit cumbersome, but what's the issue with frag damage? It's just a ranged attack at skill 15 with recoil 3 and a given amount of dice of damage. It seems dead simple to me.
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>>96575640
I just use this when calculation shrapnel
https://www.monkeysushi.net/gaming/GURPS/
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>>96575688
I shoulda been clearer. I meant fragmentation grenades, not the frag damage itself. Calculating two different ranges for two different damage types, that also apply their damage/hits differently, just feels a little excessive for something that could be abstracted down and have very nearly the same effect.

>>96575693
Thanks, into the GURPS folder it goes!
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>>96575693
Is it me or is the damage calculation fucked?
>>
>>96577334
I'm not sure. It seems ok at least when using 1-3d6 damage.
I think it adds up all the damage accumulated.
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>>96577704
I think it has to apply the damage modifier too which is a little inconvenient
I keep getting 1 [2d] frag hit for 18 damage and such
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>>96577842
>>96577847
I think it does ALL the damage calculations, which can be a problem if you're using monsters with specific traits.
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>>96577891
Hell, even if you're using edge protection or some other alternate rule
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>ctrl-F "pillbox" in all the GURPS WWII books, plus High-Tech
>the only actual statted results are two half-assed "mobile pillboxes" on Iron Cross p. 59 and Motor Pool p. 12
So, to design a pillbox, do I just use the wall thicknesses listed for bunkers on Dogfaces p. 100 and Motor Pool p. 47, and multiply that by the figure of 25 DR per inch given on Motor Pool p. 11?
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>>96578469
That's very poorly phrased. What I mean is: Should I assume that pillboxes have the same wall thickness as bunkers?
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>>96578514
I guess? There are so many different pillbox and bunker constructions in existence
Any I have been inside have had walls at least a foot thick
>>
Adaptations is necessary reading. So much good coverage for how to use the system. The most important supplement to have.
>>
How messy will it be if I mesh high tech with ultra tech?
I saw people saying that they weren't written with each other in mind but reading through them it doesn't look that bad. As far as ballistic weapons go, I'd probably stick with HT for the most part, it seems like with all the special ammo rules they can be competitive even against the lower level UT stuff. The vehicles certainly seem capable of threatening each other.
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>>96582003
They work fine
from what I understand the main problem with ultra tech is the anti-armor stuff completely outscales armor so hard that any sort of heavy armor might as well not exist with how easy it is to take it down.
>>
>>96582003
Ultra-Tech was written before High-Tech, and there's a lot of quirks and things that don't line up. Broadly speaking the underlying formulas for UT work for HT, but it's not that easy to find the ballparks for the variables from the examples in HT. I remember HEAT rounds and gyrojet stats being somewhat tricky to work out.
The formulas aren't in the books at all, but the blog GURB has pretty solid approximations that I've been using. I'd check it for relevant articles before adding bits from UT stuff as-is.
But broadly HT and UT work fine together, you just need to keep an eye out for stuff that doesn't quite mesh.
Also what >>96582401 said, high TL HEAT and armor penetration is utterly absurd and the high DR values mean nothing against what is available at the TL. Anything past TL9 is nothing but powercreep, honestly.
>>
>>96582401
>>96582545
Oh, I can definitely see the durability issue now that you mention it, actually.
Even in HT this seems to be the case though, the only example where it doesn't hold true is LT I think, and even then, that seems to be primarily a result of most combat taking place with muscle powered weapons.
>>
Any useful cheat sheets on combat maneuvers for new players?
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>>96582594
Isn't there one in the trove?
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>>96582592
It makes sense in High-Tech, because we are legitimately in a period of offensive tech outpacing defensive tech. But Ultra-Tech extrapolates it to an insane degree, with Shaped Charge and HEMP rounds rocking both armor divisors of (10) and over a dozen dice of damage. Either on their own would be defensible, but 6dx3(10) turns anything less than DR600 into tissue paper; you can load that into an under-barrel grenade launcher too (and a less-lethal pistol, RAW), so it’s not some niche heavy armament that you won’t see outside of military contexts.
>>
>>96582594
https://www.themook.net/gamegeekery/handout-for-new-gurps-players/
>>
>TQ

Most of the stuff shilled all the time usually are fixes that usually work best most of the time, if anything, is rules that are shilled a lot but most people don't use them, like revised feint.
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>>96582594
$32
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>>96583124
Don't forget gyrojets with the HEAT performance of HT 40mm grenades, or how HT tank rounds pale in comparison of UT infantry.
>>
What are some rules you just ignore?
For me its the DX check to not fall down after a kick when you miss.
Feels clunky and unsatisfying in play.
>>
>>96584590
It should probably have some rule exception or perk to let people kick without worry about falling down, same with getting parried by a weapon causing a hit to the limb. Why doesn't Trained By A Master let you ignore these, for example? That's what you take to be a cinematic unarmed "monk."
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>>96583610
There's a printable Combat Cards pdf too
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>>96582003
Not much if you keep it TL9ish
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>>96584590
It's a DX check and not a skill check? So if somebody's an average person but very skilled in kickboxing his chances of falling on his ass in the advent of a miss are higher than an entirely untrained person with a DX of 11?
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>>96585920
Yes. tbf it only happens if you miss, meaning a highly skilled kickboxer is less likely to get in a situation where he needs to roll in the first place.
>>
Why doesn't GCS master lib have the VtM module? Is it some sort of licensing bullshit?
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>>96585753
>It should probably have some rule exception or perk to let people kick without worry about falling down, same with getting parried by a weapon causing a hit to the limb. Why doesn't Trained By A Master let you ignore these, for example? That's what you take to be a cinematic unarmed "monk."
True. Now that I think about it, I think I'll append that to trained by a master instead of just completely ignoring it.
>>
>>96586428
Nobody got around to make it yet.
>>
Ahem.

