[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: GURPSgen08.png (3.54 MB, 1800x2329)
3.54 MB
3.54 MB PNG
Previous thread: >>97628233

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. 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.

TQ: what's your most used Pyramid article?
>>
File: 1706041310014737.jpg (85 KB, 720x891)
85 KB
85 KB JPG
Humans are naturally pleased by abundance, for obvious reasons. Seeing a low roll makes us upset, even when we know we should be happy, and vice versa with high rolls. It is this cognitive dissonance which prevents GURPS from ever becoming a truly popular system.
>>
So, let me see if I understood the implications here correctly.
What I'm trying to do is create temporary solid holograms an AI can take over.
>illusion
>Allies (25% constant, conjured, ally group x10)
>Puppet group
>Mindlink (ally group), all the allies would have this too
>Telecommunications (Telesend, Video, Racial), all the allies would have this too
>Possession (Digital, Mindlink only)
I believe that this combination of advantages should allow the AI to
>create holograms with illusion
>summon weak allies (fluffed as hard light constructs)
>see everything those allies see
>take over those weak allies without any rolls
>use the AI skills (so the AI can take over a hologram that in the engine room and use it to do repairs with the AI's own mechanics skill)
Is this right?

>>97680129
what's your most used Pyramid article?
KYOS

>>97678683
Go look at "power-ups: Impulse buys"
>>
>>97680154
You're probably not wrong – aren't most d100 systems roll under too, though?
>>
>TQ
10 Tweaks for Combat
>>
>>97680200
Yes, that all seems to be correct. Note that your allies will all be identical, so you need to give them Morph or something if they can change into anything you like (Illusion is probably good enough to cover cosmetic changes). On the other hand, since they are presumably simple sub-processes until the AI chooses to project itself into them, you can load them up with disadvantages and low attributes to keep the cost down.
You may also need to give them stuff like Insubstantial or Warp if the AI can just move them wherever it likes (presumably within range of its holographic projector).
This build seems incredibly expensive.
>>
What would be the correct way of indicating that a character can't use conventional armor/clothing due to a non-human body plan? I'd probably need some way to mark how much of the armor needs to be special purpose.
>>97680129
>TQ
Tossup between Survivable Guns and KYOS. They're in every session after all.
>>
>>97680561
>Yes, that all seems to be correct.
Thanks for confirming.
>morph
All the holograms have the same generic appearance, so it isn't needed. Basically it's like the VI holograms in mass effect, but able to interact with things for physically.

>This build seems incredibly expensive.
It is, but it's for a 500pt campaign.
>>
>>97678683
Don't know if you're here, but I'll take a crack at answering anyways.
If you're trying to recreate characters from D&D, then a basic rule-of-thumb I've seen is that 50 GURPS character points = 1 D&D character level.
If you want a more detailed method, then the GURPS wiki might help:
>http://gurpswiki.wikidot.com/dnd:clases
>http://gurpswiki.wikidot.com/d20-conversion-guidelines
>http://gurpswiki.wikidot.com/dnd:monsters
For even more detailed guides, see Generic Universal Eggplant for ideas:
>https://enragedeggplant.blogspot.com/2022/11/script-compilation-switching-from-d-to.html
>https://enragedeggplant.blogspot.com/2022/07/how-to-convert-d-monster.html
>https://enragedeggplant.blogspot.com/2017/10/monster-index.html
>>
>>97680590
Dungeon Fantasy typically classes them as 0-point features phrased something like 'head armor not interchangeable with that for humans'.
>>
>>97678683
>trying to re create an ability that gives me a pool of d8s equal to the class level
probably best represented by a Limited Use limitation
>that I can expend a number of equal to proficiency bonus
buy your ability up to whatever level your proficiency bonus was
>to add on top of any healing done
sounds like the Healing advantage with Accessibility (Only when used with other healing, -30%), Capped, Injuries Only, No Cumulative Penalty, Reduced FP Cost; plus Compartmentalized Mind with Limited (One Ability) if you want the bonus healing as a Free Action
>or damage done
add an Innate Attack with Follow-Up as an Alternative Ability; possibly several, if you want different damage types
>when the character uses a medicine check
possibly a Requires Skill Roll limitation
>to cause damage using another ability that lets you make an attack along with a medicine check
I don't understand what this means. Please use more punctuation next time in your explanations.
>that adds your int modifier to the attack
might be done with one level of the Higher Purpose advantage with a Requires IQ Roll limitation and the Margin-Based enhancement (triple ability cost, but you get to multiply your ability level by the MoS on your IQ roll)
>I feel like extra effort would work for iq and dex based skills
AFAIK, GURPS Powers has expanded rules for Extra-Effort and Power Stunts meant for cinematic and superhuman campaigns.
Hypothetically, you could treat mundane skills like powers, and allow trading Fatigue for Skill at +1 per 1 FP spent, up to +4.
You might also allow Extra-Effort with magic spells, increasing level of effect by spending FP and making a Will roll.
>>
>>97678683
>>97680957
Convert concepts, not mechanics. What is the ability supposed to represent, and what does it let you achieve?
There's not going to be much correlation between someone's D&D(alike) level and their GURPS points total, because GURPS has a far wider range of game styles it is meant to cover, and no expectation that someone's competence at combat will correspond to their competence at other things. It's also a completely different style of game, with much more emphasis on emulation/simulation than gameplay for its own sake.
>>
Does higher purpose (Medic!) increase healing done with first aid (treating shock)?
I think it should since higher purpose (kill all X) and similar do add to damage.
>>
>>97680841
Features generally have a mixture of advantageous and disadvantageous traits, in that case presumably the "advantage" is "humans can't wear your head armor either", while what I'm thinking about is a straight up disadvantage or quirk, because of extra cost, reduced availability, etc.
"Shopping for the Big, etc" on B20 is kind of what I have in mind, and besides Gigantism that has the benefits of +1 SM, all of those traits are disadvantages.
Arguably Distinctive/Unnatural/Supernatural Features could cover it as a flavour thing.
>>
>>97681210
Yes, Higher Purpose gives +1 to die rolls, not just success rolls, so rolls for effect such as damage and healing amount also get the benefit.
>>
Are there any official guidelines on how much spare machine gun barrels cost? HT lists the weights, but not the cost. Seems like something along the lines of 10% of gun cost would be reasonable, but curious if the authors ever quantified it.
>>
>>97681576
Vehicles p. 106: On a single-barrel gun, the barrel constitutes 30 percent of the gun's weight.
Id. p. 109: The value of a gun is roughly proportional to its weight.
So you can just assume that a spare barrel has weight and value equal to 30 percent of the gun's weight and value.
>>
Does anyone have "the 6d year old GURPer" image?
>>
File: 6d-year-old GURPSer.png (854 KB, 2900x1700)
854 KB
854 KB PNG
>>97683568
>>
File: 1750945662850763.png (726 KB, 2900x1700)
726 KB
726 KB PNG
>>97683568
>>
>>97683583
>the virgin file namer
>>97683587
>the chad random number lover
>>
>>97683583
>>97683587
Low tech 3 is legit a great book tho
>>
File: Boar.jpg (1.71 MB, 4660x3390)
1.71 MB
1.71 MB JPG
How would you stat a boar in GURPS
>>
>>97684102
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
>>
>>97684102
GURPS Bestiary p. 37
>>
>>97684131
STR: 20-24. Damn dude they are fucking strong
>>
>>97684117
Sir, this is a GURPS thread.
>>
>>97684138
11 points
Attributes: ST 20 (No Fine Manipulators, -40%; Size Modifier, -10%) [50]; DX 10; IQ 4 [-120]; HT 13 [30].
Secondary Characteristics: SM +1; HP 22 (Size Modifier, -10%) [4]; Will 10 [30]; Per 12 [40]; Basic Speed 6.00 [5]; Basic Move 8 [10].
Advantages: Combat Reflexes [15]; DR 2 (Flexible, -20%) [8]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Metabolism Control 2 (Hibernation, -60%) [4]; Nictitating Membrane 1 [1]; Night Vision 9 [9]; Precise Hearing (Biological (Passive), -5%) [10]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Beak [1]; Sharp Claws [5]; Temperature Tolerance 1 (Cold) [1].
Disadvantages: Bad Smell [-10]; Bad Temper (9) [-15]; Bloodlust (12) [-10]; Increased Consumption 1 [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Semi-Upright [-5]; Short Lifespan 2 [-20]; Stubbornness [-5]; Wild Animal [-30].
Perks: Feathers [1]; Penetrating Voice [1].
Quirks: Likes elven flesh [-1]; Likes honey [-1].
Features: Born Biter 1; Early Maturation 1.
Creature Type: Magical Beast.
>>
>>97684102
They are in the fucking Basic Set. If that isn't enough for you, they are also in the Animal Album, GURPS Animalia, the third edition bestiary, the Nordlond bestiary, and probably a bunch of other books too.

https://www.panoptesv.com/RPGs/animalia/mammalia/eutheria/artiodactyla/suidae/Swine.html
>>
>>97684138
Puckee does not deserve genuine answers.
>>
I'm going hog wild over all this gurps talk.
>>
>>97684135
3rd edition ST scores were a bit different (roughly equivalent to 4th ed ST squared, divided by 10, so ST 20 in 3rd ed would be about 14 in 4th ed), but yeah, boars are crazy strong and get really big.
>>
File: 1746041322925480m.jpg (48 KB, 1024x576)
48 KB
48 KB JPG
>>97684102
I wouldn't stat it at all. I'd listen. And that's the one thing no one did.
>>
>>97684102
>puckee spamming his commission again
https://www.reddit.com/r/ImaginaryAnimals/comments/1rjuhwm/boar_by_patricia_pria/
https://desuarchive.org/_/search/image/gLH9OMs8P5G48Gjpf3RMCg/
https://desuarchive.org/tg/search/image/iRRE_rljYR2Gbx0q49XWHg/
>combined 6 times since February 2026
>>
>>97684135
How is Str -4 strong?
>>
I want to have my TL4 players explore an underground facility and be swarmed by a lot of enemies with ST and DX 8, IQ 6, HT 10, DR 0 armed with knives and clubs. How do I know that I am throwing enough enemies to be a challenge, but not be overwhelming? We are all new to gurps.
>>
>>97684979
Depends a bit on the enviorment and what your characters are packing gear wise. Generally, you probably have a genuinely scary amount of enemies when they are able to easily surround and gang up on your players, as this can quickly kill even a guy in full plate. If you give a description of your PCs I can probably give better advice.
You should also read GURPS underground adventures.
>>
What happened to GURPS Wraith the Oblivion and Changeling the Dreaming?
>>
>>97684998
ST13 DX12 HT12
Speed/Move 6 Parry 11 Dodge 9
Thrusting bastard sword 14 two handed/12 one handed
Short Bow 12
double hauberk, boots, mail coif and pot-helm.

ST12 DX13 HT11
Speed/Move 6 Parry 12 Dodge 10
Cavalry saber 16
2 Flintlock pistols 14
Pot-Helm, leather armor and heavy sleeves

ST12 DX12 HT12
Speed/Move 6 Parry 11 Dodge 10 Block 10
Composite bow 16 with two hip quivers
Hatchet 12
Small Buckler 12
Leather Jacket

Everyone has boots and a large knife with 1 point into the skill. They also have a half a dozen black powder grenades the second player made after finding a stash of powder from a mine.

