Previous thread: >>97766613GURPS 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 the best Gurps supplement based on a licensed IP (Prisoner, Deadlands, Discworld, etc)?
>TQConan, also how I got into it when I was a kid.
>>97859101Its probably not the best, but I really like the 3e VtM adaptation.
>>97859187Based and riddle of steel pilled.
I'm trying to make a cyborg with points, not cash.Besides giving the specific cyborg advantages (like night vision) the -20% from electrical, is there any other limitation I should add to cybornetic-based advantages?
>>97860688Maintenance is common. This could take the form of medical doctors checking up on connection points and looking for signs of rejection, mechanics greasing joints and rebalancing gyros, or simply getting regularly scheduled (and mandatory) software updates.
>>97860787thanks, that makes sense. I also added a "Superscience (-10%)" from power source.
Man DR point cost is all sorts of fuckedIgnoring how expensive it is, why would anyone ever buy torso only DR? And there's no way to have a blatant weakpoint (DR everywhere but head; DR everywhere but legs) either.Like if I want to make a full body cyborg that only has his head like raiden, I either have to buy each DR piece separately (DR X to arm, DR X to leg, DR X to torso) or just armor everything.
>>97860688There's several ways to make a cyborg per RAW:>UTCrippling disadvantage (missing limbs, etc) with Mitigator (-70%) (see p.207) + advantages with Temporary Disadvantage, Electrical (-20%) and Maintenance, 1 person Weekly (-5%). Note that Mitigator is supposed to be for monthly maintenance, but that's UT for you.>Enhanced SensesAdvantages with Electronic (-30%), which is TD Electrical, weekly maintenance and Nuisance Effect, Detectable (-5%).Note this doesn't cover replacing existing organs.>Pyramid Vol.2 "Better, Stronger, Faster"Advantages, and the Machine meta-trait with a -20% limitation per section of the body it doesn't apply to.https://www.sjgames.com/pyramid/sample.html?id=5541>THSHaven't looked into it, it's probably yet another approach.In my games I rule it as a mix of the three:>a crippling disadvantage with a weekly Mitigator (-65%)>the desired advantages with Electronic (-30%)>Machine for the replaced parts of the body.If you're doing a full borg/cybershell, the crippling disadvantages don't apply, and you instead take the Maintenance disadvantage. Generally, at that point you're building a robot, per UT p.219, even if it's not "just" a brain.>>97860867DR should scale with TL in order to make it useful in any tangible way beyond Low Tech. A few threads back the suggestion was to reduce its cost by 1 until each character point gave you 1 DR.
>>97861192>https://www.sjgames.com/pyramid/sample.html?id=5541this is a very useful article, thanks.
What's a good scale for ground vehicle combat? I feel like 10 mile hexes (the smallest used in tactical combat in spaceships) is a bit too much for mechs of SM +4 and speed of 10.Ideally something that makes sense for 20 second rounds to fit the RoF of spaceship weapons.
>>97859101>TQ: what's the best Gurps supplement based on a licensed IPI don't think I've ever looked into or considered using an official GURPS IP. Do they have one for The Nutty Professor?
>>97860867>Ignoring how expensive it is, why would anyone ever buy torso only DR?Someone whose playing some kind of turtle with DR that only covers their torso from every side comes to mind.
Anyone else think the cowardice disadvantage is one of the better disadvantages. Makes characters seem more realistic.
>>97861378Typical tank engagement ranges seem to go from 'high hundreds' of metres to a few km. That's very roughly one order of magnitude greater than infantry combat ranges. So 10 times range, 10 yard hexes seems OK.
>>9786182110 yards per hex does seem to make the most sense.
>>97861790Cowardice is a lot of fun, and I've enjoyed the few times I've run a char with it. My personal favorite was a crossbowman conscript who used the 60 turn reload of his crossbow as a way to avoid actually fighting in the melee, until he rolled a success on his CR roll.
>>97861192THS doesn't really do borgs, you can just be a full on robot with a digitized human mind
>>97859645Gurps VtM suffers from trying to replicate the rules of VtM instead of the setting.
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.
>>97859101>TQWhat are we grading it on? Fidelity to the original material?I've read through the Alpha Centauri, Deadlands, Vampire and Werewolf adaptations.They all benefitted from being adapted to GURPS, especially the world of darkness games.
>>97866488>GURPS DeadlandsWhat's that like?
>>97867112The setting material is damn near identical to the Deadlands Classic core book.So the setting tone is correct but with GURPS stats and frameworks.Been playing Deadlands for months and I love it, I'm going to have to go back to my Vampire the Dark Ages GURPS adaptation soon, though.
what were they smoking when cooking up the peter pan process
>>97867776Just give thanks for the awesome writing of GURPS.
>>97867799what about the art.
>homebrewing my own FTL space setting>it just becomes traveller again...should I just go with GURPS Traveller then? I would even go with the Traveller system if it hadn't one billion versions of it
>>97867940How is your homebrew so traveller-like?
Does anyone have GURPS in Markdown.md?You know, for Obsidian!
>>97868499Actually I don't know, what the fuck is Obsidian?
>>97868998The note-taking application.
>>97866488>What are we grading it on? Fidelity to the original material?I'd say how well it adapts the original material. how well it works within Gurps and how well it works as a RPG setting.
>>97868499>markdown>not HTMLcringe
>>97869208>HTML>not .texAre you even trying?
>>97869211>he doesn't reverse-engineer the original InDesignngmi
>>97869225>he doesn't reverse-engineer the original InDesignAll of the 3E and most of the Gurps 4E books were originally laid out with QuarkExpress. It's one of the reasons the × symbol changes to ¥ when you try to copy/paste it.(Quark can continue to burn in hell where it belongs, though— InDesign is -way- easier to deal with!
>>97868051It's just the cliché of a galactic multi-ethnic empire where the characters are free traders going from point to point in a sub-sector managing their shit and what-not. It just became some of that "reinventing the wheel" kind of thing where I've come to a point to think to myself "then... why not use OTU?", it's not like my friends know anything about the lore and GURPS Traveller flashes out the OTU setting pretty neatly, a way better material than what I can come with in the able time. But hey, GURPS Space is amazing, honestly, a solid tool kit, just a shame that I didn't make anything all that good. Maybe next time. Not that the work is going to the bin, just not using it, I guess.
What's with the Casey and Andy setting book. Why does it exist?
>>97870602why not
>>97870774Deviant art tier art and cringe.
>>97870930Casey and Andy is GURPS approved actually.
>>97870602Via the Darths and Droids guy being a link between webcomic circles and Steve Jackson.
>>97871156why is darths and droids guy...no wait, I remember his previous lego comics actually featured gurps a lot, I vaguely recall him mentioning in one of his comics that he mete steve jackson or something like that
>>97870602The better question is how Steve Jackson fumbled the contact now that Andy Weir is the hottest writer in Hollywood, although SJG missing opportunities never really comes as a surprise.>>97871179He's got a few GURPS writing credits to his name - if nothing else, he's the other writer on Biotech alongside Pulver.
>>97871420wait the guy that made the case and andy webcomi is now a hollywood bigshot?