Kill Realm Management. Behead Realm Management. Roundhouse kick Realm Management into the concrete. Slam dunk Realm Management into the trashcan. Crucify filthy Realm Management. Defecate in Realm Management's food. Launch Realm Management into the sun. Stir fry Realm Management in a wok. Toss Realm Management into active volcanoes. Urinate into Realm Management's gas tank. Judo throw Realm Management into a wood chipper. Twist Realm Management's head off. Report Realm Management to the IRS. Karate chop Realm Management in half. Curb stomp pregnant Realm Management. Trap Realm Management in quicksand. Crush Realm Management in the trash compactor. Liquefy Realm Management in a vat of acid. Eat Realm Management. Dissect Realm Management. Exterminate Realm Management in the gas chamber. Stomp Realm Management's skull with steel toed boots. Cremate Realm Management in the oven. Lobotomize Realm Management. Mandatory abortions for Realm Management. Grind Realm Management fetuses in the garbage disposal. Drown Realm Management in fried chicken grease. Vaporize Realm Management with a ray gun. Kick Realm Management down the stairs. Feed Realm Management to alligators. Slice Realm Management with a katana.
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>>96568654
It's nothing I've ever seen shilled, but I've never seen a point to the computer-related rules outside of, for instance, abstractions for AI and whatnot. The storage capacities are laughably lowballed, the prices are completely useless, both complexity and storage requirements feel extremely arbitrary, and in the end it boils down to non-mechanical capabilities such as "you have a media player" or simple skill bonuses for having an appropriate tool "you have GPS software which gives you a +4 to navigation".
And then you have shit like "each application requires an additional 0.1 TB of data storage" in UT.
>>
Would you be peeved if your DM made up and statted scifi weapons(and tweaked some existing ones) based on vibes and what he thinks would be balanced rather than doing math to see what works, trying to lean into speculative science, or learning gurps vehicles and then converting stuff made in it to gurps 4e?
Personally I feel like its kinda lazy and stupid but also the other stuff sounds like a lot of work
>>
>>96589595
I ignore the computer rules entirely apart from determining complexity in terms of what sort of AI can reside in a given computer
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>>96591890
No.
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How can I break the "once per turn" limit on quick draw?
I want to switch weapons before every attack. The idea is to make a "master of hidden weapons" character for a high powered wuxia game.
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>>96593407
I assume you mean Fast Draw, which if so, you could take a Perk that allows you to do it at any point in your turn, rather than only at the start of your turn, or an Advantage that allows that AND lets you do it multiple times, at a cumulative penalty to Fast-Draw. You could, in theory, Fast Draw a weapon as a free action, Attack with it, drop it as a free action, and repeat for as many Attacks you have.
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>>96593518
>an Advantage that allows that AND lets you do it multiple times, at a cumulative penalty to Fast-Draw
>Fast Draw a weapon as a free action, Attack with it, drop it as a free action, and repeat for as many Attacks you have.
This is what I want to do, yeah.
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>>96593407
Not what you're looking for, but DF12 has an ability where a weapons does extra damage the first time someone is struck by it. It's supposed to enhance the vibe you're after.
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>>96593530
>Bladewhirl [10]
>Prerequisites: Trained by a Master OR Weapon Master
>Rather than using Fast Draw only once at the start of your turn, you may use Fast Draw as part of any on your turn, and you may use it multiple times per turn, at a cumulative -2 penalty for each Fast Draw attempt after the first. If at any point during your turn you fail a Fast Draw attempt, you may not benefit from Bladewhirl again until your next turn. Only one-handed melee weapons with Reach 1 or less may be Fast-Drawn this way. If you take multiple Attack maneuvers in a turn, such as with Extra Attack or using Rapid Strike, you may Fast Draw a new weapon for each attack. If you have no hands free to wield a weapon readied this way, you must drop a weapon you are currently holding as a free action.
>Limitations - Restricted: You may use Bladewhirl only with either two specific weapons (-20%) or with one specific weapon (-30%), as with Weapon Master.

An idea just off the top of my head, relatively low-cost for a combat advantage but this is offset by the prerequisites and the need to invest heavily in Fast Draw for it to be of any use.
>>
>>96593407
This already exists: Multiple Fast-Draws (Martial Arts 103)
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>>96593601
I haven't looked at that one, I'll check it out, thanks

>>96593702
>Multiple Fast-Draws (Martial Arts 103)
Oh, nice, I'll check it out.
>>
>>96593671
>>96593702
Well don't I just look like an asshole now. Charging 10 point when they get it for FREE.
>>
>>96591890
Did the GM promise a grounded, realistic game of near-future military firefights? Then yeah I might be a little miffed if he just winged the stats. But I'd also be miffed if he promised me a space opera game and then realistically portrayed what happens to a small pressurized vessel when it gets hit with a 30MJ UV laser.

It all comes down to the greater context. Realism is unnecessary (and maybe even inconvenient) in some sci-fi games; in others, it's the foundation underlying everything.
>>
Is one of the powered by GURPS books such as the Discworld RPG a good introduction to the system in general?
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>>96595584
Yes. I personally started with dungeon fantasy and had no problems moving on to use the rest of the system.
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>>96595302
I guess I should run a space opera.
I like the idea of hard scifi but I don't have the intellect or creativity to do it right.
Maybe when my frontal lobe is finished developing I'll be there.
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>>96597339
You absolutely should, most players want their sci-fi to be space opera anyway whether they realize it or not. Just like how most players actually want their "gritty milsim" to be somewhat-cinematic action setpieces and not realistic military simulation, because that would just be rolling Soldier multiple times a day for in-game weeks, plus a few IQ rolls to make up new methods of staving off boredom, before you're "called to action" and spend 10 minutes missing pop-up shots against targets 150 yards away.
>>
We used to have plenty of Genesys shilling back in the day. What happened?
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>>96601142
He gave up once his general didn't set sail.
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>>96601142
I played genesys but then I tried gurps so I stopped.
>>
holy kek
What's your favorite GURPS alternate timeline?
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>>96604118
Whoops, forgot image.
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>>96604123
>A single Holy Roman Empire rules from Madrid
VGH
WHAT COVLD HAVE BEEN
>>
>>96604146
>holy roman empire collapses
>ottomans take over everything
يا للأسف! ماذا كان يمكن أن يكون!
>>
>>96604118
Easily Reich-2. 5-way Cold War with all the aedthetically kino af WWII factions. Absolutely brilliant for a spy, action, or thriller game.
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>>96604796
Sorry, forgot image.
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Had an idea these days: How could I insert an RPG ruleset and run some situational simulations? I ask here the tech savvy, which AI could I use?
>>
I want to do an affliction that gives -2 to enemy attacks. But only attacks.
I'm thinking "affliction, -2DX (+20%), only on attack rolls (-X%), but I'm not sure if this limitation already exists or how much it should be as an Accessibility
>>
Is there any way in GURPS to force the enemy to move besides knockback?
>>
>>96608414
Push (Basic Set p. 216, Martial Arts p. 59, Technical Grappling p. 33)
Shoving People Around (Martial Arts p. 118, Technical Grappling p. 25)
Pickup (Technical Grappling p. 24)
Force Posture Change (Technical Grappling p. 37)
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>>96608445
So it's just pure knockback, grappling, or physically shoving. Thanks.
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>>96608414
Affliction (Warp).
>>
>>96608414
>>96608629
If you were looking for a more cinematic enemy control, there's Rapier Wit (B79). I assume a GM could consider swapping turns in a Stun for hexes you and your opponent move (though you'd have to roll all the stun recoveries to know how far you two dance).
For a DX character, there's also Judo Throw (B203), which must either be an unarmed counter attack immediately after an unarmed parry, or used after you have a grapple on an enemy. The cinematic version doesn't suffer from the enemy's size. The realistic version presented in Martial Arts: Technical Grappling suffers SEVERELY from weight differences.
If you're desperate for rules legal, I suppose you could fork some 20-100 points for Warp with a melee attack modifier or as an Affliction.
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>>96609198
Warp with melee attack is interesting. It does at least give me a baseline for how to build such an ability.
Rapier Wit idea is quite interesting Thanks!
>>
>>96609410
>>96609198
Speaking of Warp, I hate how the range limit limitation doesn't let you reduce the range lower than 10 yards.
>>
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GURPS enchanted items in a nutshell
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Lets say I make an innate attack that is pure knockback. If I add Overhead, can I have the knockback be from any direction?
The idea would be to create a spell that produces a gust of wind but wasn't a direct blast from your hands, more like a gust from the side or from below.
I could use telekinesis but telekinesis does way more than just push to one side or another.
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>>96609534
Personally, I would rule that an overhead attack cannot push you sideways--though it still can deal knockback for the purpose of knocking you down, causing you to take damage when you hit the ground directly beneath you.
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>>96609633
I should have clarified that I mean the overhead enhancement. It says "Your attack can alter its angle to strike from a different side of the target – usually the top"
Since it's "usually" I imagine it can be described as a different direction.
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>>96609534
Powers p. 107 clarifies that Overhead (+30 %) is appropriate for an attack that emanates from you but then curves back to hit your target from an unexpected angle, while Surprise Attack (+150 %) is appropriate for an attack that emanates not from you but from a random spot. I think a random gust of wind that emanates from beside or below your target counts as Surprise Attack rather than Overhead.
>>
>>96609534
There are abilities scattered through official GURPS books that have knockback be in other directions; IIRC the DF Allies or Summoners book has water spirits that create a whirlpool that's Crushing Attack (Area Effect; Double Knockback; No Injury) and also Reversed Knockback (+0%) so things get pulled into the center of the whirlpool rather than pushed out.