>You should also read GURPS underground adventures.
Will do
>>
>>97685113
DR is key here, what's the DR of those armors
>>
>>97685127
Same as the basic set.
First guy has 10/8 on the skull, 4/2 on the neck, 5/3 on the torso, groin and vitals and 2 on the feet
Second has 6 on the skull, 2 on torso, groin, vitals, arms and feet
Third has only 1 on the torso, vitals and arms and a small buckler
>>
>>97685138
>>97685113
ah, now those are some scary PCs. Surprised to see somebody running TL4 without using Low Tech, though, definitely give that a look. Depending on how mechanically skilled your players are, they could be safe vs anywhere between like 10 and 30 guys with knives, provided an open field to fight in. In an enclosed enviorment, they could either hold out against an infinite amount of them by defending a choke, or get flanked and obliterated by a fairly small number. As cheesy as it is, I would start by throwing them against like 9 in an enclosed enviorment, and having more arrive if it looks too easy.

Also for the record the way you beat cheap, bad stats weaklings effectively is via rapid strikes, which your players have the skill to do with FP.
>>
>>97681148
Yeah i realized pretty quickly through translating that there were gonna be some problems with that considering they are functionally different systems down to the basic math used, and I got that more when I started learning more about the healing mechanics and realistically I do take healing as a concept for granted in a lot of other rpgs and media where even doing normal medical shit is treated like magic and literally regaining health as opposed to here where its more about stabilizing and stuff, I was picturing mayuri from bleach so might be best to take a limited version of healing as an advantage but I like being specific. Realistically im just translating the idea of someone reserving enough mental capacity and energy to put their maximum effort into whatever task their preforming i.e. combat or first aid to provide a momentary bonus potentially at the cost of fatigue but obviously a pool of d8s doesnt come eoth that. Anyways that's why I liked the idea of extra effort with energy reserves but it doesnt work for mental or dex related tasks. Sorry for the ramble I appreciate all the help im getting. Tbh the wag its written can get a little overwhelming 4 me sometimes
>>
>>97685176
>Low Tech
i did read it, but decided to only use the basic set since it is our first time using the system. Also, the swordsman could afford that much armor because it is much cheaper than in LT.
>Rapid Strikes
I will talk to them about it. I have included the extra melee options in the rules we are using, but we keep forgetting to use them
Thank you for the help. I wil try out 2 waves of 6 at first and go from there.
>>
>>97685176
>>97685241
And this is why I exclusively use GURPS for Tactical Shooting. Finding the balance point gets real fucking easy when the players consider any scenario that involves return fire to be a terrible option.
>>
>>97683587
>uses a slide rule to calculate damage
Is there a story behind that or is it random hyperbole?
>>
>>97685325
Nah m8 balance is a nightmare when you can trust any PC to be able to take a single hit. TL 4 and lower is easy as shit to balance in comparison.
>>
>>97685361
I made the meme, and I honestly don't remember. The reference to Napier's bones makes it seem like there is more to it, but damned if I can figure out what I was on about.
>>
>>97684102
Why would you even commission a picture of a boar, like you can't find one anywhere else?
>>
So parry missile weapons. How do you use parry missile weapons to send the attacks back like in star wars? I assume there's a rule for that somewhere.
>>
>>97686586
I don't think there's a rule for that in RAW.
A GURPS Star Wars fanbook for Third Edition takes the following approach: Deflective Parry is a Hard skill limited to two-thirds of your level in Precognitive Parry (the old name for Parry Missile Weapons). After a successful Precognitive Parry, you can roll against Deflective Parry to aim the parried blaster bolt.
>>
>>
>>97687065
I guess I'll have to make shit up.
If you think about it, batting a blaster bolt back is like hitting a baseball so I'm inclined to believe aiming it properly at someone would be a Hard technique of Parry Missile Weapons, with a default of -6 to -8.
The other option would be to just have it be a different skill. "Reflect Missile Weapons, DX-VH".
>>
>>97686039
I think the joke is just that GURPS players are old math-obsessed grognards, so they calculate stuff with comically old-fashioned methods.
>>
>>97687241
It probably shouldn't directly reflect it, but should require a skill role vs the technique to direct the shot appropriately, taking range and cover into account. This would also let you deflect a shot from one enemy into another enemy.
>>
>>97687329
Yeah that's what I meant
>roll to deflect
>then roll to reflect as a regular attack using range and so on
>if you score a hit, enemy gets an active defense as usual
>>
>>97687241
Maybe try to imitate the Aggressive Parry technqiue.
>Aggressive Parry: Parry at a penalty of −1 (improvable as a Hard technique). If you succeed, you attack the incoming weapon as part of parrying it.
>Reflective Parry: Parry a blaster bolt at a penalty of −4 (improvable as a Hard technique). If you succeed, you redirect the bolt to a target of your choice as part of parrying it.
>>
My highschool algebra teacher introduced me to GURPS and that tells you everything you need to know about the systems popularity.
>>
>>97686586
You'll have to make a custom technique (I'd personally rule it as a Parry at -5, and requires an Attack roll based on Parry Missile Weapons to reflect back, at the usual penalties for size, speed, range, etc.) or make up a custom Imbuement Skill.
There are no rules for custom Imbuement Skills, but the general formula seems to follow that every +10% of enhancements is worth -1 to skill, and every 10 points of the Imbue advantage is worth +1 to skill. You could make an Imbuement Skill based on the Reflection special enhancement for Damage Resistance, but applied to your weapon instead of your DR, then use the rules for Limited Enhancements to apply something like Requires Skill Roll (Parry Missile Weapons) as a limitation to the enhancement. This ends up costing more, but is less likely to be overpowered (if that's a concern).
>>
File: Reflective Parry.png (19 KB, 910x178)
19 KB
19 KB PNG
>>97688554
Everything related to imbuements is ridiculously overpriced so I think I'll just make a custom technique.
>>
>>97688586
>semicolon
comma

>vs
vs.

>as if he was
as if he were
>>
>>97688731
I have a real bad habit of overusing semicolons for some reason. Thanks, I fixed it in my original.
>>
>>97688586
>Everything related to imbuements is ridiculously overpriced
Imbuements can be worth it when imbuing a weapon that would be costly to build as an ability with points. But the breakpoint for that is pretty high. So yeah, for the most part it's not worth it.
If I were to redo Imbuements, I would probably make them techniques instead of skills, which matches up with how Temporary Enhancements for Psionic Powers work.
>>
Can grapples ever have a Reach greater than C? Do the rules for SM and Reach apply to them?
>>
>>97689296
Yes. You can have a longer grapple reach
>>
Is a Snake Cult a good bad guy antagonist group for a GURPS campaign? You could include a giant snake boss.
>>
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.
>>
>>97690069
Next time just post bump.
We already know it's bad.
It's not like anyone here isn't going to buy it, no one here buys anyways.
>>
>>97690387
>GURPS Gun Stats
>nearly no gun stats in the book
>>
>>97690063
>Now they will know why they are afraid of the dark.
>Now they will learn why they fear the night.
>>
>can't find european timezone gms anywhere
Fuck my chud nigger life.
>>
>>97690069
What's wrong with Realm Management?
t. never played with it
>>
>>97691117
Answered last thread
>>97658426
>>97658683
>>
>>97691138
What if we make an unofficial one instead?
>>
>>97691157
I'll make the logo.
>>
>>97691174
No like legit why won't whiners do that instead.
>>
>>97691181
>just do work for free if you don't like the result of a paid product
Will you pay me a salary for it?
>>
>>97691193
>I'm a fake gamer and I don't care about my hobby.
>>
>>97691213
>just work for free bro! If you don't do work for free you don't get to criticize a paid product!
I have a blog and I make things for GURPs for free, but writing editing a whole book worth of material would take full-time commitment, meaning it's a job, not a hobby.
So, will you pay me a salary for it?
>>
>>97691245
Tell me your blog then smartass.
>>
Anons, are there any PbP GURPS campaigns? It's impossible to gather a group where I am, so it's my only option.
>>
>>97691447
There's a fairly active trannycord server dedicated to GURPS pbp games. You can find it by asking on the unofficial trannycord.
>>
File: Why nations fail.jpg (140 KB, 891x900)
140 KB
140 KB JPG
Updating some old blog posts, starting with Smilodon, which was a complete mess, missing attacks.
https://samuelbaughn.blogspot.com/2025/07/smilodon-in-gurps.html

I'm not this guy >>97691245 but if I was to write a realm management alternative, would you lot at least be willing to proof-read and playtest it?

Also, requesting more requests (I'm supposed to be writing an adventure for my players, so response time may be slower than usual).
>>
Low-Tech Companion 3 has rules for constructing buildings and roads. Have you ever used these rules?
>>
>>97691624
>would you lot at least be willing to proof-read and playtest it?
I will pitch it to my group at least
>>
>>97691624
I am willing to test my squigga so share.
>>
https://www.sjgames.com/gurps/4erfaq/
>Tweaked sensitivity
Is GURPS going woke?
>>
>>97691906
>>97691981
OK, first question: what does an alternative realm management need to cover which isn't already in City Stats, Boardroom and Curia, Social Engineering, and City Management (Pyramid 3/54)? Because on a quick read through to refresh my memory of the rules, City Stats seems perfectly fine for handling non-city territories too. Everything in City Stats seems to work for settlements from hamlet size up to cities, and most of it is applicable to larger areas as well. City Management also seems like there is very little restricting it to cities.
>>
>>97692071
It's just standard SJG being 15-20 years behind the times. They think it's still 2008.
>>
>>97692071
Like that since 2016
>>
>>97692192
Is that the reason why stuff like Arabian Nights is not available as PoD?
>>
>>97692319
>Only this book (with some dice and paper) is necessary to play and run the game!
>Cover shows multiple other GURPS books (in the now hard to get hardcover version).
>>
>>97692071
Didn't they make some special Space supplement for transhumans decades ago?
>>
>>97692355
kek
>>
>>97692355
By transhumans do you mean cyborgs or genital manglers?
>>
>>97692076
Since the main criticism of Realm Management is how it's completely abstract and doesn't connect to the rest of game, then we need something that does connect to the game.
>>
>>97691624
We need more Alvis vehicles (like the Stalwart)
>>
>>97692076
Use ACKS 2's rules as a baseline. GURPS Mass Combat (41 pages) already serves as an equivalent to ACKS 2 Revised Rulebook chapters 9 to 12 (60 pages). But what about the Domains and Realms section of ACKS 2 (p. 337)?
>Acquiring the Domain: Just flavor, I guess
>>Land Value: Agricultural Environmental Quality (Low-Tech Companion 3 p. 11)
>Securing the Domain: No equivalent in GURPS? (a population of size X requires a police force of size Y)
>Attracting Peasants: Population (City Management p. 30)
>Collecting Revenue/Earning Domain Income: Income (Lord of the Manor p. 4) covers rural taxes and hard caps thereon. Military Resources (City Stats p. 9), Long-Term Fighting (id. p. 12), and Revenues (City Management p. 30) together imply that there is a soft cap on urban taxes equal to 14 percent of the population's income.
>Paying Expenses: Military Resources and Long-Term Fighting (supra) cover military expenses. Civic Improvements (City Management p. 30) and Civil Engineering (Low-Tech Companion 3 p. 36) cover nonmilitary expenses.
>Establishing the Realm: GURPS Social Engineering? GURPS Middle Ages 1? GURPS Boardroom and Curia? I'm getting pretty bored of flipping between PDFs here.
>Keeping the Peace: A CR 1 force on City Stats p. 9?
>Founding Settlements: Building New (City Management p. 32)
>Ruling the Realm: Just a list of stuff you can do
All these scattered rules need to be unified, and possibly harmonized and extended.
And that's just low-tech. A true Generic Universal Realm Management System would also need to cover high-tech and ultra-tech realms.
>>
>>97692463
Whoops, I mixed up Securing the Domain and Keeping the Peace.
>Securing the Domain: A CR 1 force on City Stats p. 9?
>Keeping the Peace: No equivalent in GURPS?
>>
I feel like the knockdown roll from major wounds should include how bad the damage you just took was.
Cause taking 6 damage out of 10hp shouldn't be just as easy to shrug off as taking 18 damage out of 10 hp.
One is 3 times more severe!
There should be a penalty based on how much damage you took.
Like -1 to the roll per x2 over the major wound threshold, or something like that. So a dude with 20 hp that took 30 damage would roll the Knockdown roll at -2.