>>97871598Two of his books (the Martian and recently Project Hail Mary) have had very successful film adaptations.
>>97871631The Casey and Andy guy is the same guy that wrote the Martian? What the fuck
>>97871420>The better question is how Steve Jackson fumbled the contact now that Andy Weir is the hottest writer in Hollywood, although SJG missing opportunities never really comes as a surprise.I mean it has been like 20 years, or close enough to it. Besides GURPS has basically been on death's door for the last 10 or 15 years, how much attention and sales money would an official Martian book even bring?
>>97871639How much attention and sales money would an official Mars Attacks book even bring?
>>97871639It was only 10 years between GURPS Casey and Andy and the Martian's film release, although that's still a while. GURPS was already at death's door, but I doubt it would have attracted less attention than other licences they've chased, like Girl Genius or Mars Attacks.>>97871633He went from writing about his self-insert doing mad science to a a less obvious self-insert doing regular science.
>>97871663Probably more than the woke edition of 4e
>>97871688>licences they've chased, like Girl GeniusExcuse you, Agatha Heterodyne is a GURPS-original character. On account of IOU being published before GG.
>>97873630>Agatha Heterodyne is a GURPS-original characterDoesn't that show how unnecessary the Girl Genius RPG is?That's why having "Gurps After the End" is far better than "Fallout - A postapocalyptic RPG powered by Gurps"
>>97873847Are you familiar with the concept of a setting book?
>>97873910Yes, they work far better for original settings instead of adapted stuff.Original settings > adapted RPG settings > adapted novels/TV shows/webcomics.
>>97873994I would kill for a proper THS 4e. Changing Times half-assed it randomly changing setting conceits
>>97873994>they work far better for original settings instead of adapted stuff.This is cope. A well-written adaptation setting book allows you to provide information that either isn't present in the original work at all (due to not being relevant to the story being told), is only briefly alluded to, or is scattered all over the place and benefits from being collated. Done well, you get a well-described world that comes with a pre-built example of an adventure taking place within it, in the form of the media it was adapted from.
>>97874045So you prefer stuff like Discworld, Mars Attacks, Vorkosigan Saga and Girl Genius to Reign of Steel, Transhuman Space, Technomancer or Cabal/Voodoo? Not to mention 4e Bestiary or Vehicles?
>>97874056For me, it's a Discworld x Reign of Steel crossover.
>>97874056It doesn't have to be a GURPS book. I've found the GoT, Dragon Age, infinity 2d20 and 3.5 DnD's The Black Company RPGs to be excellent sources of information for established settings. Like wikis but not dogshit
>>97874056I've no interest in Vorkosigan or Mars Attacks, but I genuinely would rather have Discworld and Girl Genius than Vehicles 4e, because Vehicles 3e was a fantastic timewaster but not actually very much use for running a game. Motor Pool was far more useful, even if it was far more narrow.
Which one of you did this?
>>97874056GURPS only gets the shit third party settingsLike what about Eclipse Phase or Infinity maybe
>>97874056Vorkosigan Saga was a far better and more useful book than tehcnomancer and reign of steel.I didn't even know it was an adaptation.
Adpatations was made exactly so you would shut up about asking for adaptations and just make your own.
>>97874503>Eclipse PhaseNow that's a pretty good idea, since EP's system fucking sucks, both editions.
>>97876100There are good ideas I would steal, like the active/knowledge skill point pools and the sheet separating the morph from the character
What kind of game works well with Transhuman Space, anyway?
>>97876457I find the best games for trans -ACK!
>>97876382>active/knowledge skill point poolsThat's already an old shadowrun thing, which is pretty cool desu. Separate pools for active and knowledge skills is smart
>>97876457Do you wanna play grim TS or goofy TS?
>>97876995Grim but... do tell me about the goofy one as well anyway
>>97877390TS has a lot of ridiculous future satire stuff, think Robocop or Brazil. As for Grim, I ask you, you want action or you want mystery?
>>97877465>catgirls and foxgirls>ridiculousTake it back
>>97877561I am referring more to the fucked up cultures of the 22 century like the self-cannibalistic and people fucking octopuses but that can also be included too if you think hard enough
>>97874351>Girl GeniusWhy not Gurps Xxxenophyle instead?
There was a meme image version of that one blog about John Wick In GURPS where it mocked the sheer rules density, don't suppose anyone has that lying around? Can't find it in my archives or in the obvious places of the internet.
>>97881742
>>97881799I seriously don't get this image>GURPS IS EASYthe implication being that we're about to see a bunch of complicated rules but it's literally just paragraphs and paragraphs of "wick makes all out attack and kills mook" which is very simple in terms of rules.
>>97873630Wow, you learn something new every day.
>>97881872Nobody would run a session like a John Wick scene anyway
>>97881799Wouldn't John Wick be more Gun Fu?
>>97884071What is the gun fu book about? I already have tactical shooting so how is it different?
>>97885126Tactical Shooting = realisticGun Fu = cinematic
>>97885126Tactical shooting is the "realistic" gunplay book, while Gun Fu is the "cool" gameplay book. They have very different ideas for how you might want to RP shooting in your games, what kinds of techniques are allowed or harshly limited or not, etc.
>>97885126
How is Feint not useless
>>97886601There's a form of feint that is useful, beat, because it uses ST instead of DX, allowing the big giant dudes to just beat enemies shields and weapons out of the way.
>>97886722Even regular Feint can be useful but IMO it's really niche. You have to have armor or good defenses to begin with or you're just wasting a turn getting whacked by your opponent
>>97886601It's basically a pointless legacy option, which would be better replaced by a technique allowing you to buy off some of the deceptive attack penalty.It becomes just about viable if:You have the feint technique maxed out.You can feint and attack in one turn without all-out-attacking (i.e. have extra attack).Your opponent has very high defences but lower skill than you (i.e. your expected MoV is at least 4) and also isn't taking multi-parry penalties to defenses. e.g. a skill 14 opponent with CR and medium shield gets block and parry 13. 2 -6 deceptive attacks from skill 16 gives 25% chance to hit with each, 44% chance to hit with either (6% with both). Feint 18 plus skill 15 attack, average -4 to defenses, gives 60% chance to hit once, which is generally better.That requires everything to be 'just right' though, while just having more skill and relying on deceptive attack when needed is almost as good against that specific threat and a bit better against everything else.>>97886722Beats are awkward to make good, because they only target one defense, and usually not dodge. The penalties for multiple parries and blocks means that just spamming more attacks is usually better than reducing a single defense.One slight rules-exploiting factor is that feints and beats don't make double-dagger weapons unready, so if you use one of those they are almost essential for effective fighting against opponents with any real active defenses.
>>97888093>You can feint and attack in one turn without all-out-attacking (i.e. have extra attack).Guess you could do it with Extra Effort? I honestly forgot it was even an option for AoA lol
>>97888195You can always rapid strikeextra effort reduces the penalties to -3 (halved again if you have weapon master) but it still means you need to have a scary high skill.Once thing I do that I didn't realize was a house-rule is that I don't allow a player to switch their defense after they failed the feint, so a player that relies on block and gets the shield beat- by a giant with 30ST doesn't get to just got "I'll just dodge then" to ignore the -12 to block he just got hit by.