Being able to choose the direction the knockback is in might be worth an enhancement. Overhead (+30%) feels appropriate, except that it is for attack that originate form you and then swoop around at the last second; Powers has a suped up version called Surprise Attack (+150%) that lets it originate from behind the target. So Overhead might be a concentrated air-beam you control and twist, while Surprise Attack would be for summoning a gust of wind directly behind (or to the side) of the target.
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>>96609664
>>96609672
>Surprise Attack
Oh, that's way better, thanks.
>Reversed Knockback (+0%)
This also helps me for something else, thank you.
>>
>>96609531
Yeah especially the prices in DF are fucking stupid. +1 DR for basically free, +2 DR for your life savings
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>>96609705
>>96609531
DR +1 is 1000
DR +2 is 4000
Just 4x more, not that expensive.
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>>96609734
Is that from the box set? DF1 has it as $50 and $4000 respectively
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>>96610917
Yeah, that's from DFRPG.
>50$
Surely this is some typo.
>>
>>96611004
It's not errata'd either
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>>96611020
How odd. I wonder why they left it like that but fixed in DFRPG.
>>
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>>96611029
It's $50 in Dungeon Fantasy 8 as well.
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>>96611187
Someone should ask in the official forums what's up with that. I don't have an account and I hate not being anonymous so I'm not going to.
>>
>>96611187
Don't forget that these numbers are supposed to be based on the processes explained on GURPS Magic pp. 21–22. tl;dr:
>A master enchanter and five assistants can use "quick and dirty enchantment" at 1 $/point, but only up to a maximum of eight hours and 60 points
>An unlimited number of apprentice enchanters can use "slow and sure enchantment" at 33 $/point, with no maximum
Maybe "quick and dirty enchantment" was simply eliminated in DFRPG, to avoid confusing people.
>>
>>96611221
>apprentice
*journeyman
>>
>>96610917
>>96611004
>>96611029
It's not a typo, that's how much it costs according to the standard enchantment rules as set up in Magic. Enchantment costs $1 per point of energy, up to like 60 energy, because the enchanter can use Quick and Dirty enchantment that is very time-efficient. More costly enchantments can only reasonably be done Slow and Sure, which increases their cost to $20/point.

+1 DR is only 50 energy ($1/energy = $50), but +2 DR is 200 energy ($20/energy = $4k). DFRPG is an aberration and artificially inflates the cost of +1 DR to have it make more "game balance" sense.