Is there a rule like that somewhere that I missed?
>>
>>97692442
The Saracen is next on my 'to do' list for vehicles.

>>97692463
Acquiring a domain seems like it would actually be one of the more relevant sections for gameplay, so I think rules for that would be important.
Internal security and law enforcement is also highly relevant to a lot of games, so should be covered in some detail.

>>97692505
>Is there a rule like that somewhere that I missed?
Not that I'm aware of, but it makes perfect sense to me that massive trauma should cause worse penalties. I'd go with simply -1 per multiple of HP.
>>
>>97692332
What I really want to make sure is if we are going to get a free PDF addendum cause I'm not dropping 60 bucks on this.
>>
>>97692699
Nevermind, kept reading it and we are NOT getting that.
>>
>>97692699
why would you want a PDF? The only thing being changed are the sensitivity stuff.
>>
>>97692816
There's a 27 page addendum at the end with popular reccommended rules from various sourcebooks and pyramid mags. Mostly for convenience. Also the formatting has been changed to be more readable.
>>
>>97691157
I started a diplomacy section a while ago and then completely forgot about it. I could pick it back up.
>>
>In the unofficial GURPS discord server
>call someone, I quote, "doodoohead" jokingly
>the fucking cretin @'s the moderatos
>moderators don't respond, but other members do
>they tell me I should delete the comment if other "folks" found it offensive
>do so and apologize
>they still hammer in how I was in the wrong till I reitarate I already apologized
You guys were right, these people are absolute insufferable faggots.
>>
>>97693647
>bending the knee
go back right now and tell them they're all faggots you coward
>>
>>97693665
I WANNA PLAY THE GAME DAMN IT JUST AT LEAST ONE GAME
IT SUCKS BUT THE LONGHOUSE WINS SOMETIMES
>>
>>97693703
You already lost your chance when you got the hostility of the popular trannies. Only thing left to do is regain your dignity by calling them out.
>>
Going through City Stats to see what is generally applicable to realms:
Population seems fairly obvious, although Search Modifier can't work the same way in a larger area.
Terrain is going to vary by region in most large areas. Artificial environments get less likely the larger the territory is.
Appearance is likely to vary so much as to be meaningless across most large territories.
Hygiene probably works fine as written, although there will usually be regional variation and low population density probably helps.
Magical environment seems suitable as is, although there may be regional variation.
The entire culture section seems fine as written.
Wealth doesn't need modifying for larger territories, but the City Stats wealth rules have some issues which could do with being cleared up (i.e. mean wealth makes most sense, but the rules imply mode or median wealth should be used).
Status works fine without modification.
The entirety of political environment seems to work fine as written.
Military Capabilities works fine as written, except for defense bonuses, which aren't generally applicable for larger territories.

What's missing:
Size. A city's size is mostly a function of its population, but a non-urban territory can be sparsely or densely populated.
Habitability and natural resources. The rules for carrying capacity in Realm Management seem OK at a glance for the former, but should probably be fact-checked. The latter needs some way to track how much value can be extracted from them in a time period, and how long they will last.
Citizen loyalty. The rules in RM seem OK, being basically the same as in SE.
Infrastructure might justify some special rules, but it could also just be subsumed into overall Wealth.
I don't see any need for more rules for government or economy types than City Stats has, to be honest. The rules in RM don't seem realistic. At most you need a command/free-market economy 'slider', but that seems mostly a function of CR.
>>
>>97693808
Should probably have some rules for natural resources, which are less relevant to a city but quite relevant to a plot of land.
>>
>>97693808
RM suggests an education rating, but this seems unnecessary. Population literacy already covers most of it, and the rest is mostly irrelevant.
Management skill seems like it might be valid. Some countries have more competent bureaucracies than others. Or it might be possible to define a population's skill-set in general, with high management skill simply being a population with good Administration.
In addition to population loyalty, it seems like there should be some way to describe how aligned to certain goals (or ideologies) various institutions are.
Reaction time modifiers in RM are too tied into that system, but the general concept seems somewhat valid. At the very least, there is going to be a lag as people and resources get moved over distance.
Social Resonance seems like it would work better using normal reputation rules, including group affected.
The entire 'wheel' section of RM is what really needs to be replaced. I think City Management basically has the right idea with its method of doing projects, but could use a lot more detail.

A couple more ideas:
Rules for schemes, plots, and conspiracies would probably be extremely helpful for making all this actually fun and engaging for players.
If some rules for running things like businesses or conspiracies were done at the same time, an integrated approach would be good, so that the same basic structure could be used for a plot to assassinate the king and a project to improve sewer works.
>>
>>97693841
Do you think it is better to have a very abstract system, like Realm Management does, or a more specific one where they are defined in terms of things like acres of woodland, tons of extractable coal, etc? I generally think that more concrete is better (especially in GURPS) but it does threaten to turn into a bean-counting exercise.
>>
>>97693905
Even if it's abstract it needs to be convertable to regular gurps bucks so it can interact with the rest of the system.
>>
>>97693905
MIddle grounds do exist. ACKS 2 uses a generic figure of N gold pieces of before-tax revenue per family of five peasants per month, where N ranges from 3 to 9 and can be randomly determined as 3d3. If you want more detail than that, the Judge's Journal has a table from which you can determine which resources are abundant and which are scarce--randomly, 2d3 − 4 plus the terrain-based modifiers in pic related.
>>
>>97694015
(A negative demand modifier indicates that the area produces the resource, rather than demanding it.)
>>
>>97693949
The easiest form of abstraction is probably just something like '$2B worth of known natural resources, being extracted at $120M per annum'.
It feels like this could also just be folded into Wealth. Investing in natural resource extraction is basically just going to raise wealth (or state revenue), few resources run out fast enough to matter in game, and you can always invest in other things. At best this is notable as 'unexploited resources discovered' granting you a bonus to growth, but discovering those resources requires surveys and so on, so in the end it's just another method of growing the economy and doesn't really need to have special rules.
>>
>>97693905
I reall dislike abstract systems in GURPS. Give me an autistic beancounting system that I can automate in a spreadsheet over a bland system that doesn't have enough detail to use anyday.
>>
>>97688884
Replace the Imbue advantage with not!Magery--i.e. incorporate Talent and prerequisite into a single, cheaper advantage--and you're already 90% of the way to making Imbuements viable. Making players drop 40 points on, effectively, an Unusual Background to have access to imbuements just to then start buying VH skills that often eat sizeable penalties is insane and make imbuements a nonstarter for most people. Something like [45] for full access *and* +3 to all rolls is much easier to swallow.

Techniques would definitely help imbuers be more flexible. Presumably each weapon would have it's imbuements as its own skill, so stuff like Broadsword Imbuement would be the basis for any imbuement attempt made with a broadsword-type weapon?

I'm also a fan of making certain Perks from Pyramid just 'on' for everyone by default. Bonuses for taking more time and bonuses for spending more FP makes imbuements, even ones with significant effects, viable if not optimal at lower point investment.
>>
>>97692587
>The Saracen is next on my 'to do' list for vehicles.
As much as I'd like to have the Saracen-based Concept 3 too I bet there's fuck all on it online
>>
>>97692071
Are you seriously surprised that a company called Social Justice Games (what else would SJG stand for) makes woke stuff?
>>
>>97695431
I tried replacing the imbue advantage with ki talent for one DF campaign, it worked pretty well for the martial artist in the party, and didn't seem op compared to the wizard and the cleric party members.
>>
>>97695969
The South African armoured car design with stretched 8-wheel Saracen-derived chassis armed with the gun from a Comet?
It isn't even mentioned in Bill Munro's otherwise fairly comprehensive book Alvis Saracen Family.
However it does exist in WarThunder, which might provide enough detail to give it GURPS rules (as a never-produced vehicle, I'm less fussed about it being entirely accurate).
>>
Sounds like you people just need to use Harnmaster Manor instead of trying to hack acks or making your own realm management
>>
>>97696665
>Harnmaster Manor
Explain how that is compatible with GURPS.
Assuming it isn't, what's the difference between using it and hacking acks or making our own realm management? The biggest complaint about realm management was that it didn't interact with the rest of GURPS at all, so saying "go play another game" is the same as telling people to just use realm management. People want something that works with GURPS.
>>
>>97696502
>However it does exist in WarThunder, which might provide enough detail to give it GURPS rules
The WT forums probably have some real sources too, the spergs
>>
>>97693647
Rofl that was you?
I remember when they banned Icelander for being a miserable pos, but now they let pudding and soj continue their manchild crusade forever because I guess the mods are scared that banning their most active (read: worst) members will kill the place.
At least Doug chimes in with MX stuff sometimes.
>>
File: 20260312_214340-COLLAGE.jpg (1.12 MB, 3195x2400)
1.12 MB
1.12 MB JPG
>>97697570
Go check it out. It has in depth accounting and math to handle a manor. Acreage, soil fertility, supporting a family and soldiers, workload and so on.
>>
>>97698667
And how do you use that for GURPS?
>>
>>97698571
>willingly hanging out with SJG forumites on discord or anywhere
>>
File: bhu14ykms2241.png (734 KB, 640x642)
734 KB
734 KB PNG
>>97698719
You use it like a separate system, I don't know what to tell you. Do you need to have advantages and limitations and point costs for dirt and potatoes? If you're unable to process percentages, you can just convert the d100 to 3d6 numbers. Money is almost 1:1 to gurps.
>>
>>97698763
I don't want a separate system, I want Realm Management but good. Look I'm not saying harnmaster is bad, but it's not replacement for a true, non-shit realm management.
>>
>>97698794
There's a saying in my country. "The herb 'I want'' doesn't grow even in a king's garden". Realm management is a completely separated mini game. Acks is a completely separated mini game. Both are abstract and vague. HM has GURPS-level quality and detail. So to me, using a separated minigame but good is actually a way better solution than complaining about RM and asking someone do the work for free
>>
>>97698819
>ACKS is abstract and vague
>>
>>97698918
My bad then, I guess. I don't own it and asked a friend about it.
>>
>>97680841
>>97680590
if human body plans, and alternative body plans are roughly equally common, and there is an equal amount of good gear available, just a feature. in dungeon fantasy, the advantage is that a beetleman(coleopteran) might be the only one who can wear the coleopteran armor, and therefore gets first dibs(need over greed) on any coleopteran armor. In other genres, this advantage dissapears. In most games, it's a quirk, but in some games it can warrant a larger disadvantage.