>>97888218No I mean since Mighty Blows already gives you the AoA (Strong) option at an FP cost, might as well create one that lets you spend 1 FP to feint and attack as an attack maneuver
>>97888235Honestly a feint+attack should really be a single maneuver. No one feints, waits for the other guy to attack, and then attacks. The order of operations in the way gurps handles feints never made sense.
>>97888259I guess much like a Riposte is
>>97888235>>97888259>>97888275I don't like the idea of making it an extra effort so here's my ideas for a new Feint action.Feint is an attack action in all of these.>Feint 1>You make a feint and then make an attack that deals -2 damage or -1 per dice (whichever is higher)justification: when you feint, you're not putting all your power in.>Feint 2>You make a feint (at full) then you make an attack at -6 (this is a rapid strike)I think making an attack that doesn't do damage is already a big enough penalty that the feint doesn't need to be at -6.Justification: feinting takes high skill making it harder to land the follow-up.
>>97888313I like the first version better, it's like a defensive attack without the defensive partFor the second you could just as well use deceptive attack since it's adjustable too
>>97886601That's why I use oldschoolgrognard Alternative Feint https://dungeonfantastic.blogspot.com/2016/06/alternate-feint-for-gurps.html>>97888259That was an old post on sjgforum where Kromm do a giant wall of text explaining feint being a one second thing.
>>97888375*dungeon fantasticMy bad
>>97888375>That's why I use oldschoolgrognard Alternative Feint https://dungeonfantastic.blogspot.com/2016/06/alternate-feint-for-gurps.html>sacrificing an entire second just to make your future deceptive attack better>instead of just attacking twiceThis is still extremely niche and only barely better than regular feint>That was an old post on sjgforum where Kromm do a giant wall of text explaining feint being a one second thing.The problem isn't it taking an entire second, the problem is allowing the enemy an attack between your feint which makes no sense. If you feinted up causing the enemy to move his guard up and then swing low this is a single action that may take two seconds but the enemy should get to attack in between you swinging high and then low.Keeping it one second in a turn-based game makes it less realistic than meking it half a second but allowing it to flow properly.>>97888368I think I'll be use the first version, yeah.
>>97889267>ut the enemy should get to attack in between you swinging high and then low.*shouldn't get to attack
>>97859763>tfw you roll left nipple on the hit location table and she's wearing armoured pastis
>>97889602I didn't actually look at that cover closely but damn those are some nice looking metal pasties.DR 2-3 at least.
My brother wants me to run GURPS in Tabletop Simulator; me as the GM and him as a player. He's played other rpgs so he's not a complete novice. I want to impress him with GURPS. He is interested in the system, but when I mentioned that it even had rules for starvation he was a bit wary. What's the best way to proceed? I'm thinking I need to boil his frog slowly.
>>97889927Focus on what GURPS does well that other systems can't do, and in a genre he'd enjoy; if he doesn't like the idea of starvation rules, then maybe don't do gritty postapoc or slow horror.IMO, the Action series is a great way to pull in newer players. GURPS's gunplay is better than basically any system a normal person has heard of, and Action is full of it; you can also make use of Action's streamlining and cinematic options to keep the game flowing smoothly and not fall victim to classic GURPS pitfalls.
>>97889947How do you guys like Banestorm or Infinite Worlds for a beginner?
>>97889927>What's the best way to proceed?Read the GM note under starvation
>>97889982Yeah yeah, it's all optional. GURPS Optional. "Please play our game it's not complicated, if you don't like it we can change, please don't leave."
>>97886601>t. never defended against a feint 4 deceptive 2 attack.It's a master's main tool against normies. A margin of success of 2 and then a first-level deceptive attack reduces the average dodge of 8 to a 5. Even a 10 to a 7 reduction is insane.Feint is also an average technique so two points in it tends to put you over people in your own level even.
>>97890016It's not that you CAN, it's that you SHOULD. The first step of building a GURPS game is throwing out 95% of the written material. The second, and hardest, part is figuring out which 4 of the remaining 5% goes with it. That ability to very precisely tailor each campaign to a specific theme, tone and complexity is THE strength of GURPS.>>97889981Along that note, Infinite Worlds is the kitchen sink of GURPS. It's for people who want to take the same characters into wildly different genres each adventure. If it works for you, then it can be a good way to show off that ability for GURPS to adapt to anything.
Restricted diet with reduced consumption is a very point and cash efficient combo- with a very common diet like fresh meat and reduced consumption 4 you only need one meal of meat per month and you still get 2 points for it, which is usually a lot cheaper and certainly easier to keep up with than a normal diet of 3 meals a day, even if bread and beans are cheaper than steaks. At a common diet, like gasoline, I still think you're saving time and money. Has anyone looked into rebalancing these? Because I was thinking of running a game with a racial template that has restricted diet and reduced consumption both.
>>97890217It's just not that good unless you're playing 1v1 duels between master fighters all the time. GURPS is an action economy game like most, so the risk in spending one turn essentially doing nothing is too high when the enemy can simply try to overwhelm you with an AoA (Double) or something
>>97859101I'm trying to work out the cost of an automated turret system. I'm not clear on how to price the software running it.For a regular mounted weapon,you just need to Move up to it, Ready to man it, and use Guns or Gunner, depending on whether it can be used unmounted or not. Everything functions the same as with handheld weapons, except if you move you take a free action to "drop" the weapon.A remote turret would consist at minimum of a regular firearm on a powered weapon mount, a camera and a small computer to wire them together and communicate with the operator. For those, the closest I can find is that B214 has you use the Piloting specialization matching your RPV's design as if you had telepresence. So presumably, remote turrets use the same skill as a manned turret, the only difference is that you're controlling it through a screen, and the camera serves as your scope for magnification purposes. Alternatively, a more advanced turret would be operated via Electronics Operation and use its own Guns/Gunner skill to shoot, per PY4/5's Eye-Spies, which would require an IFF Interrogator or image recognition (Per rolls?).So I need a Weak Dedicated AI [-83], which is complexity IQ/2+1, and mental traits and skills add 5% to the cost per character point (UT28-299). Presumably, I want to make a low IQ AI that has a high Per score (for target acquisition and discrimination) and a high Guns or Gunner score. If there was a disadvantage or limitation that made the skill only work for a specific gun, it'd slot in nicely, but I think that's already rolled into the WDAI template as Cannot Learn, due to familiarity. However, the elephant in the room is that Guns and Gunner are DX-based skills. Would an AI instead base them on IQ? How would an AI's DX be priced? Per Possession (B75), DX is an attribute of the body, not the mind, but the Powered Tripod Mount (UT151) doesn't have that. It also makes a vague mention of "firing autonomously" without further explanation.
>>97890791If Guns would be based on IQ for this setup and all I need is that and Perception, is there any reason to give the turret control software an IQ higher than 2?Regardless of the intended skill level and Per, IQ 1 and 2 are the lowest base cost, and the lowest cost per additional character point.