>>96611221
Slow and Sure is $20/energy in DF, owing to the seemingly-bottomless pit of ancient magic items that dungeons act as, almost assuring that what you're buying is second-hand rather than a fresh enchanted item (and bringing costs on new enchanted items down due to increased supply).
>>
>>96611214
Fortify 1 costs 50 EP, that's within reach of quick and dirty enchanting with a master enchanter plus a few apprentices/energy tokens.
Fortify 2 costs 200 EP and requires slow and sure method.
>>
>enchantment rules updated to use The Last Gasp's FP recovery
>>
>>96611249
>>96611250
That has serious implications on how fantasy world work in GURPS.
Assuming standard GURPS magic, it's literally cheaper to enchant a suit of leather armor than it is to buy anything made of metal.
Without some scarcity rules, we must assume that every single piece of armor worth wearing in a GURPS fantasy world is going to have a +1 DR enchantment.
>>
>>96611329
An oft-overlooked rule for enchanted armor is that they lose their enchantments if they’re too beat up. If the piece is penetrated 5 x (natural DR) times it loses any enchantments, so it’s safe to assume that any lighter pieces of armor have lost their mojo (especially if they’re claimed off the corpse of an enemy you just killed) unless explicitly stated otherwise.
>>
>>96611582
True. I never remember this rule.
That said I imagine every PC is going to start with a suit of enchanted armor, regardless of what kind of armor they use.
>>
>>96611329
It's Dungeon Fantasy, +1 DR is not much when enemies are frequently dealing multiple dices of damage and you should be looting something with even better enchantments.
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>>96612061
retarded esl
>>
>>96612085
Do you think they have broken or accented comprehension?
>>
>>96612234
Accented but coupled with IQ 8.
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>>96612292
That's why I put an IQ cap on brown PC's, hard to suspend my disbelief otherwise.
>>
Is being a racist a GURPS disadvantage; I don't recall seeing it on the list.
>>
>>96612514
No, Illuminated is an advantage.
>>
>>96612514
Intolerance. Bad Reputation if you are famous for being racist.
>>
>>96612691
I should note that Intolerance represents not merely having racist views, but being a polfag who can't go 30 seconds without saying nigger or in some other way introducing hostility into one's interactions with other races.
>>
>>96611582
What page? Might be relevant for my game and I don't remember that
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>>96612839
GURPS Magic p. 66
>>
Do you think Steve Jackson, of Steve Jackson Games fame, has ever said nigger?
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>>96613321
Everyone has said "nigger" at least once in his life, just to see how it feels. The real question is whether he said it where anyone else could hear.
>>
>>96611329
>scarcity rules
IIRC you can only work on one enchantment at time so a workshop creating an expensive, time consuming enchantment for a noble won't be able to (or want to) work on Fortify +1 Padded Clothes.
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Is it possible to replicate this ability in GURPS?
Best I can think of is giving a 1 second haste with the limitation "only for a single attack".
But that still happens on the other players turn.
>>
>>96614430
Affliction, Extra Attack, 1 second only
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>>96614481
Yeah that is cheaper than going altered time rate, good point.
I wish there was a way to make the ally take the extra attack immediately but I guess GURPS doesn't let people attack outside of their turn for balance reasons.
>>
>Extra Arm (Force Extension; Long) + Arm ST
Is this build valid for something like the vectors from Elfen Lied?
>>
>>96614716
I would do it with Telekinesis. Plus Compartmentalized Mind for extra actions.
>>
>>96614726
Telekinesis is set as the equivalent of two hands, right? I don't recall any enhancement to increase it...
>>
So, for purposes of "aspected"
is "only on offensive maneuvers" a single aspect, right?
In that case is "only on the Attack maneuver and not on all-out attack or move and attack, etc" doubly aspected?
>>
If I cast a spell that increases the speed of an ally, would that change the initiative?
Example: Chad Caster (speed 6), Rape Ape (Speed 5.25), Henchwoman Waifu (speed 5). On Chad Caster turn, he casts Grace 4 (+4 to DX, which gives +1 to speed), would henchwoman waifu's turn come before Rape Ape since her speed is now 6?
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>>96615181
Basic Set p. 363 says "no".
Alternatively, you could use pic related, which says "yes".
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>>96615292
>no
Oh ok.
>pic
That sounds annoying to use in play.
>>
>>96615408
t. pleb who never played Gladius
>>
>>96615428
I have in fact, never even heard of gladius. What is it, some boomer ahh wargame?
smdh fr fr no cap
>>
>Spell gives on ally a bonus on attacks and damage rolls vs a single enemy
Would an affliction that gives higher purpose (kill target)
work?
>>
>>96614659
Affliction (Advantage) can take place immediately; Affliction (Warp) is how you teleport other people on your turn, after all. So I don't see why Affliction (Extra Attack) wouldn't let (or, technically, require) an immediate attack.
>>
>>96615587
You know what, that makes sense. I'll go with that since I've never seen anything saying otherwise.
>>
>>96615480
I would add a Cosmic to the Higher Purpose, since RAW that trait is supposed to go alongside a deep and heartfelt desire to see that purpose fulfilled, and presumably the buff wouldn't affect the target's personality like that. Cosmic (+50%) to avoid that innate requirement seems appropriate.
>>
>>96615631
Good point. I'll add that to the spell.
>>
If I combined Cyclic with Triggered Delay, can I have a version of cyclic that only happens each time the trigger happens?
Like
>1 damage, cyclic, triggered delay (when hit by an attack)
so the character takes 1 extra damage whenever he is hit by an attack?
Yes I know this sounds like vulnerability but I want something more granular. x2 is too much.
>>
>>96615438
https://en.wikipedia.org/wiki/Gladius_(video_game)
(not the more recent Warhammer video game of the same name)
>>
>>96616097
It can serve as inspiration for a GURPS Gladiators or GURPS Ancient Rome campaign.
>>
>>96616097
Now that I think about it, I watched a vtuber play this game once, looked very dated.
>>
How can I make an enemy easier to hit? No I don't mean lowering his defenses. I mean some sort of reverse luck where bullets curve towards him.
>>
>>96616125
Although not quite what you're looking for, I think Obscure (Anti-Targeting, -20%; Reversed, +0%) [1.6/level] comes pretty close. Adds to Attack rolls against the "obscured" subject, rather than giving a penalty.
>>
>>96616165
Interesting. It might work, thanks.
>>
>>96616197
If you want bullets to curve directly to the target without the shooter even intending to do so, then I might suggest adding a level of Cosmic (+50% should be appropriate) to let it affect attacks that cross into the subject's hex but don't deliberately target the subject, like when Hitting The Wrong Target with a ranged attack or when caught in a Bombardment or Fragmentation attack.
>>
>>96616165
>>96616125
I think I found an alternate way: use affliction to give the target "villainous points" (impulse points) which must be spent to give +2 to attack rolls against himself (1 villanous point = +1 to attack roll)
>>
>>96616165
>>96616197
>Affliction [10]; Follow-Up: Universal (+50%); Easy Target (+20%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%)