If you don't normally consider the c hance for equipment of a given body plan to not fit all members of a body plan (IE, letting anyone wear any chain shirt or boots instead of matching by size), then it would be a larger disadvantage. If you normally force members of the same body plan to consider things like shoe size, it's a smaller disadvantage
>>
>>97699344
He wants to represent the cost of having to get custom armor made, like gigantism would.
>>
>>97698667
Isn't that kind of thing already covered by At Play in the Fields, Lord of the Manor, and Low-Tech Companion 3? I think people want an actual large-scale territory system.
Thing is, we're actually almost all the way there already with existing rules. They just need consolidating and, in a few cases, expanding to be more generic, then the 'gaps' filling in.
>>
>>97698571
Who the fuck is Icelander? What is this drama?
>>
>>97692442
>>97692587
https://samuelbaughn.blogspot.com/2026/03/alvis-saracen-apcs-in-gurps.html

Might as well do the Stalwart next, since there doesn't seem to be any special equipment which needs researching.
>>
Are there rules for water cannon anywhere? Seems likely to just be a crushing knockback-only attack, but how to quantify exactly how much damage one should do?
>>
>>97700033
Powers p. 140 has a knockback-only version, but that's a magical power, not a piece of equipment. Maybe GURPS Cops has a real version.
>>
>>97700033
There are rules in 3rd Vehicles, but sadly they don't include enough detail to determine how much water at what velocity translates into how much damage. Damage is basically always 4d, which is enough to reliably cause 1 yard of knockback on almost everyone, and 2 yards with a lucky roll against an average guy. I guess it makes sense that you wouldn't make them any stronger for fear of causing serious injury.
>>
>>97700168
>Damage is basically always 4d
Wrong, depends on tech level (pic related)

>they don't include enough detail to determine how much water at what velocity translates into how much damage
Wrong
>Each shot is 4.25 lb or 0.068 gallon per shot
>You can calculate flow rate by assuming that 1/2D range is equal to velocity multiplied by one second (see Tactical Shooting p. 32)
>>
>>97700200
OK, but what happens if you double the flow rate? Why does a heavy water cannon with a greater range and therefore presumably a greater flow rate do no more damage? I'm fairly sure there's no system of actual physics underpinning it, it's just David picking some plausible numbers.
>>
>>97699449
Yeah I think we just need a little dash of gameplay interaction with Boardroom & Curia rules and we're good to go. As written, B&C organizations are way too stable and once they're up and running you can just let them sit and they'll produce continual passive income. I think inverting how finances work, from "assume all costs are covered and $X in surplus is available for reinvestment" to "monthly costs are $Y, here are guidelines for gamifying meeting/exceeding that value," would be a great start. But that's also a big task since B&C is meant to actually be generic and universal; monthly costs might be a bitch to calculate and earnings even more so (low-tech government orgs can use LotM to deduce tax earnings, but modern governments, businesses, aid orgs, etc, would need different methods).

Stealing the random events tables from RM might be worth considering. Been forever since I cracked open that book but I recall a table of random events that could befall your realm. Law of Averages suggests at least some of them would be good enough to bother repurposing, even just as a random hook table for organizations.
>>
>>97700433
Events are difficult to make generic, but I think they are key to making an engaging narrative.
Even more important is figuring out ways to make missions / adventures impact the organisation / territory. At the end of the day, that's what is actually going to make the system join up with normal gameplay.
>>
Are there any sci fi swords worth looking at besides the force swords in ultra tech?
>>
>>97701646
Fantasy-Tech 2 has Serpents Fangs and Quicksilver Swords. The latter (applied to a greatsword) is basically Terminus Est from The Book of the New Sun. They aren't very effective unless you combine them with UT options like superfine quality, etc.
Ultra-Tech has a bunch more blade options. Hyperdense vibroblades are arguably better than force swords if you have decent ST, doing sw+1d+4(10) cut with a katana or longsword, for example, which comes to 3d+6(10) cut with ST 16, slightly better penetration than a force sword and only a little worse against unarmoured targets (better against the neck) and from there is gets better the stronger you are. A ST 10 guy in a military cybersuit does 4d+6, for an average penetration of 200 DR, enough to cripple the limbs of someone in a dreadnought battlesuit, which would usually bounce a force sword.
If you want something you can keep in your pocket like a force sword, the monowire switchblade (based on the Variable Sword from Larry Niven's Known Space novels) is a great alternative. It does a bit less damage than a force sword, but has much better options for reach and can transform into a monowire whip (like the one in Johnny Mnemonic) too.
>>
>>97700020
https://samuelbaughn.blogspot.com/2026/03/alvis-stalwart-in-gurps.html

Only weirdness was trying to figure out how to stat the crane. Winches seem to have ST as if they can pull 20 times BL, but a crane seems more like an arm and I think it should be rated as for a one-handed lift (2 times BL) of its rated weight. If used to fight with, I'd give it a fairly steep penalty to DX and possibly something like Reduced Time Rate, because they don't move nearly as quickly as human limbs.
>>
>>97702339
Cutest truck
How many Ready maneuvers to unfold the swim board? Extremely relevant I'm sure
>>
>>97702357
I can't find any videos or anything of anyone doing it, but on the FV622 and later it should be basically just a hard shove onto the mechanism, possibly doable in one second if you're strong enough, but more likely a couple of seconds. That's from a position of being mostly out of the hatch, so you need some Change Postures to get up there, and some more to get back down. On the FV620, fuck knows. I think it would be something like one second to pull the securing pins on each side, then a couple more to pull it into position, plus the time it takes to move around from one side to the other... maybe possible in five seconds from the time you get into starting position, if you are familiar with the procedure and everything is in good order. That doesn't include climbing out of the cab or getting back in though.
>>
>>97702357
>>97702510
https://youtu.be/8altU1CRe7Q?si=HHjNTZB7BSqzOCBo&t=60

Seems to take 4 seconds to unfold the FV622 style screen, but doesn't show pulling and replacing the retaining pins, which is probably one ready for each, and (I think) two pins, so another 4 seconds. So 8 seconds total, plus time to climb up onto the roof. But two guys could do the pins simultaneously, and probably get the screen in position faster too, so 4-6 seconds with two workers, plus time to get in position.
The FV620 system is probably not much slower, but takes much longer to get into position for, since you have to climb out the top of the cab, climb down the side, walk round to the front, fix the screen, walk back to the side, climb up to the roof, then climb back inside.
>>
>>97702560
Later in the video, it shows them stowing the screen. The retaining pins need to be hammered out, so that adds a few seconds (and an opportunity to lose the pins). The screen folds away really quickly though, pretty much just one second.
>>
>>97702357
>>97702510
>>97702560
>>97702598
Overall, I'd say about ten ready manoeuvres to unfold and secure the board, with up to two characters being able to work on it at once, plus the time needed to get into position and ready a mallet (I think that would be two change postures and one ready for the FV622 version, plus the same to return to your seat and stow the mallet). Maybe add a couple more for reaching over to the far side pin if you are working alone. Climbing fully out of the cab of the FV620 would be one more manoeuvre, then another three or so to descend to the ground (or one if you are willing to jump down), one to get to the front of the vehicle, then all that in reverse to get back in. Add two more if you are working alone as you move from side to side.
Either way, this doesn't seem like something you would want to do in combat. If you absolutely have to enter the water while being shot at, just steer from the left seat (the control levers are on the left of the steering wheel, so you can use them from the passenger or driver seat) with your head out of the hatch.
>>
>>97702663
>Either way, this doesn't seem like something you would want to do in combat.
For adventurers crossing bodies of water under fire is just Tuesday
>>
File: declaring war 0.5 p1.png (151 KB, 1899x844)
151 KB
151 KB PNG
>>97693601
I finished a preliminary run of declaring war as a realm.
>>
File: declaring war 0.5 p2.png (148 KB, 1897x796)
148 KB
148 KB PNG
>>97703486
>>
File: declaring war 0.5 p3.png (120 KB, 1897x811)
120 KB
120 KB PNG
>>97703497
>>
https://samuelbaughn.blogspot.com/2026/03/extinct-bovini-in-gurps.html

Cows. With the aurochs done, I think there's only the Irish Elk remaining among the charismatic megafauna of ice-age Europe. Probably just going to do it as its own thing, since deer in general is too big a project.
>>
>>97703486
>>97703497
>>97703505
looks interesting. I'm not smart enough to tell if it's good, mind you, but it does sound cool.
>>
>>97703546
https://samuelbaughn.blogspot.com/2026/03/irish-elk-in-gurps.html

Also did Trogontherium, which is pretty much a perfect real life 'giant rat' (actually more of a primitive beaver, but it was rat-shaped).

Not sure what to concentrate on next now that the European Pleistocene is basically complete. I guess the other iconic prehistoric landscapes are late Cretaceous Laramidia (Hell Creek and so on, T. rex, Triceratops) and pre-GABI South America.
>>
Can someone explain Firearms Malfunction ratings to me or at least point me in the right direction?
I keep seeing wildly divergent information which makes sense from all of the different types of guns, but I just saw a rule that said 12 is the average Malfunction rating but that its also 14?
I'm not seeing a Malfunction rating on any of these damned charts either.
>>
>>97708597
Basic Set pg 279
>>
>>97708687
Thanks
>>
>>97708597
B407 is the full rules for them. Malf depends on the firearm's TL, it replaces critical failures for firearms. There's a krommpost somewhere that clarifies that regular crit failures do not apply at all.
>>
>>97709221
>There's a krommpost somewhere that clarifies that regular crit failures do not apply at all.
Seems kind of odd, since dangerous negligent discharges, dropping weapons, etc. absolutely happen in real life. Maybe they are so rare that they shouldn't show up on 3d6, but if so, I don't see why it would be any more common with melee weapons.
>>
Does anyone have that video of an anime gunfight happening on the inside of a train where each action was accompanied by things like (Aim) (All out attack) etc?
>>
>>97710049
https://www.youtube.com/watch?v=5-VN3F0ahF8
>>
>>97693647
I was there. Wouldn't have been a big deal if everyone hadn't dogpiled you. No reason to.
>>
>>97713681
>dogpiled
These kinds of people are worse than sharks that smell blood. The moment they think they can call a moderator or shame you/insult you, they enter a feeding frenzy
>>
Hey guys, have you heard about this game? It's a generic universal roleplaying system, like GURPS except it's actually good. It's called GURPS.
>>
>>97709263
Critical failures with melee weapons are rarer. You have to be really week and clumsy for you to suddenly drop your blade to the floor.
>>
I've never been in a knife fight, but cock-ups happen all the time in fist fights and restraint situations, due to panic and messy circumstances. I can't imagine lacerations and blood loss make people calmer, stronger, and more dextrous.
>>
>>97716011
Critical failures can be a thing, but they aren't like they are in RPGs. If anything they just leave you exposed for you opponent's counter attack.
Crit fail into stabbing yourself in the foot is incredibly retarded.
>>
>>97716062
That's not very common in GURPS at least, being results 5-6 on the crit fail table
>>
Counterpoint: It should be easy to stab yourself in the foot because it's funny.
>>
>>97716103
countercounterpoint
it's only funny if it happens rarely. Once you overuse the joke it stops being funny.
>>
>>97716150
The funny GURPS joke is actually the BS hit location table with the prominent Groin hit location
>>
If I want my telekinetic character to be able to do a big TK AoE push, this is an innate attack with AoE and no wounding right?
I can't just use my telekinetic advantage to do it, I have to buy a different advantage?

>>97716416
Groin shots are very common in my games
>>
>>97716428
>Groin shots are very common in my games
They are in everyone's games if you let people hit random locations. For serious games I prefer Low Tech's random location table
>>
>>97716469
>random
no my players aim there on purpose
I'm using the marital arts hit location table. The one with joints and arteries.
>>
>>97716428
You can “punch” with TK, which IMO implies you can also “shove” with it (p. B378). You can also TK grab and then throw them; this will net you much greater distance but requires either taking a turn to lift them before throwing or making a Rapid Strike with your TK to lift and throw in a single turn.

Regardless, your TK will need to Area Effect enhancement to target multiple objects/opponents at once. AoE TK tracks the total weight of everything lifted, so pulling off a Lift>Throw might also require Extra Effort to increase your TK’s Basic Lift high enough. If you can’t normally affect multiple targets simultaneously with TK, check out Powers’ chapter on power stunts and adding enhancements on the fly.
>>
>>97716550
Thanks, in my head I had assumed Area Effect enhancement was only for innate attack for some reason.
>>
>>97716570
Nah your instinct was like 90% correct. Applying Area Effect to non-attack abilities calls for some special rules; read up on both TK and Area Effect in Powers too, that should cover all the weirdness.
>>
>>97716584
Thanks, I'll take a look.
>>
File: GURPS Marital Arts.jpg (283 KB, 782x1022)
283 KB
283 KB JPG
>>97716497
>>
>>97717822
What hit locations would be detailed in this book?
>>
>>97717822
Did you make this yourself or is this a common enough misspelling like cannon and rouge
>>
>>97718852
I downloaded this image from 4chan more than a decade ago.
>>
How does the vow "own no more than your horse can carry" work in a sci-fantasy settings with spaceships and stuff?
>>
>>97719542
find an alien creature that's used like a horse and go from there
>>
>>97698918
Reminds me of HârnManor. Is ACKS worth a buy? I mostly play realistic/grounded games, and I am lacking in the castle and fiefs-larger-than-a-hamlet department.