What's the cheapest way in terms of points to make a "master of all weapons" character? I do mean all weapons, the idea being the character can grab any weapon and instantly know how to use it like a master.Create a wildcard skill called "master at arms!" Put a point in every skill and then use the talent "Master at Arms" from the Delvers to Grow book?Modular Abilities?>>97890893I think you need higher IQ if you want target recognition and not just "shoot at everything that moves". But if you want to just be something remote controlled, I'm not sure it would even need AI at all.Also the main thing you're missing is that an AI has DX. It has DX 10 like everyone else and you buy it up or down as usual with the whole "no hands/no arms" limitation.
>>97891126I'm looking for automatic turrets since I have the other cases (manual and remote control) figured out.I'm not sure the AI needs high IQ for identification, and not just Perception. Any sensor can be Profiling, IFF and NCTR can be run on computers that lack IQ in GURPS, and image recognition could be handled by Silhouette and similar programs.We could argue Silhouette requires an IQ of 8 on the basis that its Complexity is 5, otherwise.>DXI am admitedly not used to using chargen rules for objects. I might go with the assumption that a motorized mount has DX 10 for off-the-shelf AI with a preset amount of points in Guns.
>>97891126>What's the cheapest way in terms of points to make a "master of all weapons" character? I do mean all weapons, the idea being the character can grab any weapon and instantly know how to use it like a master.>Create a wildcard skill called "master at arms!">Put a point in every skill and then use the talent "Master at Arms" from the Delvers to Grow book?>Modular Abilities?Do you mean literally all weapons, all muscle-powered weapons, all melee weapons, or what?Wild Talent with a limitation of 'armed combat skills only' is cheap, but you need godly DX or massive amounts of a very questionably rules-legal talent to actually perform at 'master' (skill 16+) level. It also means that while you can pick up any weapon and use it, you can't do that too many times a session. Rounding out the character with some actual skills for most commonly used weapons seems advisable.Wildcards 'canonically' split combat skills into fairly limited wildcards like Blade! Bow! Gun! and Stick! Taking 4-5 wildcards is probably not efficient unless you take them at rather low level, around Attribute -2 or -3. But that's barely better than default for many skills, and actually worse for some if you have Weapon Master.To get skill 16 with all weapons, I think the very cheapest option using only published traits and not using any of your disadvantage limit would be to take DX 18 [160]; IQ 16 [120]; Weapon Master (All Muscle-Powered Weapons) [45]; Gun! @DX-2 [6]; Artillery (all six specialties) @IQ [24]; Blowpipe, Flail, Kusari, Monowire Whip, Sling, and Two-Handed Flail all @DX-2 [6]. At 361 points, this is quite an investment. You probably also need at least ST 13 [30] to actually use all human-sized weapons effectively.
>>97891284Yes, it is a basic GURPS assumption that anything that can move on its own has 10 DX.>>97891574Literally all weapons.Your idea works but I think it can be cheaper since DF has this talent in pic related.What I thought about was using modular abilities:>Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%);This way you have a pool of points that you can instantly put into a skill the moment you pick up a weapon.I figure two slots (so you can dual wield if you want) and then about 16 "moduler points" would this weapon master to just grab any weapon and use it as a master.I suppose spending points on connoisseur would also allow him to know stuff about weapons outside of their immediate usage.I think this works out to be cheaper and not too abusive.Unrelated butMan, posting on 4chan has been such a pain today.
If I make a summonable ally that costs FP, that automatically gives it a 1 minute duration if I'm not mistaken.Then, if I give it the "reduced duration" until it only lasts one second, it means that I would spend a maneuver summoning it (and giving it an order since talking is a free action), then it would appear, get one turn to do the order, and then disappear right?The idea is to imitate the jrpg style summoning where the spirit just shows up, casts a spell or makes one attack, then disappears.
Any adaptations for East Texas University or similar settings for GURPS?
>>97890569This sounds autistic and retarded.>>97890791What's the point of trying to stat all this? It sounds so expensive that no one could actually buy it.
>>97891877Using innate attack would be easier.
>>97892439But not as interesting. I want the spirit to be attackable on the 1 second it appears. Also it being an ally means it can do more than just one specific attack.
>>97892420IOU is GURPS' Weird University setting. The default is very silly and lighthearted, but it does have options for making it more serious if needed.
You guys know about this?https://en.wiktionary.org/wiki/gurp#English
>>97893677https://maps.app.goo.gl/WrYuhLhRySiauuXSA
>>97892530The realismfag in me feels compelled to point out that your summon needs to arrive, orient itself, determine friend from foe, and then attack. It needs more than 1 second.
>>97893950It's summoned (+100%) so it appears as the caster wishes, meaning, looking in the direction the caster wants.>determine friend from foeNot really represented in GURPS. No summon spell has a caveat saying that "your summon spends its fist turn doing nothing but looking around" so I can only assume that while it is materializing it knows what's going on. Maybe the magic provides the information it needs.
>>97894005>>determine friend from foe>Not really represented in GURPS.Situational Awareness (Tactical Shooting p. 11) indicates that a character entering a battlefield must roll vs. Per, Observation, Per-based Soldier, or Per-based Tactics--unmodified if he takes a second to assess the situation, or at a −4 penalty if he just charges in immediately.
>>97893670hahaIOU is fucking goofy!
>>97894034It's a magical summon, my melanin rich friend. It can have magical awareness of the battlefield, and who's to say it isn't aware of the battlefield while not summoned?
>>97893950You forgot, none of the rules matter because they're all optional. Do it however you want.
>>97894005>Not really represented in GURPS.Dude has never opened a GURPS book before
Revised ships May 1.
>>97896275did they remove the phrase chink in the armor? if so what did they replace it with.
>>97896764They replaced it with the more culturally sensitive "Chink in Kuījiǎ".
How does travel work in gurps?Like when do you use navigation, survival, naturalist and shit like that?Is there are worked example somewhere online of someone going through a journey?
>>97897901The details are in GURPS Dungeon Fantasy 16: Wilderness Adventures.
>>97897911Thanks, I'll take a look.
>having a crazy firefight against 20 enemy npcs>get shot in the knee and have to modify the table to check my running speed, which calculates also my breathing rolls>get a bad hit on the percentile dice and cross reference it on the table to check if i can swap out my weapon while under fire>mfw fail>forgot to mark my bowel rolls and my character ends up shitting himself during the fight, while pissing >fail my hydration check as i cross check the general health roll from my leg check >mfw i die
>>97897921>percentile diceYou done fucked it up, this is d6 turf
>>97897921>Percentile>shot in the knee affecting speed instead of just knocking you prone>bowel rolls when not using the sex rulesLol
>>97897921shit nobody rolled award
If I don't want my 18IQ nerd to be good at talking skills like diplomacy, but don't want to penalize reaction rolls, is there like a disadvantage that is the opposite of the charisma talent?
>>97898923Anti-Talent (Power-Ups 3 p. 19)>Cannot learn affected skill at all>−1 to default rolls vs. affected skill>−1 to reaction rolls from people who dislike this anti-talent--or, if you don't want to penalize reaction rolls, an equivalent penalty listed on id. p. 18Alternatively, you can use Power-Ups 9 to split social aptitude out from IQ as a separate attribute--pic related.