>Easy Target is: Obscure Vision 1 [2]; Anti-Targeting (-20%), Reversed (+0%)
If I understood this correctly, this combination should allow me to, whenever I hit with a weapon or unarmed attack, deliver an affliction that gives everyone attacking the target a +1 to attack rolls which lasts 1 second.
>>
How do I punch really hard? Not a bit harder than the guy using a sword. I'm talking "deck a demon clean in the jaw and make it go crying for mommy".
>>
>>96618590
Natural Weapon (Crushing; Swing-Based; Extra Damage) from Pyramid #3/65.
>>
>>96613344
I never have, I've never even typed it
>>
>>96618590
Read about "All-Out Attack (Strong)" and "Optional Rule: Extra Effort in Combat."
>>
>>96618857
you should
Don't worry, as a south american, I'm qualified to give you a pass.
>>
>>96618857
What's your favorite line from Boondocks?
>>
nigger
>>
Does anyone else feel like it's rarely worth it to upgrade most skills past attribute level? Some unarmed combat skills get bonuses to ST/Dmg for the first couple relative skill levels, as do weapon skills if you have Weapon Master. But otherwise, that's it. Especially if you want a group of closely related skills at a high level, it's better to raise attributes or talents. Yeah, that GM can (and probably should) enforce attribute and talent limits, and disallow or carefully curate player-made custom talents; but what about games that don't do that?
I'm reading through Power-Ups 3: Talents and Power-Ups 7: Wildcard Skills. I really like the list of Alternative Benefits and Other Bonuses listed in those articles, and am thinking of applying something like them to all skills. I'm also thinking of allowing skills to be improved from default up to skill level for the same cost as techniques. Does that sound fair?
>>
>>96621995
IMO the biggest problem is that you don't necessarily know which skills need to be raised higher to account for heavy penalties. Guns is one but there are several, and not all are combat skills
>>
>>96621995
I think you'd be very interested in Power-Ups 10: Skill Trees and should give that a look too.
>>
>>96621995
the easiest broken build is a dude that put 50 points into a single combat skill.
>>
>>96621995
I think this depends a lot on your point level. Broadly yes, attributes and talents are more efficient than raw skill investment, but at lower point totals making a guy with 11-10 in a bunch of skills is probably worse than making somebody with a few dedicated skills at 13. Most skills in gurps don't really need to go past 12, usually.
>>
>>96622394
>really need to go past 12
Anything below 14 and lucklets will suffer
>>
>>96622405
If its something you can never afford to fail, 14. If its something you are alright with not always passing (some examples from my current sheet: Computer Operation, Gambling, Search, Savoire Faire) then 12 is fine. I generally don't play games where 14 is achievable with 1 point of investment in a skill.
>>
>>96615955
In this scenario, once the person is hit, then the cycle of damage begins without need for further hits. I think the easiest and less kludgy way of handling it is to simply create a lesser version of Vulnerability: Vulnerability +1 (Very Common, Physical Attacks) [-3], where any given attack deals +1 damage after wounding modifiers are applied. And then creating an Affliction which applies that to an opponent.
>>
>>96624757
Yeah, I guess that's probably better. I do find it kinda weird that gurps only has multipliers for weakness instead of any lower values.
>>
>>96622405
Yep.
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>>96625565
>pic
lel
>>
Is there a precedent for a template increasing appearance? I.e. if a character had Appearance (attractive) and the template is applied they would get Appearance (Beautiful/Handsome).
The issue of course is that the point cost is inconsistent.
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>>96627880
In such a case, you just say "X points chosen from among these advantages".
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My Elder Scrolls libraries are close to done. I have templates for races, birthsigns, and classes. A full library of Ritual Magic spells assigned to TES Colleges with inappropriate spells removed and unique TES spells added (Bound equipment, Soul Trap, Mark & Recall, etc.), small collections of custom traits (mostly talents but also a Weirdness Magnet based on Bethesda jank) and custom skills (the magic college skills, Hidden Lores, etc.), a list of diseases, some TES armors and equipment modifiers, and a complete catalog of monster statblocks from Morrowind.
It's in a usable state already, but I have a few more things to add, namely lenses for vampires and werewolves as well as monster statblocks from Oblivion and Skyrim.
The plan is to, hopefully, get it included in GCS' homebrew folder, so anyone can use them as they please.
>>
>>96627929
Hmm i could do a whole "Up to 8 points among Replace Hideous with Ugly[8], Replace Ugly with Unattractive" etc. But then a player could potentially take 2 steps instead of 1 as i would like it, it seems cleaner to me.
>>
>>96620286
>Don't worry, as a south american
Sorry anon GURPS is for whites only, says so in first edition.
>>
>>96628185
That would require me to be able to read.
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>>96628185
Don't worry, I'm Irish and Catholic.
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>>96630983
It technically counts but I don't like it.
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https://www.sjgames.com/ill/archive/2025-09-28
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>>96634758
They'll make anything but GURPS.
>>
I want to bring my homebrew setting to gurps. I want to adapt the following materials
>Mithril: Strong as steel, but light as a feather, not suitable for heavy weapons.
I'm thinking just going "as fine, but cumulative with fine".
>Adamantine: Stronger than steel, but considerably heavier.
No idea.
>Orichalcum: Known as True Steel, this golden metal is the goal of every smith and runemaster.
That's already in GURPS so I don't need to make it up.
>Dragonfang: True dragon fangs can penetrate any defense. Not even incorporeal creatures and divine beings can ignore a direct blow from the Fang of a True Dragon.
Cosmic: ignores DR. Not sure how to price it tho.
Maybe metatech will tell me.
>>
>>96635312
For armor, simply add your new materials to Low-Tech Armor Design (Pyramid vol. 3 iss. 52 p. 15).
For weapons, you can use the scaling rules (either the complicated version on Low-Tech Companion 2 p. 20 or the simplified version on Dungeon Fantasy 1 p. 27 and Dungeon Fantasy 3 p. 8) to simulate the effect of denser or less-dense materials. Making a weapon mithril/adamantine could have the effect of −1/+1 SM on weight, ST, and swinging damage but no effect on reach and thrusting damage.
>>
>>96635312
All of these save for Dragonfang are already statted for use as materials in Dungeon Fantasy, so you're in luck there.
As for Dragonfang, this seems like something so rare and exceptional that it shouldn't be available for any market price. It would be something the PCS have to acquire either by doing some great service to someone who owns a dragonfang weapon, finding one deep in a dungeon, or slaying a true dragon.
>>
>>96635415
Thanks, I didn't think about just using the size scaling rules, this helps me a lot.
Also thanks for pointing to the correct pyramid article.
>>96635433
Good to know, I guess I'll just read the DF stuff.
>>
>>96635433
>All of these save for Dragonfang are already statted for use as materials in Dungeon Fantasy
Anon's materials are not necessarily the same as Dungeon Fantasy's materials that happen to share the same names.