>>97699458
A forumite that apparently was an asshole to everyone, when SirPudding does nothing different than he did. Soj isn't that bad compared to SirPudding unless he does his "I am a medic, that's wrong" or "I am a martial arts instructor, that is wrong" schtick.

Doug is the most productive person there. His MX stuff is exciting, I am probably going to back it as soon as it comes out.

>>97719542
Depends. I would shoot for not being able to hold any more than you can fit within the cockpit of a Fighter Craft; it comes out to similar amounts I would imagine.

>>97698794
HârnManor is pretty good. If you want to convert monetary values, $4:1d or $3:1d lines up pretty well with GURPS' cost schema. What it doesn't do, however, is work for realm management. It is for strictly figuring out income and basic information about your fiefs that you've been given, not for castles, cities, or even anything larger than a thorpe or hamlet. It has great and extensive information, however. If you want to make small settlements with good verisimilitude, use it.
>>
>>97716497
One player in one of my games made an assassin who throws knives at people's dicks as a joke but it worked unreasonably well so he's doing it again but not as a bit.
>>
>>97720097
It does work well
most armor doesn't protect the groin as well as the chest, and that's a -5 HT check to not fall down if you do good damage.
>>
File: Realm Relations 1.0.png (206 KB, 675x842)
206 KB
206 KB PNG
>>97703505
I've finished version 1.0 of realm relations and added the pdf to the repository. It's rough and definitely is replete with unplayable issues, but getting words on page is always the hardest step. I'll try to test it with my usual group if we cancel our normal game for the fifth time in a row :(. Otherwise I'll take any feedback people here give and try to keep it compatible with any GURPSGen Realm Management effort.
>>
>>97721532
Cool. Will try to give it a read-through when I can.
>>
>>97716103
I'm tempted to give players the option of taking a perk/quirk. Reroll crit fumbles twice or thrice, and the GM picks the least ridiculous result (if you got the perk) or most ridiculous (if you got the quirk).
>>
Posting here for the first time. I worked up some rules that combine The Last Gasp and Conditional Injury in a way that makes them not have some issues that were present with how damage works in CI and how AP loss works in The Last Gasp that tended to flare up when they were combined.
https://baseds-cosmos.blogspot.com/2026/03/conditional-injury-and-last-gasp.html
>>
>>97724811
very neat, anon
>>
>>97724811
Cool shit. Will read later.
>>
I'm wondering how to word a limitation on telekinesis. And also how much it would cost.
basically, I don't want a TK expert to be able to just grab someone with grapple and keep them held there. I know there's a "no punching" tk limitation, so a "no grappling" would make sense but I still want the character to be able to grab someone and throw them. And as far as I know, there's no way to throw somebody without taking a second to grapple them in the previous round.

Maybe I should just do a "No grappling" limitation and create a technique that is "grab and throw" in one single action.
>>
>>97725461
Maybe something that requires constant movement of their telekinesis for it to work?
>>
>>97725474
Maybe I could word it like "Aspected: Requires constant movement" and explain in the description that it can't hold someone.
>>
>>97725461
Possibly just don't have it useable for more than a few seconds? That way you've got enough time to grab someone and chuck them, but you can't hold them still for long.
Alternatively, just use 'shove' to 'throw' people around. If you have enough TK to pick someone up, you should have enough to hurl them with a shove.
An even more direct route would be to have striking only TK plus a different ability within the same power which just throws people around (probably a double-knockback, no-wounding crushing innate attack).
>>
Can we talk about Fatansy Trip in this thread too or is it subject for other thread?
>>
File: Walrus compressed.jpg (599 KB, 5472x3648)
599 KB
599 KB JPG
Suggestion for the blog guy taking suggestions:
Walrus, Dire Walrus and Giant Walrus.
>>
So, reading high tech, it says HE rounds "adds a (0.5) armor divisor and a linked crushing explosion with cutting fragmentation. Double CPS. LC1."
Say I want to invent HE rounds for a sniper rifle, how do I know how much damage the linked explosion causes? Is it the same damage a the bullet?
>>
>>97728412
There's no thread police, we're not exactly overwhelmed with posts, and posting here seems more likely to catch the handful of people who actually play TFT, so go for it.

>>97728440
Cheers. Walrus is already in the Animal Album. Extinct walruses include Archaeodobenus, which was an active predator, and Pontolis which weighed up to four tons, but neither had the distinctive tusks of living walruses. Neverthless, some kind of very large, saber-toothed 'dire walrus' seems entirely plausible. Getting much bigger than four tons or so probably requires a fully aquatic lifestyle, but sirenians show that is a viable evolutionary pathway for basically pinniped-shaped animals.
>>
>>97728649
>Walrus is already in the Animal Album
Can I get a link pls?
>>
>>97728575
No, it's determined by the bursting charge inside the bullet. Since most explosives are about ten times less dense than normal bullet materials (typically a lead-antimony-arsenic allow with a thin jacket of gilding metal) the maximum mass is less than 10% of a normal bullet's mass. Since you will also need some kind of fuse and casing, the practical mass of explosive is pretty small relative to an inert projectile, even in big shells where the fuse is a trivial part of the total.
The main exception to the above is lead azide, which is both pretty dense (about three or four times as dense as most explosives) and doesn't need a fuse. The downside is that it is a primary explosive and will go off from even a mild impact or tiny spark. Nevertheless, some manufacturers have made bullets with it. John Hinkley shot Ronald Reagan, police officer Thomas Delahanty, Secret Service agent Tim McCarthy, and White House Press Secretary James Brady with some, but I think only the one which hit Brady actually detonated, being the only bullet which hit bone.
For something up to .50 calibre, damage would usually be under a dice and the main purpose for adding explosives is reliable fragmentation and incendiary effects rather than actually expecting the blast to do much more than the bullet would achieve anyway.
>>
>>97728676
MEGA - Cloud Drive - GURPS - Unofficial - GURPSgen - Bestiary
>>
>>97728575
There aren't rules in High Tech, you'll have to eyeball it. There are rules for this in GURPS Gun Stats iirc, but I don't understand them. Try to find a similar projectile in the same caliber for your gun.
>>
>>97728746
>will go off from even a mild impact
>doesn't detonate on hitting people unless it hits bone
Doesn't seem like a "mild impact" to me
>>
>>97728756
thanks!

>>97728746
I see. I guess I can just round it to "+1" just so it does something.
>>
File: 1666714882017581.png (992 KB, 1776x2360)
992 KB
992 KB PNG
>>97680129
Ultra-Tech cybernetic replacement parts are bought as a crippling disadvantage with a "Mitigator (-70%)" limitation, which UT207 says is for monthly maintenance. However, it also says this covers the Unhealing disadvantage for that specific body part, and every advantage granted by cybernetics has weekly maintenance instead. What's with that discrepancy?
Cybernetics in general are a mess to stat. Ultra-Tech consistently uses Temporary Disadvantage, Electrical (-20%), usually with Maintenance, 1 person Weekly (-5%); which is just missing Nuisance Effect, Detectable (-5%) to put together the Electronic (-30%) limitation that is used in other materials.
This article gives them the Machine meta-trait at -20% for each body area that isn't included. This being missing does seem to imply UT cybernetics aren't immune to metabolic hazards and aren't bloodless.
>https://www.sjgames.com/pyramid/sample.html?id=5541
How do you approach statting cybernetics? For example, something akin to the "Two Bionic Legs" on UT210.
>>
>>97728845
Honestly I don't bother with disadvantages, because I stat them as gear that costs cash to get not as points.

I figure how much 1 point should cost in terms of cashmoney based on the tech level, (for example, TL 4 steampunkernetics 1pt is 3000$, divided by 5 if it needs some power source). Then I just stat them as advantage.
So a cyberarm that gives +5 st is just 50pts * the cash value per point.
>>
How does KYOS interact with weapon ST requirements?
>>
>>97728921
>I stat them as gear that costs cash to get not as points.
That's the best approach to cybernetics, any game
>>
>>97728799
As a solid, it can go off from a six-inch fall onto a hard surface. Presumably it is wrapped in some kind of protective layer when used in bullets, or it would just detonate in the chamber from the shock of firing.

>>97728803
>I see. I guess I can just round it to "+1" just so it does something.
Better to make it a separate explosive follow-up so that you get the incendiary effect and triple damage internal explosion. This could be a 1-point follow-up, but convention for explosives is to actually have a dice value even if it is 1d-5 or something.

>>97729067
Badly. Easiest fix is to translate ST requirement into Basic Lift, then back again. Multiples of ST need to be changed to flat increase (e.g. double ST becomes ST+6, since both multiply basic lift by 4).
>>
>>97729153
>Badly. Easiest fix is to translate ST requirement into Basic Lift, then back again. Multiples of ST need to be changed to flat increase (e.g. double ST becomes ST+6, since both multiply basic lift by 4).
Damn that's annoying, thanks for explaining. Still better than the regular ST system IMO
>>
>>97728440
https://samuelbaughn.blogspot.com/2026/03/dire-walrus-in-gurps.html
>>
>>97729153
>Better to make it a separate explosive follow-up so that you get the incendiary effect and triple damage internal explosion. This could be a 1-point follow-up, but convention for explosives is to actually have a dice value even if it is 1d-5 or something.
I'll do that then, thanks.
>>
>>97729167
Thanks! This will see use immediately. Adding it to the adventure for my next game.
>>
>>97728921
I'm not really concerned about whether it's points or cash, I'm more interested in the mechanical description. The rules that apply, and so on.
>>97729067
>>97729166
KYOS has a conversion table for weapon ST requirements. Every rule that requires you to multiply ST is pretty straightforward to convert, just by multiplying the RAW ST and checking what KYOS ST it corresponds to.
It works out very nicely to flat modifiers. With a bit of cleanup, this is how I handle them:
>x2/3 (bipods): -2 for ST 2 to 4; -3 otherwise; min 1
>x0.8 (adding a stock): -2, min 2
>x1.1 (+P ammo): +1 above ST 1
>x1.2 (removing a stock): +2 above ST 1
>x1.5 († w/ 1H unready): +4 for ST 2 to 5; +3 otherwise
>x1.7 (Bullpup w/ 1H): +5; +1 for ST 1
>x2 († w/ 1H): +5; +1 for ST 1
>x3 (Max Melee damage): +10 for ST 2 to 5; +9 otherwise; +5 for ST 1
>>
>>97729166
Fortunately, for ST 6-12, the results are exactly the same as basic set ST. ST 5 weapons become ST 4 in KYOS, while ST 13 ones become ST 12. 1.5 times ST becomes +3, 2 times becomes +6, and three times becomes +10. That covers all the standard weapons in Low-Tech except for the Blowpipe (ST 2, becomes ST minus 4 in KYOS, although I question the realism of someone wielding a blowpipe which weighs more than their basic lift).
>>
>>97729263
>>97729265
>ST stuff
thanks, this pretty much covers everything I needed!
>>
Friend is inviting me to a fantasy-S.T.A.L.K.E.R. esq game (4th edition) and I had a few questions I was hoping to get answered
>Layered armor
Says you take a -1 penalty to DX and a -1 penalty to DX based skills. Does that mean I'm at -2 to shoot a gun if I'm layering armor?
>Money
I feel like I have a ton of it left over (TL-9) and am looking on some stuff to pimp out my guns. Besides fine/very fine, what's good?
>Tactical shooting
Told that it had some interesting stuff in regards to extra effort, is it worth picking up for this kind of game?
>Ruge Super Redhawk, .454 casull
Is there a bigger statted revolver/pistol in any other book, beating out 5d-1 pi+ damage? Something like what Leon has in the newest resident evil.
>>
>>97729781
No, it's just -1.
>money left over
ask the GM if you're really supposed to spend more than 20% of starting cash, in some games 80% of your cash is meant to represent non-liquid assets (house, car, etc). Actually answering the question, add laser sights and scopes.
>tactical shooting
Tactical shooting is a must for any game involving guns.
>big pistol
no idea.
>>
>>97729167

Have you compiled all of your animals into a PDF? I would be interested in seeing all of them in that format, as I use print much more than .pdf or blogs.