>>97898923Basic Set Characters p.166You can price a group of skills as a talent with a negative cost.
What ever happened with the guy who was going to commission the completion of Vehicles earlier this year?
>>97899437Pulver is currently working on GURPS Armor Design. http://www.sjgames.com/gurps/news.html#22240After that's done, presumably he will start gathering funds for Definitely-Not-GURPS Vehicles. (pic related)
>>97899508If armor design is more endless charts with endless mandatory research and fifteen trillion little math equations, I'm going to kill myself. It wasn't fun for deadly spring, it wasn't fun for guns.
>>97902124t. Brainlet who hasn't already made their own armor design system, and wants to compare charts, and equations
>>97902434NTA. I think there's a middle ground between "just vibe stat it :)))" like 4e vehicle design, and "unnecessary tedium". I'm not here to spend hours of research, cross referencing and spreadsheet use for rpg statlines. Maybe if SJ paid me to I'd consider it
>>97902535I wouldn't want the alternative aka Realm Management.
>>97902643RM's issue isn't that it's the middle ground, but that it's completely detached from GURPS and vague.
>>97897921>people are pretending to play GURPSnew low
Are there any supplements that detail Fine Quality equipment besides High Tech?Say actual equipment and gear and weapons and armor like gun holsters, ammo pouches, bandoliers, smartphonesDoes it usually just break down to high cost with lighter weight and some positive modifiers for skill checks with equipment use?
>>97905878I think gun fu and tactical shooting have some rulesACTION 1 also has some rulesand dungeon fantasy sages has some more.>Does it usually just break down to high cost with lighter weight and some positive modifiers for skill checks with equipment use?But it's mostly that. Like sages gives you fine tools that is +1, some place has fine LBG that is +1 to fast draw, and so on.Action gives fine vehicles which do get more stuff, I think a bonus to handling or something like that.
>>97905878Quality is solely a bonus or malus to a particular skill, and High-Tech has examples of each level (improvised, basic, good and fine) for various skills. Fine being +2.The only thing that matters is that the object was manufactured to higher standards or uses more advanced technology, increasing the cost per B345. Weight is not necessarily lower, compare a Tool Kit (basic) to a Workshop (fine).
I recall a blog that came up with a volumetric system for designing spaceships. I don't remember the name of the blog. Do any of you?
Me and my group have been houseruling that ambushing an enemy that definitely would expect trouble, e.g. a scouting part or a professional guard, is handled like partial suprise, except the attacker can't lose, the best case is simply the ambushee not being stunned.Seems weird that such an obvious scenario isn't accounted for in the base rules, has this ever been written up officially?
>>97907464The Alternate Spaceships article in Pyramid vol. 3 iss. 34 has an "Armor and Volume" section that assigns zero volume to metal armor.
>>97907724I just skip the initiative d6 and basically do the same. GURPS has the most garbage initiative rules bar none
>>97907464The_RyujinLP extrapolated the spaceships design system to cover ships and ship systems of arbitrary mass:https://gurb3d6.blogspot.com/2017/03/spaceships-quickie-spaceship-for-any.htmlHowever, that's still a mass-based system, not a volume-based one. It's relatively easy to assign volumes based on mass and system type. The spaceships system assumes that all systems are about 80-110 cubic feet per ton (18-25 lbs. per cubic foot, or a specific gravity of 0.29 to 0.40).This is obviously not realistic, as steel armour would be around twenty times as dense as that, while hydrogen is about five times less dense even under optimal conditions (pic related), water / ice would be about three times more dense, etc. A bit of research, or just using GURPS Vehicles, will give you a more realistic estimate of volume per system.Once you have a total volume for your craft, you can figure out surface area by abstracting it as a simple shape like a cylinder, cone, pyramid, spheroid, rectangular box, etc. and maybe adding a bit extra for the various lumps and bumps which real vehicles have.The_RyujinLP's post explains how to work out DR from surface area and armour mass.
>>97907931>(pic related)
>>97907839... do you roll initiative for every combat?
>>97908176I mean for distinct combat encounters with an element of surprise it tells you to roll, no? I simply think the modifiers are fucking retarded
>>97907839>>97907724>>97908176>>97908203I heard regular gurps handles it differently then DFRPG rules, is this true? I only have the DFRPG books. In case you're curious, DFRPG initiative and surprise is>initiative>speed and then dx to break ties>only roll dice if there's a speed and dx tie>surprise>No surprise if two groups meet and there's no hiding spots etc>if two groups meet after a corner and neither is being sneaky, each side best sense is rolled. Success means that side can attempt to surprise. Both sides can attempt to surprise.>anyone already being sneaky in an area that makes sense can try to surprise>undetectables (invisible) can always try to surprise.>trying to surprise means rolling the worst stealth roll of the group vs the other side best hearing or vision or observation. If stealth wins, surprise is achieved>If both sides try, use the worst per-based stealth for both side. Winner achieves surprise, tie both sides are suprrised!Sending a scout ahead to both remains hidden and detectes enemies means he can come back and then lead the group in an ambush, making the group use the best stealth instead of the worst.>if surprise is achieved, everyone on the surprised sice suffers mental stun, rolling at +1 per round they wasted stunned.
>>97908223DF surprise makes INFINITELY more sense than Basic surprise.
>>97908372That's why I always says DFRPG felt more like 4.5, so all the talks about 4.5 needing editing are pure bulshit since it's pretty much already written
So on high tech, only two shotguns are using 10G.For monster hunting, that 2d-1 is so much better than 1d+1, but those two shotties are too old and not semi-auto or full auto.Are there modern shotguns that can use 10G that are semi-auto of full auto? What would their stats be like?
How do we cope with this, GURPSsisters?
>>97909009Ithaca Mag-10, Remington SP-10, etc. idk look them up and figure out stats
>>97909180thanks>Ithaca Mag-10Hey it looks exactly like the resident evil 2 upgraded shotgun.
>>9790919510G semis are a bit lame since you generally only get +1 shot compared to a double barrel, but I guess you also get a RoF of 3
>>97909396I did notice the 3 shot issue and it's a big problem.Is there no 10G shotgun with like 5-6 shells in the tube or magazine?Alternatively I wonder how hard would it be to convert a 12G full-auto shotgun to 10GThere's an expert armorer (16 skill with a fine workshop) in the party and I can ask him to make the skill checks.
>>97909430Converting is probably out of the questionBrowning Gold 10s apparently get a 4+1 capacity
>>97909447>4+1 capacityThat is acceptable.I did find a site with all the specifications so now it's the time for that gun stat book to shine. Let's see if even a noguns like me can use that book.
>>97909430Just slap a longer tube on it. Or a rotary tube
>>97909465imagine the bulk
>>97909430https://en.wikipedia.org/wiki/KS-23Pump action but, eh.
>>97909528>https://en.wikipedia.org/wiki/KS-23that looks coolAnd it comes in a version with a detachable magazine, perfect.
>>97909528> the largest-bore shotgun in modern use. wew lads, now that's a monster hunting shotgun
>>97909569This is like 6GA tho.