>Anon's mithril: Steel but less dense
>Anon's adamantine: Steel but denser
>Anon's orichalcum: Steel but stronger

>GURPS's mithril: GURPS doesn't have mithril. Maybe you're thinking of elven mail and dwarven plate.
>GURPS's adamant: Copper but less dense (crystal, not metal)
>GURPS's orichalcum: Steel but stronger and less dense
>>
started reading basic set with a plan to run a small game for my players to see if the system would work for us
any tips or advice that isn't in the books?
>>
>>96635613
How to Be a GURPS GM is a collection of useful advice.
>>
>>96635615
thanks, will add it to the reading queue
btw the link in OP returns service suspended, found the pdf in my stash fortunately
>>
Is GURPS popular in japan? Most of the stuff on xitter when I search GURPS is from japanese people
>>
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HT and ST should be a singular attribute, much like IQ and DX are a sum of other sub-attributes.
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>>96635766
no
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>>96635766
BD (Body), DX, IQ, and WL (Willpower, both Will and Charisma in one). Easy replacement.
>>
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>>96635766
>>
>>96635766
>All small creatures are now by default also more sickly, slow to heal, etc.
>You can presumably fix this by buying HT back up after lowering BD, but now those animal templates are even more expensive, exacerbating the IQ/Will+Per divide issue
Wow, a frogposter without a brain. Who could have imagined.
>>
>>96636491
IQ/Will/Per isn't even much of an issue when you can just reduce Will and Per
>>
>>96635766
ST represents physical power and bulk. HT represents physical energy and vitality. High ST characters hit harder and take more damage. High HT characters run for longer and get sick less often. These scores have absolutely zero correlation with each other. What purpose would merging them serve?
>>
I use a houserule where lowering a secondary attribute doesn't count against your disadvantage limit unless it goes below your baseline (10). To me, it's silly that you buy up IQ and then "disadvantage yourself" by having worse perception. You just bought IQ (Without Perception, -25%).
>>
>>96638220
I also use that houserule.
>>
>>96638220
That's why separated Per and Will is the way to go.
>>
>>96568654
I just picked up a boat load of GURPS 4th Ed and Dungeon fantasy with extra books from the thrift store.
Is this a bad sign that I will have difficulty getting people to try GURPS if someone may have tried and gave up?
>>
>>96639920
Post pics so I can weep for never having that level of Lucky
>>
>>96639920
People sell books all the time. Sometimes they get out of the hobby. Sometimes they decide to go full digital. Sometimes they die. it happens. Nothing to try to prognosticate about really. Unless you have Delusion (I'll be cursed if I use something someone else abandoned) [-5]
>>
>>96638555
Too expensive. It penalizes players.
>>
Using BAD for Dungeon Fantasy
based or cringe?
>>
>>96640768
>IQ 10
>Per 5
>Will 5

Where is the penalization?
>>
>>96635766
VT IQ DX, the way it should be as Ultra-Lite declares
>>
>>96642555
The only issue might be that it's hard to establish an Enemy value for a dungeon. If the party is raiding a goblin warren or necromancer's keep, that's one thing, but how do you set the value for, say, an abandoned temple complex currently housing orc raiders, a harpy infestation, and a demonic cult in the basement?