>>97729263
Ooh, going to steal this.Thanks anon.

>>97729781
5d+1 pi+ damage is a lot, especially for a pistol. Just run with that and some better ammunition. Anything more, and it is implausible that it would be in pistol form; at which point, just use a rifle.
>>
>>97729781
>Says you take a -1 penalty to DX and a -1 penalty to DX based skills. Does that mean I'm at -2 to shoot a gun if I'm layering armor?
No, the penalty is only applied once. The 'and DX-based skills' is just to remind you that it also affects your skills.
>I feel like I have a ton of it left over (TL-9) and am looking on some stuff to pimp out my guns.
Are you sure that you are TL 9? That's a weird TL for fantasy. Post-apocalyptic fantasy often has reduced money available (see After the End).
> Besides fine/very fine, what's good?
Fancy ammunition (especially AP, if available). Optics (especially anything that helps with darkness penalties or gives a flat bonus to skill, such as reflex sights).
>>Tactical shooting
>Told that it had some interesting stuff in regards to extra effort, is it worth picking up for this kind of game?
Ask your GM if he's actually using the rules in it. If so, yeah, it's worth reading. Shooting stances can become important, especially if you are planning to push the limits with big guns.
>Is there a bigger statted revolver/pistol in any other book, beating out 5d-1 pi+ damage?
At TL 9, there's the 15mm magnum pistol and shotgun pistol in ultra-tech. They do less base damage, but have a better wounding modifier, and can (if the GM allows it) be upgraded to ETC, raising damage significantly. They can also take APHEX rounds. The 25mm tangler pistol is weak, but becomes godly if loaded with shaped-charge shells.
The BFR in .500 S&W (Loadouts: Monster Hunters) gets 6d-1 pi+.
If you've got enough ST, it's also possible to wield some rifles one-handed. The AKS-74U and AUG with carbine barrel are just about handy enough for this kind of tomfoolery. Damage is less than a really big pistol, but rate of fire and accuracy compensate for that.
>>
>>97729946
>Have you compiled all of your animals into a PDF? I would be interested in seeing all of them in that format, as I use print much more than .pdf or blogs.
When I did the animal album, it ended up being a lot of work to get the layout to work well. If I ever do the extinct animals version, I'll wait until I've actually got a somewhat 'complete' set because doing the layout again every time I add another one would be a massive pain.
If you fancy doing the work, feel free to scrape the blog content and paste it into a nice printable format.
>>
man I have never fucked with ammo before outside of being cheeky with Magic and this high tech ADPFSLGBQT+ stuff looks like actual giberish to me. What's the condensed version for all of this fancy ammo?
>>
>>97730106
>it ended up being a lot of work to get the layout to work well
*laughs in HTML*
>>
>>97730120
I think it's all explained in High-Tech.
>>
>>97730088
>The BFR in .500 S&W (Loadouts: Monster Hunters) gets 6d-1 pi+.
Hell yeah, this is the kind of nonsense I'm talking about
the BFR looks kinda goofy in real life. Shame the russies never got the RSH into production, that looks like a proper hand cannon.
>>
>>97730120
>not knowing by heart what an Armor Piercing Fin-Stabilized High Explosive Poison Loaded Hollow Point Uranium Core Discarding Sabot Flechette is (AKA APFSHEPLHPUCDSF)
not gonna make it
>>
>>97729781
>Something like what Leon has in the newest resident evil
That'd be an RSh-12, which is chambered in 12.7x55 mm. Plugging the data for that round into Gun Stats, you're actually looking at 5d pi+ damage.
If you want to enhance it further with magic, look at Imbuements (Power-Ups 1), Pyramid 3/57's "Magic Bullets" and Pyramid 3/111's "The Witched Gun". There might be more materials that go into enchanted firearms, but those are the ones that come to mind. Also, High-Tech has a side bar about silver bullets in the ammo section as well.
And of course, don't neglect mundane enhancements, such as all the ammo types in HT (check Gun Stats for a more organized version of them), or the upgrades from UT like ETC conversions, or smartgun attachments.
>>
>>97719593
How can I bait Soj when it comes to martial arts?
>>
>>97730215
Does gun stats make it easier to answer "what would an APFSDU assault rifle bullet do in GURPS" and similar questions?
>>
>>97730215
>pyramid magazines
You know I never thought to check in those. I'll have to check it out, thanks!
>>
>>97730242
It's all in a table on p.33, but High-Tech also spells all of that out pretty clearly.
>>
>>97730120
If you're a civilian, you've basically got the following options:
Solid (AKA ball, FMJ, slug). This is your basic lead bullet, usually with a layer of copper alloy around it to prevent fouling the barrel. It is the default ammunition for most weapons, so makes no changes to the stats.
Hollow Point (HP, AKA dum-dum, soft-point, JSP, JHP). This is like solid, but with a hollow or some cuts in the nose to make it expand better. Ideal for unarmored targets, absolutely shit against armor. Increases your wounding modifier, at the cost of doubling the target's DR.
Frangible (aka breaching rounds). Basically the same as HP.
Baton and Beanbag. Soft, low-velocity rounds meant to hurt rather than kill. Essentially useless.
Illumination (AKA star shell). Only seen in flare guns for civilians.
Shotshell (AKA shot, buckshot, birdshot, small shot, rat-shot, snake-shot, dust-shot) lots of little balls in a cup. Increase your rate of fire at the expense of everything else. Standard for shotguns.
Other weird multi-projectile options: buck-and-ball, duplex, triplex, etc. All of these are weirdly good in High-Tech, so you may want to try and sneak them past your GM / give extra scrutiny to the rules before allowing them for players.
Tracer (adds a -T after the abbreviation, if the base type uses an abbreviation). This is an option which can be added to a lot of other bullets. It makes your bullets glow so you (and everyone else) can see where you are shooting. Mostly useful for directing your team's fire at a target, but they also get pretty hot, so useful against anything vulnerable to fire.
>>
>>97730106
That was you??? You're quite possibly one of the best GURPS unofficial authors out there then, anon. Hats off to you. I will see what I can do, but no promises. The formatting kills me when I do any of my own stuff.
>>
File: 8rly9x.png (336 KB, 405x720)
336 KB
336 KB PNG
>>97730106
One of the reasons I didn't include my bestiary in my Elder Scrolls doc is because of what a pain it is formatting those stateblocks. My hat's off to you, anon. The Animal Album fucking rocks.
>>
>>97680154
Too adorable! What are some GURPS books themed around cats?
>>
>>97728845
Honestly just choose one method yourself and stick to it, remaking UT's if need be. As we all known, it's a poorly made book that's more vibes than actual substance, and it often makes shit up mechanics wise instead of using GURPS stuff (sometimes just because it's older than other supplements, however)
>>
>>97729946
>Anything more, and it is implausible that it would be in pistol form
What about 12.7x55mmR, for which there's a revolver?
>>
>>97732840
There's a pistol for everything, that doesn't make it a good idea
https://www.youtube.com/watch?v=hZ1orxXV2Gs
Also, putting rounds that big in a barrel that short is a massive waste of potential, because there's just not enough time spent in the barrel to burn all the powder and accelerate the bullet. That fuckhueg muzzle blast is coming straight out of your damage dice.
>>
>>97733130
I know, but that's okay. 12.7 is still better than .500 which is a genuine meme cartridge. Only marginally bigger than .454 casul
>>
>>97732840
See >>97730215.
>>
File: GURPS IQ Table.png (82 KB, 929x498)
82 KB
82 KB PNG
I've been looking at the numbers given for children's attributes in the basic set, and I think I've got a decent way to translate both mental age and real-world IQ scores into GURPS IQ.
tl;dr each point of GURPS IQ is 4 years of normal mental development, 1.33 SD from the (18 y.o. White male) average, or 20 points on a standard IQ test.
Newborn infants average IQ 5. This is equivalent to a profoundly retarded adult (IQ score 10 or less) or a smart animal.
Average 5-year old has IQ 7, smarter than an ape, equivalent to (low end) moderately retarded adult, adult IQ score 30-50 (probably the low thirties at 5, rising to 50 by age 8). 10-y.o. supposedly had GURPS IQ 9, but I think it works better if they have IQ 8 (adult equivalent mildly retarded, IQ 50-70). Basic set says 15 y.o. has adult scores, but again this seems unlikely since they are clearly both smaller and stupider than adults on average. If we call them 'dull normal' with adult IQ score of 70-90, then assign them GURPS IQ 9 we have a smooth progression from birth to age 17, where scores are mostly indistinguishable from adults (some gains in IQ are measurable into the late 20s in men, but only a few points over 17-18 y.o., not enough to make a difference at GURPS resolution).
This is more-or-less consistent with learning rates, where 15-20 points of IQ would be expected to reduce time to learn a specific skill by half, which is what 1 level of GURPS IQ does (i.e. half as many points to reach low level competence, or skill of around 12, which takes an IQ 10 person 8 points for an average IQ-based skill, an IQ 11 one 4 points, an IQ 12 one 2 points, etc.)
>>
File: 1773931578290587.png (89 KB, 929x498)
89 KB
89 KB PNG
>>97734306
>fixed
>>
>>97734306
Template Toolkit 2 p. 24:
>GURPS IQ 1: Invertebrates
>GURPS IQ 2: Fish, reptiles

You misspelled "Australopithecus".
>>
>>97734374
SJ(USA) is an absolutely archetypal midwit. He's the poster child for IQ 11. Just smart enough to get shit done, but incapable of real insight.
>>
What generic NPCs would people like to see next? I'm currently contemplating:
Low-Tech Barbarians. Possibly need multiple posts, because there's the standard-issue Cimmerian / viking type, but also steppe nomads, which have virtually no crossover, and more 'tropical' types too.
Cavemen / hunter-gatherers.
Modern cops. Might be difficult to do a truly generic profile, when equipment (and, I guess, recruitment and training) varies so much by country and time period.
Low-tech townsfolk. Merchant, farmer, smith, etc.
Cultists. Could probably do fantasy and pulp / modern in one set of profiles. Firearms might be an issue, but they aren't a big part of most cultist armouries, so a handful of common ones should be fine.
Don't really fancy pirates, since there is already a supporting cast supplement for them.
Petty criminals. Pickpockets, shoplifters, etc.
Gangsters / mobsters. Gear might be difficult, since they use a huge variety of weapons.
>>
>>97734847
Cultists sounds fun. Especially if they have some group abilities/rituals/mob behavior
>>
>>97734898
This isn't D&D. Swarm tactics already work fine without special abilities.
>>
>>97734847
Personally I'd like to see gangster/mobsters, but if they're too difficult because of gear, low-tech barbarians sounds fun.