>>97909577It can be used to blow through car engine blocks, so it's definetely appropiate for that..
Just eye-balling, does this look right?>Browning Gold Field 10G: Dmg 2d-1 pi, Acc 3, Range: 40/800, Wt. 9.75/0.75, RoF 3x8, Shots: 4+1(2i), ST 11†, Bulk -7, Rcl 1, Cost $2000The KS-23 is a bit more complicated, there's nothing close to 6GA in high tech, I'd have to actually research everything and use gun stats for real.
>>97909747>The KS-23 is a bit more complicatedUnderstatement since we don't have much concrete info on its ammo
>>97909820I'm just gonna say it does shot: 2d6+2 pit and Slug: 9d6 pi++Sounds close enough
>>97909747The KS-23 is a meme. Its shells are just 12GA in adapters and the slug is in a sabot, so smaller than you'd think. Its shells also carry less propellant because they're meant for police use.>inb4 RedditThe top post has concrete information and cut-aways for all the shells.https://www.reddit.com/r/guns/comments/xcte7f/im_looking_for_hard_numbers_on_the_ks23/Running the numbers and using a 420 m/s muzzle velocity (from Tarkov, can't find anything better as a source), it deals less damage than a 12GA slug, at 4d pi++.
>>97910020Nooodon't ruin my dream with your real life numbers...
>>97910092It's disapointing, but I'd argue that it's inherently armor piercing, for 4d(2) pi++ damage. But let me throw you a bone, you've still got a very large shell, get your armorer to make custom slugs and shotshells.I'm not gun-savvy enough to tell you how much powder, how many pellets or how large a slug you could fit in nor how it'd perform, but I'd let my players handload a modern shoggoth gun.
>>97910132>4d(2) pi++That's something at least.>I'd let my players handload a modern shoggoth gun.gonna do that
>>97910146Actually, using the correct caliber and projectile length (13x36mm, measured from the cutaways) instead of 23 mm from the shell, damage is bumped up to 5d+1 pi+, with (2) because it's a solid chunk of steel if you want.
>>97910212Nice. Great damage with armor divisor.
>Cinematic KS-23 23×75mmR>Acc 3, Wt. 8.5, Bulk: -7>23×75mmR Ammo: >○ Commercial Shell: 1d+1 pi, RoF: 3x9, Range: 40/800>○ Commercial Slug: 5d+1(2) pi+, RoF: 3, Range 80/1600>○ Hand-Loaded +P 00 Buckshot: 2d-1 pi, RoF: 3x32>○ Hand-Loaded +P Rifled Slug: 5d+3(2) p++
>>97910132>>97910146If you want a shoggoth gun then you should probably start over at Kentucky Ballistics on youtube.
>>97910854>Kentucky BallisticsCoincidentally he has a video on the ks-23
My brain isn't working. What's the equation to figure ST from BL when using KYOS? Not BL from ST, that's easy, BL = 2x10^(ST/10). I'm just not sure how to reverse it.
>>97911988ST=10xlog10(BL/2)
>>97910212Should it get APHC stats at all?
>>97912114Many thanks
>>97912200The slug used in the Barrikada is the steel core of a BZT 14.5x115mm cartridge, which is API-T (maybe APHCI-T in GURPS terms).See pic related, BZT is the second from the right, and its core and tracer cup are the rightmost things.So yeah, I'd count it as APHC.
>>97910092It got overhyped because people don't understand the KS23 is the equivalent of a grenade launcher/payload rifle. Despite the size, it's low pressure and it's more about payload shells (gas) than actual buckshot, aside from the slug which looks very similar to a 14.5mm penetrator, and at the very least a .50 BMG one (again, low pressure, though saboted)
>>97910020Don't give a shit, in my game the KS-23 is doing 6dx3 pi++
What do you guys think of this rule inspired by mechwarrior>Heat Accumulation (optional switch)>Weapons with this switch can double their RoF rate in exchange for rapidly accumulating heat on the vehicle they're mounted on. >Max Heat: Each vehicle has a Max Heat statistic of 10, +2 per Fuel Tank filled with coolant.>Cooling Rate: A vehicle sheds heat at a rate of 0.1 per second +1 per Extra Radiator System it has.>Emergency Cooling: A vehicle expose their Main Radiator Array (this is an Engineering Task). When their Main Radiator Array is exposed, they shed heat at a rate of 1 per second; but an Exposed Radiator may be targeted by enemies, like any System, and if disabled or destroyed, means the vehicle can no longer shed any heat.>Heating Weapons: A weapon can double its RoF, but whenever it does that, it accumulates 3 heat.This is balanced around 20 seconds turns from spaceships.Also>Hot Beam Weapons>With this switch on, beam weapons naturally generate 1 heat per second when used, however they don't use power, they come with internal generators (which is why they generate this extra heat).
>>97912948Note that the basic radiator rules in GURPS Spaceships are a watered-down version of the much more detailed rules in Transhuman Space. It probably would be a good idea to just adapt the Transhuman Space rules to GURPS Spaceships in non-watered-down form, rather than trying to come up with something yourself.Also:>With this switch on, beam weapons naturally generate 1 heat per second when used. However, they don't use power; rather, they come with internal generators (which is why they generate this extra heat).IMO, it would do less damage to the vanilla rules to say:>With this switch on, beam weapons have such high-intensity energy requirements that they cannot be powered by power plants elsewhere in a ship. Rather, a spaceship must use an "integral-power beam weapon" system.>An integral-power beam-weapon system of SM N actually is composed of a beam-weapon system of SM (N − 2/3) and a power-plant system of SM (N − 2/3), or it is composed of a beam-weapon system of SM (N − 1) and two power-plant systems of SM (N − 1).
>>97913379I'll take a look at trahsnhuman space. I created those rules after looking at radiators and feeling disappointed.The thing is that I want weapons to primarily be the generators or heat, like in mechwarrior.>IMO, it would do less damage to the vanilla rules to sayThis makes sense but I still want them to generate heat.
>>97913465>This makes sense but I still want them to generate heat.Then just say that heat is generated by all energy-using systems, rather than by all energy-producing systems.
When a 4e book mentions GURPS SWAT that's a 3e book, right?
>>97913765yes
gump
Realm management isn't that bad, comparatively.
>tfw no hardback Tactical Shooting
>>97919413True; compared to being gang-raped and set on fire, it's probably fairly pleasant.
>GURPS Ring of Fire (1632), already scheduled for publication in August, is now set to be released via a Kickstarter campaign that will begin on May 27???https://www.sjgames.com/ill/archive/2026-04-21I was going to buy it anyway, but I don't really see the point of a Kickstarter campaign for it. Maybe it's just marketing.
>>97921612>GURPS ISEKAIlol
>>97922082GURPS Portal Realms already exists.
>>97922091Is it good?
What's a good name for the Vitality Reserve of a machine?It's not alive so saying it has Vitality Reserve sounds weird.I don't want to use ablative DR because of how common armor divisors are in modern campaigns.
>>97922103Yes
>>97922424What the fuck are you talking about.HP is a proxy for mass.Injury tolerance (at least unliving, maybe homogenous for some machines) describes how the machine is less reliant on many of its parts when compared to a human.DR represents how hard it is to damage the machine.
