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File: GURPSgen08.png (3.54 MB, 1800x2329)
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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?
>>
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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.



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