>>97735029
But it's more fun to have special abilities. I mean they're cultists, not just a mob swarming. Some group magic make sense.
>>
>>97734374
Put Chris Rice in one of the Retard categories
>>
File: 1773931578290587.png (89 KB, 929x498)
89 KB
89 KB PNG
>>97735099
>Chris Rice
>>
>>97735173
kek
>>
>>97735029
I know, I meant some sort of magical power to represent them getting powers through a group ritual. For example, they sacrifice one of their own and get pain tolerance.
>>
>>97735072
>I mean they're cultists, not just a mob swarming. Some group magic make sense.
Isn't the kind of magic they will have available very setting-dependent though? Making it difficult to make a generic version.
Also, most fictional cults seem to have fairly weak magical powers and what they do have tend to be either summoning (usually needs a lot of prep) or mind-controlling their own members (which seems better represented by giving the members traits like fanaticism and fearlessness than in-combat abilities). I don't think I've ever seen an example of a group 'buff' outside of games.
Examples:
Call of Cthulhu - cultists have magic, it does nothing useful for them
Temple of Doom - mind control and ripping out hearts, at best makes followers highly motivated
Conan the Barbarian - Doom has plenty of magic, but it's mostly personal, not group stuff. Maybe has some mind-control over his followers, or maybe they are just very obedient to him.
>>
>>97735386
What's a good package for being really mentally driven?
I'm thinking:
Extreme Fanaticism
High Pain Threshold
Hard to Subdue or maybe Berserk
Fearlessness or Unfazeable
Possibly Indominable (Not vs. other cultists or caster)?
>>
>>97735459
Look at the Cultist template on Dungeon Fantasy 15 p. 18.
>>
>>97735459
The traditional cultist trait is Extreme Fanaticism. The other ones would be dependent on an individual basis. I'd argue Unfazeable and Indomitable would be leadership only.
>>
I'm reading the fantasy gurps book. It's pretty comfy.
>>
Why is mass combat le bad again?
>>
>>97738737
It is?
I tried it and it worked out fine.
Aren't you getting confused with realm management?
>>
>>97738757
People said it sucks in the past cause it's too abstract, idk.
>>
>>97738770
I can see that, you lose a lot of detail when you make a mass combat sheet.
>>
So, mind control (sense based) is -20% if it works through one sense.
What if i want it to REQUIRE two senses to work?
Like for mind control to work the target must see AND hear you, you can't just project orders into his mind even if you have telepathy.

I'm thinking of going Sense based: sight plus "requires magic words", and then "nuisance effect: target must hear your magic word".
It's a bit clunky but it seems to right.
>>
Are there dungeon crawling rules for gurps with dungeon turns and whatnot?
>>
>>97739201
>dungeon turns
GURPS doesn't have an explicit rule for moving at "exploration speed" in dungeons, but it does have rules for carefully mapping dungeons, checking for traps, and sending the rogue to scout ahead. See GURPS Dungeon Fantasy 2: Dungeons p. 6.
>>
>>97739201
Everything you can do in a dungeon has rules and takes time based on how much time it would realistically take to do them, but out of combat gurps doesn't gamefy time spent as "turns".
>>
>>97738737
What I like about Mass Combat is that it gives me actual reasons to put points into Administration (reduces supply costs), Strategy (main skill for resolving Mass Combat), and Intelligence Analysis (good for setting ambushes). What I don't like about it is that there's not enough overlap between Mass Combat and the normal combat rules, so it feels like playing a different game. Like, how does Troop Strength (TS) translate to normal character statistics (attributes, skills, advantages, gear, etc.) and vice versa for when I want to switch between Tactical and Mass Combat? How much TS is a super or an archmage worth? I dunno. I think I'd prefer something like Horde Rolls from GURPS Zombies to model armies fighting, but with some expanded rules to represent the effects of different strategies, and give some usefulness to skills like Administration, Strategy, and Intelligence Analysis.
>>
>>97739659
Someone smarter than me could possibly try to create a mass combat system using horde rolls and combine with the rest of mass combat, but that person is not me.

Also
>Administration
Adminstration sees use in Social Engineering: Pulling rank were it helps in asking for support from your organization.
>>
>hyperdense blades
>nothing for hyperdense hammers
how the fuck do I pimp out my rocket hammer
>>
>>97741690
Use the rules in Low-Tech Companion 2 to scale your hammer up to SM +1. Then use the excuse of hyperdense material to keep it at SM +0 grip and reach with SM +1 weight and damage.
>>
My player is making an unarmed master in a GURPS action campaign.
He is grabbing Daredevil and claims that anytime he's fighting enemies with guns it should count because fighting unarmed against guns is taking unnecessary risks.

I'm thinking he's bullshitting me.
Thoughts?
>>
File: Capture.png (37 KB, 638x775)
37 KB
37 KB PNG
>>97742578
The example in the book literally agrees with him.
>>
>>97742594
I guess I'll allow it. It's just +1 and rerolls on crit failures anyway.
>>
>>97742578
Unarmed fighters need all the help they can get, and even bringing a knife to a gunfight or trying to beat a knifeman with your bare hands is pretty crazy. I see little argument for fighting unarmed against guns by choice as anything other than extremely risky behaviour.
>>
>>97741690
>>97742034
You could use even larger SMs and then use the Shorter Handle modification from the same book to bring the Reach back down to normal.

Lots of battlesuits increase your SM anyway, so special handles might not be needed.
>>
>>97739201
>>97739237
Pyramid #4/01 has "Tactical Looting" which goes into detail on the time it takes to go through a dungeon, and random encounters are rolled after a set time (once per hour for your standard large and mostly-empty cave/tomb/whatever, but anywhere from once per day in massive wilderness "dungeons" to once every 10 minutes in busy areas like active enemy forts).

But no there are no abstract "dungeon turns" in the rules. That being said, that framework seems pretty system-agnostic; if you want something like that in GURPS, then there's nothing stopping you. Tactical Looting gives movement rates and most other dungeon activities have a set time, so if you want to break those into 10-minute chunks to facilitate "dungeon turns" there's no reason not to. Each dungeon turn lets the party cover 600 yards while on the lookout for traps, re-check a 60-yard stretch for hidden doors, converse with an NPC, etc.; longer tasks can take multiple turns, like first aid (30 min.) taking 3 dungeon turns and exorcisms (3 hours) taking a whopping 18 turns. Tasks that normally take a minute can take a full ten-minute dungeon turn and enjoy a +3 bonus for extra time taken.
>>
>>97738737
Most people expect Mass Combat to be as fun as a wargame, and also balanced. It's not. The sole point of Mass Combat is to allow PCs to participate in battles, and find out how it goes down. If the GM doesn't give you troops then raising them with cash is a massive pain in the ass that I doubt any group wants to get into. Mass Combat exists to get some toys the GM randomly decided to give you and mashing them together, not for continued gaming.
I would say it's on SJG for making it its own book instead of a chapter in Basic like they did with compendium. It sets the bar higher, as other sourcebooks like Martial Arts and Tactical Shooting do.
>>97738898
Sounds right.
>>97739201
Using real-life time units is the point of GURPS long tasks are ass, but you can simply use the typical OSR dungeon turn in your game. Ten minutes and a speed of X yards per turn is fine. It's also the time it takes to recover 1 FP.
The DF2 random encounters rolls are hourly I never use that.
>>97742613
When you compare to +1 to DX it's not that bad. The only problem you should consider is that it also adds to Dodge.
Battle-rage Berserk + Daredevil is the most fun I've had in a game though.
>>
>>97738898
An either-or limitation requiring either sight or sound would be worth 20% squared (i.e. 20% of 20%, or 4%). You could say that a both-and limitation should therefore be worth the square root of 20%, or about 45%. However, that doesn't seem intuitively fair, since I would expect it to be at most the combined cost of both versions of the limitation.
You could also reason that two dissimilar modifiers which affect whether something affects someone (e.g. blood agent and resistible) simply 'stack'. Therefore there doesn't seem to be any reason not to just allow two different sense-based modifiers.
>>
>>97738737
My personal gripe with it is that it seems to massively exaggerate the effects of commander skill. In reality, the greatest military geniuses of all time were able to make up for maybe a 50% difference in numbers, given similar quality troops and a moderately competent enemy commander. In Mass Combat, that's a couple of levels of skill, so Napoleon would be like Strategy-16 or something.
>>
>>97746081
Interesting comparison: In ACKS 2, a commander with "strategic ability" of +3 or +5 adds a flat +0.5 or +1 to the "battle rating" of every unit under his command. This is equivalent to +50 % or +100 % on a unit of light infantry (base battle rating 1), but only +7% or +13% on a unit of cataphract cavalry (base battle rating 7.5). I don't know how much sense that makes.
>>
>>97746081
>>97746220
Any sort of abstract mass combat (as in, not tactical where you move minis around) needs to make the "command skill" overpowered in order to give the players the sense that they matter in some way.
>>
>>97746588
I guess, and there's certainly plenty of support for such triumph against the odds in fiction, but I'd prefer realism to be the default and heroic or cinematic options to be explicitly labelled and optional rather than 'smuggled in'.
I'd also prefer a more complete system of integrating PC actions into the overall battle, because a lot of the time heroic protagonists aren't in command, but instead doing vital missions which turn the tide of battle, like defending a strong point or taking out a key enemy unit. That would probable have made the supplement twice as long though.
>>
>>97746220
Seems like a question which could only be answered with actual research. I guess elite forces might be less dependent on leadership, especially if they are some form of warrior-nobility who are trained for command themselves and capable of operating with minimal supervision. Doubly so if they are highly mobile and well-protected, and thus able to redeploy from weak positions and survive bad situations. But that's just a story I could tell to explain a phenomenon which might not even exist in reality.
>>
>>97747201
>but instead doing vital missions which turn the tide of battle, like defending a strong point or taking out a key enemy unit.
That part is covered by the simplified mass combat in Action 3: mercenaries. I think it goes like every successful action the PCs do gives a bonus to the final strategy roll or something.
>>
>>97747239
>which might not even exist in reality.
It does to an extent, special forces are selected for their ability to function independently at least
>>
>>97748778
Right, but they are also highly specialised units which can have a large impact if used well. Which factor is most important in determining how much better they perform under a good commander vs. a bad one? Absolutely fucked if I know, and I think only a military expert could really say with any degree of confidence. I think the 'best guess' would be to assume good command is a multiplier to all forces.
>>
I wonder if the new sensitive edition of gurps has removed the picture of the black woman stealing shampoo next to the "kleptomania" disadvantage.
>>
>>97751307
Don't forget about the picture of the black man with cornrows hiding drugs in his jacket in front of a clueless white male police officer.
>>
I just playtested using the "horde" rate of fire thing from zombies for regular thugs with guns and it works pretty well on a cinematic campaign. It feels really natural to just roll once for like 12 thugs and simply add their RoF together (10 thugs with rof 3 pistols = 30 RoF = +5 atk) and then have the PC just make a single dodge.