Still, DF already has a system that's similar to BAD. They suggest -1 to rolls for every negative adjective a challenge has e.g. Acrobatics to keep your balance on a ledge, but -3 if it's a narrow, slick, wind-swept ledge. The end result--simple, easy to parse generic penalties so you don't have to look up specifics in the middle of a session--is the same as BAD.
>>
>>96642885
You could have a Dungeon BAD with Area modifiers (the optional dragon nest is at BAD +3, while the kobold hideout is at BAD -2
But I see your point.
>>
Some guy told me to use GURPS ultra-lite combat and just add the other stuff from gurps
is this really a good idea?
>>
>>96642619
Every time I've seen this done, IQ was 15, not 10.
This would be fine.
>>
Does someone have a (working) encrypted link to the archive? Seems the URL-shortener shut down? Would be very much appreciated.
>>
>>96640768
IQ should be more expensive. It's already too good. Splitting Per and Will is functionally the same as making IQ cost 30.
>>
>>96643767
>too good
IQ isn't even as good at DX. You make far more DX checks and they are considerably more important in the average adventure than IQ checks.
GURPS is balanced around adventurers in life or death situations, and in those cases, DX skills are going to be far more important.
Doesn't matter how smart you are, if you fail the stealth check the monster will eat you.

Increasing the price of IQ means people will dumpster IQ and just focus on using talents or other ways to increase skills and then buy perception/will separately.
>>
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>>96640273
Well it aint perfect. The Dungeon Fantasy box has a bit of a damage to it. But I will look at it like the marker that it is mine.
>>
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>>96640273
Dungeon fantasy books.
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>>96640273
The GURPS books.
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>>96644612
Damn I'm mad jelly
>>96644625
If high tech is in there you just got every single important GURPS book.
Oh and martial arts.
>>
>>96644650
>Damn I'm mad jelly
Don't be. The Dungeon Fantasy box has a dent in it making the value drop.
And nobody in the LGS Discord responded to me asking about GURPS games.
>>
>>96644682
Just get a couple of friends to play with you
>>
>>96644700
Not all of my friends play TTRPGs.
I can try. But I have a feeling they'll just stick with DnD 5e because that's what they're used to. If that's the case then I don't want to pesture them about it further.
>>
>>96644804
Assuming you're the GM, it's you who gets to decide what game is played.
>>
>>96644818
I'm perfectly happy being the GM. I just don't want to annoy my friends if they say "no" to gurps games.
Remember I was thrifting looking for clothes and just out of curiosity went to the books section and saw the GURPS trove and seized the opportunity.
>>
>>96644625
>>96644625
Niiice! Those look like the new 10th printing of the Basic Set, too! Supremely good luck there!
>>
>>96643016
No. GURPS Ultra-Lite is essentially not GURPS in any meaningful way. It's an Ultra-Light system with some GURPS branding. You can't really add GURPS rules to it.
GURPS Lite is a cut-down version of the full GURPS system and you can add elements from GURPS as you want, building up to full GURPS. It's probably not a great idea for a combat-heavy game, because GURPS combat is mostly good due to the detailed tactical rules.
>>
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>>96643573
Hopefully this is human-legible, hard-for-AI, and stable.
>>
One of my players wants to be a master of all forms of combat by taking Gunslinger, Heroic Archer, Trained By A Master, and Weapon Master. To save points, he wants to buy them as Alternative Abilities, swapping between "stances" like fucking Dante from DMC.
I personally don't see anything wrong with it. I'm running a cinematic game, so these advantages are not off-limits. There's a lot of overlap between them, so it makes sense to take them as Alternate Abilities. He still has to take a Ready maneuver to switch between them, as well as make Fast-Draw rolls or take further Ready maneuvers to swap out weapons, which costs precious time in combat. And the other players have enough other things they're good at that there's no worry about stepping on their niche.
I'm just curious what the official ruling would be, or how other GMs would handle this.
>>
>>96646180
RAW it all works.
I don't see the point of tbam when weapon master exists, tbam is only if you're going unarmed.
>>
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>>96635985
Updated
>>
>>96646376
(ignore the asterisk on combat skills)
>>
>>96644625
Wew the only second hand 4e book I have ever seen in person must be Vorkosigan Saga, even though I have bought a couple of 3e books out of curiosity
>>
>>96646240
WM only grants access to cinematic skills related to the weapon, while TbaM covers all cinematic skills, including utility ones like Light Walk and Lizard Climb; I could see TbaM working as the basis for a tricky/hyper-mobile 'style.'
>>
>>96646508
I hardly ever see those cinematic skills in action, so I forgot about them.
>>
>>96646240
>>96646508
I know one guy who says that the Parry penalty reduction of TbaM and WM stack
>>
>>96646376
>balancing a game based on theory alone instead of how it is played
lol
no one is ever gong to spend points on IQ or will at those prices.
Is this an attempt at encouraging power gaming? Why spend points in a stat instead of only buying the stuff that you're interested in?
All fighters are going to spend points directly on specific skills and speed and leave DX at 10.
>>
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>>96646591
This pricing is literally endorsed by Kromm, you blasphemer.
>>
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>>96646376
This is pretty fun.
>>
>>96645257
You are the man, thanks a lot!
>>
>>96644625
The cursed GURPS set. Now you will only know a feeling of wanting to play GURPS every waking moment. You've no idea what you've started.
>>
>>96647727
I already have this curse despite owning only new copies. What do?
>>
>>96646728
That's a pretty good argument against it.
>>
>>96618857
You just like posting about it on 4chan LOL!
>>
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GURPS really should start using the "ceiling" and "floor" characters instead of cumbersome phrases like "rounded up", "rounded down", and "drop fractions".
https://en.wikipedia.org/wiki/Floor_and_ceiling_functions
>>
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>>96648930
Note that the ceiling and floor characters are filtered by 4chan.
>>
>>96648930
>>96648937
Stop using alien language and speak english
>>
Follow-up Universal is the best modifier ever made for gurps, and single-handedly allows 200% more adaptations of characters from various media.
Why the hell wasn't this in basic?
Dude who can add extra effects to his sword/gun/etc is such a common thing in vidya and anime.
>>
>>96648930
No it shouldn't, those characters are disgusting you retarded autist. Never post this crap on my board again.
>>
What gear or advantages would I use to represent a cybernetic dagger that you can stab into someone's brain to open them up to brain hacking? I know that Ultra-Tech has DNI, but I don't see much that you can really use to rapidly force a connection into someone's skull in the middle of combat.
Another question: Does the Cybernetic modifier for Telepathic advantages apply to living persons with DNI? Or only Digital Minds? If the latter, then what modifier would I use for Telepathic abilities that work only on Digital Minds and DNI, but not regular unaugmented meatbags?
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>>96649126
>>96649677
The HTMLfaggotry will continue until morale improves.
>>
What's the ST, DX, IQ, HT of average humans based on age?
Like
6 years old, 12 years old, 16 years old, 21 years old?
>>
>>96650026
That's straight up in the basic set under the Age section.
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>>96650088
I only have dungeon fantasy
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>>96650132
t. faggot
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>>96649687
In tech terms, it's basically a neural induction pad designed to be anchored into the skull with some kind of spike. I don't think anything short of superscience is going to allow 'instant' interface with a brain.
I guess in rules terms, you want to be able to give your victim the Reprogrammable disadvantage. That could be via an Affliction, or a damaging attack with Side Effect or Symptoms.
If you want to make it a piece of gear with a price tag rather than an advantage with gadget limitations, you can use psychotronic (Psi-Tech) or metatronic (Meta-Tech) generators.
>Does the Cybernetic modifier for Telepathic advantages apply to living persons with DNI? Or only Digital Minds?
As per the Mind Reading rules in the Basic Set, it's strictly digital minds only. Digital Minds + DNI only would be a lesser limitation. As a worst-case deal, you can purchase Cybernetic Only and Accessibility (People with DNIs) as either/or limitations (Power-Ups 8), but that's likely to be only a small saving.
>>
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>>96650026
>>
>>96649687
>Gear
Anyone with a Neural Jack (p. UT217) can have a cable plugged into the port for direct computer access. Or are you talking about slapping a neural interface onto someone with no augments to hack their otherwise fully-flesh-and-blood body?
>Advantage
Any mind control-style advantage with Accessibility (People with Neural Jacks) and Melee limitations. Also a variant of Blood Agent to represent the difficulty in hitting the port directly rather than any spot on the body.
>>
>>96650271
thanks.
Also wow rude.
>>
>>96650469
DFRPG-only players are secondaries and should be denigrated as such.
>>
>>96650362
I think I'll probably go with a Striker (or Natural Weapon, which I've been reading about) with a Side Effect that inflicts Digital Mind and/or Reprogrammable, then stat it as Meta-Tech.
>>96650399
>slapping a neural interface onto someone with no augments to hack their otherwise fully-flesh-and-blood body
Exactly this.
>>
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I was annoyed that the minimum vulnerability is x2 so I made this, following some anon suggestion.
Thoughts?
>>
>blindness is just -6 to attack rolls
>it gives enough points by itself that you can become a master in any skill
>>
>>96653776
>forgetting the skill level cap of 9
>>
>>96653809
but it doesn't say that in the disadvantage!
>You have -6 to all combat skills. You can use melee weapons but you cannot target a particular hit location. With a ranged weapon, you can only attack randomly, or engage targets so close you can hear them. All this assumes you’re accustomed to blindness.
>>
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>>96653905
>>
>>96654061
They really should put that information somewhere easier to find
>>
For me it's
>Code of Honor: Chivalry
>Selfless
>Honesty
>Truthfulness
>charitable
>>
>>96655715
>he doesn't have Sense of Duty (Good Entities)
Nice demon you have there
>>
>>96655846
Also forgot Sense of Duty (adventuring companions) so he clearly plans to betray the party
>>
>>96655856
>>96655846
>>96655715
>tfw the GM doesn't let me be a good guy because he imposed a -25pts limit on disadvantages
I have no choice but to be a murderhobo now.
>>
How do I make a bat utility belt?
Gizmo is not it because it only allows cheap items.
I'm talking ass pulls, like pulling an anti banshee screech canceling noise maker.
>>
>>96645257
Isn't this useless if Chris Rice comes in, write it down and report it to hi gf's bf?
>>
>>96656930
First, for more mundane articles: pyramid article about scrhodinger backpacks
second for "this is totally an advantage" stuff, use modular abilities. For more batman-like behavior, add the limitation "requires prep time"
>>
>>96656930
Flexible/ass-pull gadget abilities can be handled a few different ways
>Wildcard Abilities (Supers): Buy an ability at x4 the cost, can use any ability that costs no more than the wildcard ability's normal base cost if it makes sense; for Batman, a core advantage for bullshit gadgets might be Gadgeteer or high Wealth, as long as the abilities used this way have a Gadget limitation
>Gizmo (or other retroactive abilities from the Pyrmaid #3/35 article "Fortunately, I Saw This Coming"), plus Meta-Tech to give abilities a cash cost
>Modular Abilities (Abilities with Gadget limitations only)
>>
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>>96656980
Yes, if a human wanted to shut down the archive they could. But I can also just rebuild the archive, make a new link, and post it in the next thread, spending a couple of minutes of my time. I probably don't care enough to beat him if he focuses his impressive levels of autism at the problem, but other anons can easily spawn more repositories than one autist can shut down. In the extreme case, even if SJG and all their fans declare all-out-war on the effort, we can just upload everything to Anna's Archive or one of the other serious pirate e-book libraries. That makes it slightly harder to download the books, but almost impossible to remove them.
(Actually, come to think of it, we should do that anyway; go ahead and post stuff to AA).