>>97922920>What the fuck are you talking about.You know the advantage called "vitality reserve" from the gurps faq?>https://www.sjgames.com/gurps/faq/FAQ4-5.html#SS5.1.5I want to give it to my robot PC who is 100% a machine and thus has no "vitality".I was just looking for alternative names so it didn't sound silly.Like HP works for anything since it means "hit points".
Spaceships question: As far as I can tell, there is no disadvantage to using smaller systems with Robot Legs to save space. (it's also not on the list of forbidden systems to use smalle systems) Your speed seems to remain the same, all that changes is Handling/Stability Rating.Am I crazy or is this correct?I do like the idea of being able to put a few small guns on the legs like in battletech
>>97922936Just call it HP Reserve, then.
>>97922969Good point, thanks!
>>97922960As a GM, I would rule that having three small legs grants the same acceleration, speed, handling, and stability as having one normal-size leg. Therefore, small legs can be used for flavor (e. g., an insectoid mecha with many small legs that add up to just three or four normal-size legs, or the small legs mixed in with small guns that you suggested), but not to exploit the system and get unearned stats.
>>97923011Makes sense. I think I'll go with that idea.
Can anyone explain the progression of the speed range table?Why does it go>2,3,5to>7,10,15
>>9792397810^(0/6) = 110^(1/6) ~= 1.510^(2/6) ~= 2 (actually 2.2)10^(3/6) ~= 3 (actually 3.2)10^(4/6) ~= 5 (actually 4.6)10^(5/6) ~= 7 (actually 6.8)10^(6/6) = 10wa la
>>97923978It's very approximately a logarithmic progression, where each step is roughly the previous number multiplied by the sixth root of ten. This means that each six steps multiplies the distance by ten. The result is similar to the E6 series of preferred numbers for electronic components.A 'perfect' version of the system would be something like 2.00, 2.94, 4.31, 6.32, 9.28, 13.63, 20.00... or (rounded) 2, 3, 4, 6, 9, 14, 20...Why that specific progression was chosen rather than something like the R5 Renard series (roughly 2, 3, 5, 8, 13, 20...) is a mystery.
>>97924078>starting with 2 instead of 1
>>97924063>>97924078>logarithmic progressionOh, I see. Thanks for explaining. I forgot everything about logarithms after 20 years of not using them so I didn't realize that's what it was.
>>97921612It's another novel series adaption.
>>97859101twenty free link is dead
>>97927565nvm i'm retard
>>97927281I will note that SJG at least understands that the target market of GURPS are people that actually read, unlike a certain other RPG I could name.
Fine, you made me think up a game pitch.>A low-fantasy bronze-age setting where the gods had been *very* active in people's lives but, suddenly, the gods abandon their people. The few civilizations about fall into chaos - invasion, famine, disease - and all without their gods to guide them. Can a group of warriors take their destiny into their own hands and rise to be the heroes that people so desperately need in this new, fallen age?
>>97929529The target market for Gurps would rather have Vehicles 4 than Ring of Fire, though. We already have Gurps Adaptions.
>>97929581I posted this in the wrong thread. I'm a retard. I'll post a GURPS meme as penance.
>>97929607I never said they understand it -completely-.
>>97927281It's an adaptation of a novel series that, ranges from being mediocre to trash, and can be entirely re-created without any difficulty using just basic set and high and low tech. This getting a kickstarter but not other projects is infuriating.
>>97886601The way the math works out, a Rapid Strike (Feint + Attack) is better than a Deceptive Attack if your effective combat skill is more than 12 levels higher than your opponent (or only 6 levels, if you have TBaM or WM). You can also spend some of that extra skill on the attack (after the Feint) to target hit locations or execute techniques.One of my favorite characters took Technique Mastery (Feint), bought up Feint to skill+6, then bought off the penalty for a Combination that went Feint + Thrust/Vitals + Swing/Neck. According to Martial Arts, the Defense penalty from a Feint lasts the whole current turn, or whole next turn if the last action on your current turn is a Feint. So it works really well with multiple Rapid Strikes or Combinations.
>>97930532At least it's not "Powered by Gurps". But yeah, it's pointless.
>>97930912Yes well but that means it's only good for a godlike character mowing down mooksIf you aren't rapid striking with Feint it's nearly useless
>>97927281Ring of Fire have been announced since '96, cut baby some slack.
>>97932563Their KS page better trumpet that it's been 30 years in the making.
>>97932563>>97932631What are you talking about? It was only announced last year.
>>97933055Officially it was last year but that thing has been on the "To-Do list" for a long time.
Anyone know where this table is from? I found it in my annotations and I have no clue where I got it.
>>97933292Bio-Tech p. 64
>>97933313Thanks, the TL column was making me really confused but now I get it.
>>97931988I did the math once, I remember feint being good if the feinter has higher SL and the defender has heigher defense values than he "should", e.g. with a shield or staff.There's also weapons with which you don't want to or aren't able to attack every turn.
The Revised Edition has been pushed back again.
>>97933802Isn't pushing shit back into your anus bad for your health?
>>97933545It's OK against a shield but merely OK when you can just do deceptive attacks without wasting a turn.
>>97921612Personally, I'd prefer pic related to a Ring of Fire adaptation
>>97934049I would have prefered a book about the Pacific Ring of Fire.
>>97934049That’s just After The End except no-one can buy extra RP or Luck.
>>97933802I was looking forward to next month. Now I have nothing.
>>97936783And the government has all the food and guns
Wasn't there supposed to be another "worked example" of GURPS like Dungeon Fantasy to be released soon(tm)?I think it was supposed to be modern or something
>>97937510This?
>>97934119I was all excited for a volcanology lesson and now I have nothing.
>>97937516when is it outWorked examples are the best gurp products by far
>>97937516WHERE IS IT?
>>97937658>>97937688Cole delayed it again to next year
>>97937800aaaaaaaaaaaaaaaaaaaaaaaaaafuck
Am I going to break the game if, when the game asks for a 1d6-2 I roll 1d4 and when the game asks for 1d6-3 I roll 1d3?I happen to have a cool bronze d4 and a novelty d3 and I want to use them.
>>97938444yes the GURPS spirits will get angry and curse you with constant critical fails for using anything but d6's
>>97938444Probably not, but note that the average of (0, 0, 1, 2, 3, 4) is 1.67, and the average of (1, 1, 1, 2, 3, 4) is 2 while the average of (1, 2, 3, 4) is 2.5, so 1d4 is more like 1d6-1 (which is 2.5 with min damage 0 and 2.67 with min damage 1) than 1d6-2.Likewise, 1d3 averages 2, which is closer to 1d6-2 (exactly right with min damage 1).
>>97938494I see. I guess I'll use the novelty d6 for ST 10 punches and the cool d4 for 11ST punches.
>>97937800Had to rush the politically correct corebook revision asap, understandable, think of all the Inuit and Roma who were misrepresented
>>97937658What does a worked example entail?
>>97939934GURPS but instead of being a toolbox, it's all already prepared for a specific type of game.See Dungeon Fantasy for an example.