I thought it would get out of hand with high RoF weapons like AKs but even 110 RoF is just a +7. Seems perfect to simulate mooks with lousy aim like Star Wars stormtroopers and such.
>>
Is there a rule for rapid-fire into a crowd of targets rather than at individuals?
>>
>>97751949
Maybe Suppressive fire?
>>
>>97751949
"Spraying Fire" on B409
>>
>>97752025
>>97752210
How about firing single shots into a group? It seems like you should be able to treat a mass of closely-packed people as a single large target for some purposes...
>>
>>97752469
When you shoot at someone and miss, you roll against anyone in the line of fire at a skill of 9. So that's technically a thing. If there's enough people in the way, that 9 will hit somebody.
Also look up Zombies where there's rules for treating large groups of humanoids as singular entities.
>>
Few questions about the Cheytac M200
1) Cost is listed as $11,500/$31. Ammo for a full mag is supposed to be $20x the slash weight, which is $30 -- Is the slash after the cost for the ammo or am I missing something?
2) Where are the cost of spare magazines? Is that where the extra dollar cost comes in?
3) If I wanted to make this a very fine weapon (it starts fine baseline), do I increase the price by x5 or do I convert it to baseline first?
4) If the latter, since the Cheytac comes with a scope, do I factor that into the cost or do I remove the nightforce 5.5-22x scope (1,700) that it comes with?
5) Should I just use a different sniper rifle? Currently due to GM rules, TL 8 items cost double (TL 7 and below is normal), meaning I'd be paying 60$ for 8 bullets. The damage is sexy, though.
>>
Is there a rule for cutting down on how many rolls one makes? I know technique perks exist but I thought there was a more generalized rule.
>>
>>97753597
The cost after the slash is the cost of an empty magazine. See High-Tech p. 79 'Firearm Descriptions and Statistics'.
The rule on Basic Set p. 279 for ammo cost is only a generic guideline. You can find prices for specific ammunition in High-Tech, or in the case of the .408 CheyTac, in the weapon description in Tactical Shooting.
As far as I can tell, to improve to VF quality, you should first determine a baseline cost for the gun by deducting the cost of the optic, then dividing the remaining cost by 1.75. Then multiply the result by 4.75 to make if VF(A) and add the cost of the optic back on.
I'd usually recommend choosing a more sensible TL 7 gun at a fraction of the price, since you are unlikely to need more than 7d pi against normal opponents. However, you are not only giving up the damage, but also probably the ability to use TL 8 optics. That's going to hurt if you need to engage at long range or in poor lighting. So instead I would suggest looking at the Barret M82A1 or M107 (High-Tech p. 118), which does even more damage, can be even more accurate, costs less, and uses more widely available ammunition. It's a little heavier, but actually needs less ST.
>>
>>97753818
>I'd usually recommend choosing a more sensible TL 7 gun at a fraction of the price, since you are unlikely to need more than 7d pi against normal opponents. However, you are not only giving up the damage, but also probably the ability to use TL 8 optics. That's going to hurt if you need to engage at long range or in poor lighting. So instead I would suggest looking at the Barret M82A1 or M107 (High-Tech p. 118), which does even more damage, can be even more accurate, costs less, and uses more widely available ammunition. It's a little heavier, but actually needs less ST.
The suggestions are good but shooting 8$ bullets hurts my soul, even if the damage would be funny. Shoulda considered that before asking questions about the Cheytac. I guess a sensible TL 7 rifle is the way to go and just target skull/vitals for a better multiplier. Maybe a nice scope to go with it.
Thanks for the info nonetheless
>>
>>97753680
There are various little rules scattered around different supplements (Zombies is oddly one of the best for this), but no general rule for just rolling less that I'm aware of. Also, many of these rules are campaign-switches for the GM, not ones you can access as a player, and often require things like calculating averages or looking up stuff on tables which ends up being just as slow as rolling.
One option I can think of would be to take the No Nuisance Rolls perk (Power-Ups 2, p. 16) as a wildcard advantage (Power-Ups 7, p. 20) for [3], which should exempt you from any routine rolls which you have effective skill 16+ for. This doesn't do anything to reduce rolls in combat and so on.
The ultimate version would be to persuade your GM to let your character take This One Goes to 11 (Pyramid 3/65) as an Extra Option perk (Power-Ups 2, p. 20), which is theoretically balanced, but very weird.
>>
GMing the system for the first time and I'm extremely overwhelmed by the GCS. I cannot figure out how exactly to navigate it or how to set a character's skill level with a specific skill.
For the campaign that I'm doing, I am providing each character a premade sheet based on a character from the setting that they chose to play. I wish to have it be very simple as its this group's first time playing gurps and my first time GMing it.

My group's scheduled to play on Friday so I have to have everything ready for then. I'm trying to get by with the lite ruleset but it is extremely overwhelming for me and barebones. Especially when a lot of what it covers is not really relevant for me because I plan on running a setting that is extremely modern day/sci fi.
Should I just bite the bullet and spend the money on the basic sets? I feel like I'm in way over my head.
We're supposed to be gaming on Friday so I have some time to get my shit together.
>>
>>97754608
Use the link the image for this thread to get basic set without buying it first. As for GCS, people on this thread will be happy to teach you the basics, goes for GURPS in general really. To change a characters skill, add the skill to the sheet, then right click, click increase skill level. The "SL" category tells you the actual skill level of the character.
>>
>>97754608
What do you anticipate the game will be about; what kind of things will happen? Depending on the answer, we will need specific rules.
>>
>>97753818
>Barret M82A1
>can be even more accurate
What's this nonsense, I genuinely don't believe the .50 barret can be more accurate, especially because it's not meant to be as accurate as a sniper
>>
>>97755110
No, it's pretty much nonsense, but the rules support it because the Barret is Acc 6 base, while the CheyTac is Acc 5 base raised to Acc 6 by being very fine.
To be fair, the CheyTace being built as a sniper rifle is what makes it Fine (Accurate) and the same kind of treatment should be possible for the Barret. Once you've upgraded it, it will also be 'built as a sniper rifle' and should probably perform as well as the CheyTac.
But the CheyTac's round is optimised for long-range shooting and its action is inherently more accurate, so it really should be at worse equal to the Barret, not inferior to it.
>>
>>97755110
>>97756292
Just used Gun Stats to recreate the two weapons, and the M82 with M33 ball ammunition came out as Acc 5, while the CheyTac M200 just about tips into Acc 6 with certain assumptions about the bullet length (which seem roughly accurate but I can't find exact dimensions).
>>
>>97756292
>>97756616
So yeah, barret should be 5 instead of 6, that seems more of the issue
>>
>>97757005
The primary goal of the Gun Stats rules was to make a system which gave results consistent with those in previous GURPS publications (which means, mostly, 'consistent with whatever Hans wrote'). If Gun Stats disagrees with Hans, then it doesn't make much sense to say that Hans was wrong, because it was a fundamental assumption of the project that Hans (and, to a lesser extent, other authors) is correct and we just had to match his results. To the extent that Gun Stats disagrees with him, that's a result of Gun Stats (inevitably) falling short of the (impossible) ideal it was aiming for.
>>
I was reading through the Basic Set skill list earlier today. I noticed that a lot of the skills don't benefit at all from going past the basic point buy making banking your points for attributes more useful.
Some skills like Boxing do though, such as +1 damage per level past the base on each damage die rolled.
What's the deal with that? Is it just an unfinished part of the system?

Also, what are some good supplements to find extra skills?
>>
>>97757471
You read wrong. it's not +1 per level past the base, it's +1 dmg per dice at DX +1 and +2 dmg per dice at DX +2, and then it stops.
GURPS is not an endless treadmill system the norm is to increase a skill to the point it's reliable in most cases, and then stop.
>>
>>97757529
Yeah, I must have just skimmed it. That can still be a significant amount of damage with a high ST.
Master and Legendary crafting require skills at 15+ and 20+
There are benefits for going beyond just the base.
>>
>>97757471
Very few supplements actually include additional skills, as basic set's list is pretty damn comprehensive. It is really easy to make your own, though.

The reason you would increase skills over attributes is that in a lower point game, where points are granted fairly slowly, the guy who spends 10 sessions saving for another point of DX is going to get a lot less out of that than the guy who spends those 20 points investing into getting to SL 16 in his primary combat skills.
>>
>>97757133
Right but the M200 is definitely, out of the box, more accurate than the barret, and being 7 accuracy instead of 6 seems a bit crazy than just lowering the barret to 5
>>
Does anyone have any resources on how I should price books or things like that in universe? My player is an assassin traveling in a foreign land and wants a book about local plants and their uses.
>>
>>97760016
Dungeon Fantasy 8: treasure tables has rules for books and prices.
>>
>>97724811

Posted something tangentially related today, regarding bleeding in CI. That shit was wack before, and I cleaned it up, at least to a level where my group can run it without getting a collective headache.

https://baseds-cosmos.blogspot.com/2026/03/conditional-injury-last-gasp-and.html

Anyone have suggestions on what they want to see next? I can pretty much do anything, not at the quality that SJG's freelancers do it, but it is free after all.
>>
>>97753818
>However, you are not only giving up the damage, but also probably the ability to use TL 8 optics.
Not if it's a TL8 game, modern optics mounts exist for almost everything. Techwise the Remington 700 is borderline TL6 but you can choose from thousands of very much TL8 aftermarket parts for it.
>>
File: cover_lg.jpg (147 KB, 500x670)
147 KB
147 KB JPG
What's the deal with GURPS Zombies? Why did such a niche product get a 4e hardcover? And why is it the only 4e book not available as PoD?
>>
I feel like that thanks to how second by second combat works, grenades are more area denial than able to kill anyone.
3 seconds is more than enough for an average person that had a grenade drop on his feet to move 15 yards and be 100% safe from the average hand grenade which does 9d[2d].
>explosion itself: 9d average is 31.5, which dwindles to nothing at around 5 yards
>fragmentation max range is 10 yards
Is this really how it works in real life? If someone throws a grenade at your feet and you sprint as fast as possible in a straight line (and don't even dive to the ground) you're going to be fine 90% of the time?
>>
>>97763055
The max lethal range of the fragmention irl is like 50-100 yards not 10. I personally would like if fragmentation was more deadly in GURPS. Regardless, if you want to make grenades more lethal, try cooking them or firing them from a grenade launcher.
>>
>>97763098
>gurps makes fragmentation range 10 times lower
wtf
I think I'm just going to reduce the "standard timer" for these weirdly short range frag grenades to 1 second, giving like one turn for people to try and find cover.
>>
>>97763055
>>97763098
The official number given by the army for the M67 grenade's "casualty-producing" distance is 16 yards (15 meters). Yes, TECHNICALLY the fragments can travel 38–220 yards (35–200 meters), but it is unlikely that an enemy in that larger radius will actually get hit by any fragments.
https://armypubs.army.mil/epubs/DR_pubs/DR_a/ARN37340-TC_3-23.30-001-WEB-3.pdf

You can always rewrite the fragmentation rules on Basic Set p. 414 if you want.
>The effective attack of a fragmentation grenade is at skill 15 within 5 yards per die of fragmentation damage, skill 9 within a radius of 10 yards per die, and skill 6 within a radius of 100 yards per die.
Or something like that.
>>
>>97763210
>38–220 yards (35–200 meters)
38–250 yards (35–230 meters)
>>
>>97763055
>area denial
I mean, isn't that how grenades work? Don't get me wrong, they absolutely kill but cooking them is dangerous (considering a variable fuze time of around 5 seconds) and you want to drop them in situations when they can't be thrown back, for whatever reason (too far, distracted, inside a trench, etc)

It's also not a gurps only thing, grenades in shadowrun also work similarly unless you pick wireless or impact detonation. It'd also make sense: with a 5 second ±1s fuze, and assuming the standard rpg 10 second round, you'd be able to avoid it or throw it back/away unless you were too slow.
>>
>>97763055
That kind of assumes that:
(a) you notice the grenade. If it actually lands right at you feet, that's not so strange, but in a firefight a small object falling within four or five yards of you seems unlikely to be spotted. Even if someone helpfully yells 'grenade!' you may well not know which direction to run.
(b) You don't freeze. Not instinctively fleeing from a grenade is probably relatively rare, but I bet it happens.
(c) You have somewhere to run to. In a gun-fight, you will often be huddled in cover because stepping out will get you shot. This seems like a fairly common use of grenades IRL: you throw them into cover to 'flush the enemy out'.
(d) You can actually run 15 yards in 3 seconds. Almost all modern soldiers are going to be carrying at least light encumbrance and possibly medium. Even Move 3 is enough to get out of the 10-yard danger zone when you count the extra yards for sprinting, but it's close and if there is any issue with obstructions or bad footing (Basic Set, p.387) you're looking at maybe half your usual movement.

Still, grenades are a specialised tool, not a general-purpose weapon like a rifle, and shouldn't be relied on as your primary method of killing people.
>>
>>97764025
Forgot
(e) you start standing up, not prone, in which case it takes two turns just to get up.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.