The reason I make the links obscure to machines is that there do seem to actually be bots which hunt for archives on imageboards in order to take them down.
>>
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>>96656980
You joke, but I'm pretty sure Rice did a 'pity please' begging-for-money post because his literal gf's bf died from being fat or something.
>>
>>96658269
God bless you, anon.
>>
>>96658269
>there do seem to actually be bots which hunt for archives on imageboards in order to take them down.
NTA but what was stopping out old method from getting busted all these years? I've been relying on it so long I accidentally memorized the url.
>>
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https://www.sjgames.com/gurps/news.html#22047
Kromm reminds us that SJ Games is focusing less on GURPS because it makes less money.
At least GURPS Ring of Fire still is on track.
>>
If you make an innate attack an emanation, do you roll to hit? Or does everyone in the AoE just take damage automatically?
>>
>>96659315
>all the good stuff doesn't have a date
>action 10, DF 24 and monsters 6, template toolkit 5
>>
>>96659315
>PU11: Roll Your Own Skills

The fuck is that even for? It ain't like building skills is something in need of a splatbook.
>>
>>96659315
If only they didn't make slop bullshit that no one cares about. Vehicles when. I promise I wouldn't even pirate that one.
>>
>>96659575
Anon, I...
>>
>>96659591

Yeah, I'm expecting nothing at this point. I basically figured GURPS as a Steven Jackson product was dead after they let Rice eBeg with @everyones on the official discord. Dude somehow made 15k off the death of his boyfriend.
>>
>>96658278
I worry for the day that one of my players points out that the artificial womb and child body options for domestic androids in ultra-tech are explicitly not mutually exclusive.
>>
>>96659340
I think everyone just takes damage. But those near the edge and with movement to spare can still dive for cover, as usual.
>>
>>96659771
Yeah that seems about right. It can't scatter and you can't aim anywhere so it's gotta be just damage.
>>
>>96659731
there are no laws against robots, batman
>>
>>96659731
There's my revelation from a couple of days ago
>damn, GURPS has hireling rules?
and then there's this.
>>
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>>96656930
>>96657168
>bat-utility-belt
>wildcard abilities, including high Wealth
>>
>>96659315
Is GURPS pulling in less dollars than decades before or is it just their other products are selling much better?
>>
>>96660933
I'm sure the piracy doesn't help.
>>
>>96661082
fuck off, Rice
>>
>>96661093
Go be useful and seed or something.
>>
>>96661133
>me
>being useful
You underestimate how pathetic I am
>>
>>96661082
I don't give money to SJG on principle
>>
>>96661082
I'm sure the piracy is inconsequential
>>
>>96568654
Dumb question for those who are all about GURPS. I tend to play Spellblade like classes. Any books should I get that have these classes or help with said classes?
>>
>>96659731
You didn't have to point this out.
>>
>>96662655
Since GURPS is a point based system, if you want to make a character that can cast and stab, you can just put points in both things.
If you're running dungeon fantasy, there's
>mystic knight in pyramid volume 3 #13
and you can always "multiclass" with the x-wizard lens in DF3.
>>
>>96662715
>in DF3
(and DF15)
>>
>>96662715
>>96662749
Cool thanks. I been tempted to try to game out but with how many books and all. Figured asking the dumb questions would be better than jumping in and trying to find which one if it's not in the main one and all.
>>
One of my friends wants to run a world-hopping multiverse campaign. After playing in my own GURPS campaign, he's thinking to run it in GURPS, which is good for me because I finally get to play in a GURPS game. But my other friends are telling him it's a terrible idea for a "first time DM" (he's technically ran games in FATE and D&D before, so he's not a first time DM). They're telling him to run it in literally any other system. Now he's hesitating. I can see my one chance slipping between my fingers. How do I convince him to stick to his guns?
>>
>>96662655
>>96662762
Knight-Wizard (DF3): A fighter that can use the standard magic system. This means his points are somewhat stretched between the attributes and you won't have a very high skill level with magic, which is not too much of a problem if you avoid contested or ranged spells. Buffs and utility spells should be your choices here.
Mystic Knight (Pyramid): A fighter that can use Imbuements, an alternative magic system that changes how your normal attacks works. It's usually considered expensive, underpowered and doesn't have as much utility as stardard magic but it gives you some tricks like changing your damage type, hit farther, penetrate armor better and so on.
If you want to be the swashbuckling gish that cuts a goblin with his sword and then throws a fireball at the goblin archer, then your best bet is using Sorcery.
>>
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>>96663155
UPDATE: They peer-pressured him into running D&D 5E.
>>
>>96663246
Tell him that running a game is the best way to learn the system and build system mastery, and that GURPS was literally made to handle this type of game, and that 5e is only good at faux-medieval superheroes (and it's not even very good at that).
It's not too late, don't give up!
>>
>>96663440
After some cajoling, he switched his mind to FATE. While I think it's better than 5E, it's still the opposite of what I want.
>>
>>96663155
>One of my friends wants to run a world-hopping multiverse campaign.
>>96663246
>UPDATE: They peer-pressured him into running D&D 5E.
GURPS in a nutshell
>>
>>96663155
Unironically call them cunts and tell them to stop naysaying
>>
>>96664086 cont.

>>96663246
Shit "friends" and youre a shitty friend for letting it happen. Even outside the context of playing games, this is shitty naysaying behavior. Fuck naysaying cunts. I fucking hate your friends.
>>
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I'm going to run GURPs for the first time for some friends. It's going to an Horror One shot. I am creating their characters as some ordinary teens.
My question is regarding Defaults: I am pretty sure, anyone can grab a hammer and smash someone, or stab someone with a knife. But an average person at 10DX, would stab someone with DX-4, so 6, so roughly 10% chance to stab someone ? I understand that in GURPs, the enemy would have a chance to defend himself, so that's where the difficulty to hit someone fighting back should arise.
What does having Knife at DX means? Would it make sense for a teen to have that skill? Or even one point in a skill means some sort of training ?
>>
>>96664316
An untrained person trying to stab someone is likely doing an all-out attack, which grants +4, which is enough to compensate for trying the skill at default. There's also telegraphing, which grants another +4. An regular attack roll is a measured attack, where you keep your guard up and don't do any obvious windup.
And having 1 skillpoint in anything means you at least tried doing it. So for 1 point in knife it means the person had some minimum training at stabbing people before.
>>
>>96664316
Most amateur fighters don't even bother to defend themselves in combat. They take All-Out Attack (Determined) for +4 to hit. They also often don't bother with trying to make their attacks at all subtle or tricky to defend against. So also add in Telegraphic Attack, from Martial Arts p. 113, for another +4 to hit, but +2 to defend. That gives an average joe an effective skill of 14 for a 90% chance to hit.
>>
R8 my boss monster:
>Vorpal Mantis
>ST 25; HT 14; IQ 8; HT 13
> HP 25; Will 12; Per 16; FP 13
>Speed 7; Move 8
> SM +3; DR 3
>Dodge: 10; Parry: 18;
>Scythe (18): 4d+2 cutting; Reach C-1
>Bite (18); 4d+2 cutting; Reach C
>Traits: Ham-Fisted 2; High Pain Threshold; Loner (12); Extra Legs (4 legs); Peripheral Vision; Night Vision 9; Temperature Tolerance 2; Unfazeable; Super-Jump 3; Trained by a Master
>Skills: Brawling-18
>>
>>96664403
Forgot: Striking ST 10
>>
>>96664403
>not a striker
this means that anyone can parry that scythe and do damage to it.
Besides that, seems like a glass cannon. Low DR, big ST, high skill.
>trained by a master
lel who trained the vorpal mantis
>>
>>96664387
>>96664390
Thanks. So it actually makes sense that do not have the skill, and should default, as probably a teenager that never stabbed someone would be doing an all out attack, etc. I had forgotten about the maneuvers.
>>
>>96664427
Make it a striker.
>glass cannon
It's meant to terrorize the back line by jumping over the entire party with Super Jump.
>lel who trained the vorpal mantis
I just want the effects of reducing multiple strike/parry penalties.
>>
>>96664574
That's fair, if it has high mobility it can avoid being easily surrounded and have its defenses overwhelmed.
>>
>>96664387
Would there also be penalties for using an unfamiliar weapon, in the sense that the average person has never stabbed anything ever?
>>
>>96665251
The penalty is using the skill at default. There are familiarity rules, but that's for giving penalties for using, something like a similar weapon that you've never used, like a samurai suddenly trying to use european broadsword, where he has training in the broadsword skill but he's not familiar with the european weapon.
>>
Should I put 100 of my 150 points into Guns?
>>
>>96666458
Yes
>>
>>96666458
sure why not
>>
>>96666458
No, you should put all 150pts into Dodge
>>
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Funny math error in Alternate Attributes
The original guidance results in a divide-by-zero error if you attempt to determine the "average weighted by point cost" of a realm whose component attributes are all at 10 [0].
>>
Make a new thread
>>
>>96669672
Fast threads get remade when the last thread is on page 9 or 10.
Slow threads get remade after the last thread dies. "Letting the thread breathe" has been mentioned in the past.
Lurk more.



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