>>97940046I'm kind of working on something like that for scifi games. I'll go into more detail in the next thread so it doesn’t get buried. >t. Elder Scrolls anon
>>97942823Nice, looking forward to it.
Is this throwaway line on the hazards page the only place GURPS mentions pain at all? I feel like it's really poorly explained, it doesn't really describe the differences between the conditions or what might cause it.
>>97946092You know afflictions? They inflict conditions such as pain.
>>97946092Those conditions are used numerous times in later books, but at no point is a systematic method to quantify what each level of pain corresponds to made. This is kind of inevitable, because pain is a very subjective phenomenon, and there are few objective measures which could even be used.Basic Set: hangover headache is moderate pain.High-Tech: hiking for a day with a poorly fitted pack or new boots can cause moderate pain, as does catching your hand in the hammer of a gun while fanning, burning your hand on a hot gun barrel, or being hit with a shotgun load of rock salt.Low-Tech: Spanish fly or lacquer sap causes moderate pain as a contact agent. Deathcap mushrooms cause moderate, severe, and then terrible pain in the form of a headache. Lime powder in the mucous membranes or an open wound causes severe pain. Being flogged, whipped, or caned causes moderate pain at first, but this rises to terrible pain in 3 seconds, followed by agony. Vinegar in the eyes causes severe pain. Eye strain from using bad optics can vary from moderate pain to agony.Martial Arts: any lock or choke can cause any level of pain, although moderate pain is the most likely.Tactical Shooting: hot brass hitting your skin or getting inside your clothing can cause moderate pain. Stress headaches following life-threatening situations cause moderate pain. Uncomfortable improvised weapon slings cause moderate pain after 1 hour of use.Weirdly, many chemical agents, including pepper spray and tear gas, don't cause pain!
>>97947561I find these rules rather lacking in consistency and realism:A poorly fitted backpack, new boots, or improvised weapon sling should probably not cause even moderate pain except under extreme circumstances. A level of pain below moderate ('discomfort' or 'mild' pain, giving -1, or -2 with LPT, no penalty with HPT) may be justified for such annoyances.Being caned should take longer than a few seconds to achieve more than moderate pain and should probably not be able to produce agony.Eye strain from bad optics should blind you well before completely incapacitating you with agony. I'd have it max out at severe pain.Joint locks causing pain seems reasonable, but I find it somewhat less believable for choke holds.Pepper spray and tear gas should obviously cause pain.Injury, especially crippling injury, should probably cause pain.If the 'adrenaline rush of combat' justifies ignoring everything except momentary shock penalties from injury, that should probably apply to other forms of pain too. In my personal experience, I have noticed that I could ignore ongoing pain (e.g. sciatica) when I was dealing with emergencies (violence, potentially having to perform life-saving procedures, etc.)
Is there a trove for GURPS kicking around or is it not allowed?
>>97947744read the OP carefully.
>>97947759I did. Whatever link its directing me to isn't working
>>97947765Welp, we're fucked then, sorry. Someone will have to fix it at some point.
>>97947765It's working for me. Are you sure you're typing it in correctly, accounting for the fact it is case sensitive?This full-size image may be helpful. I don't know why OP posted a thumbnail-sized version.
>>97947744Yeah, Warehouse 23.
>>97947616>adrenaline rush of combatHonestly, why isn't there a post combat pain assessment? You get all sorts of injuries and penalties tied to HP, but not a "okay, you're heavily damaged so you're now in severe pain until you heal". GURPS having pain and not being actually used to represent being in pain from your wounds is puzzling behavior
>>97951000Martial Arts has something like that IIRC
>>97947561There isn't even a consistent, specific description of what pain in GURPS represents, either. Most unliving constructs from vehicles, to androids, to the undead don't have Immunity to Pain (which is in some obscure book somewhere I can't remember but iirc described as a supernatural advantage), and they may not even have High Pain Threshold if they're still vulnerable to some level of shock penalty. Using CI—which yes I know isn't exactly core canon but still—one of the options is to do away with shock penalties entirely and replace them with pain conditions that also apply to unliving creatures. Pain seems to be more general concept in GURPS than just the biological stimulus, representing how things in function worse when damaged or distressed whether or not the feeling of pain is even involved at all.
Is there any gurps mechanic to use to represent an insurrection slowly gaining support of the population?
>>97954080Revolutionary Politics (Social Engineering p. 64)
>>97954234Thanks! I knew there must be something somewhere
>>97952918>which is in some obscure book somewhere I can't remember but iirc described as a supernatural advantageYou're thinking of GURPS Powers - Divine Favor.
>>97955856See, THAT should be in the basic set.
>>97956042Maybe it will be in Revised, whenever it releases.
Why was the Gurps WoD line discontinued? Was it low sales or licensing disagreements with White Wolf?
>>97958412Only those directly involved know for sure, and they probably disagree with each other, but my money would be on the license being the main issue. It's absolutely crazy that a successful company would license its direct competition to make a product which cut into its own sales. There's no way that was ever going to be a trouble-free situation.
>>97959594I view Blood Types and Voodoo as SJGs attempt to make their own WoD-like stuff. They later got In Nomine, which is also similar.
I swear there's a section in one of the Spaceship books about being a poorfag with a ship on mortgage but I can't seem to find it. Does anyone know what I'm talking about?
>>97961029Financing (Spaceships 2 p. 27)
>>97961071Thanks anon!
Do we have Mission X yet?
>>97963252Delayed till next year iirc
I'd like to read the room. How many of you plan to buy the revised physical book?
>>97966596>physicallol>revisedlmao
>>97966596I wouldn't even pirate the revised book electronically, for free. It's that unappealing to me.
>>97966596lmaoI already have the current physical basic set, unless it was more like a 4.5e update of the rules I'm not getting the revised version.
>>97966596The double column is ugly as sindon't look it upAlso, I don't even use the newest printing. The file size went up by x5 in-between printings for no reason beyond lowering performance.
>>97966596The only reason I'd consider it is to have both Characters and Campaigns in a single, physical book. But that is in no way sufficient compelling for me. So no, not buying.
>>97966596>buy
>>97967756>revised
Is there a "hovercraft" engine for spaceships in some pyramid article?
>>97969796Yes.
>>97969831Which Pyramid article has it?
>>97969885Alternate Spaceships (in Pyramid vol. 3 iss. 34)
>>97969796Ultra-tech antigravity is in Spaceships 1 (contragravity lifter). Fantasy antigravity (etherwood armor, skystone armor), more ultra-tech antigravity (magnetic planetary drive), and helicopter rotors are in Spaceships 7. I don't think high-tech air-based "hovercraft" systems are available. (>>97969967 is wrong.)
>>97969967>Alternate Spaceships (in Pyramid vol. 3 iss. 34)Wheeled, tracked, flexibody but no hover>>97970009>contragravity lifter, magnetic planetary gravecancels too much gravity, I just want the classic hovercraft that floats a bit above the ground, not something that can lift-off from the planet, and the fantasy stuff doesn't really fit.Guess I'll have to make shit up. Maybe 3e vehicles has something I can steal