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File: 1764845799073258m.jpg (142 KB, 791x1024)
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Previous thread: >>97859101

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: Do you have a favorite template or character type that you consistently play? Or do you play a variety of characters?
>>
>>97983586
I want to build a stinger tail for a cyborg, which functions like the Dan-Inject JM Standard from High-Tech minus shooting darts. So a 1d pi-, reach C weapon with a follow-up drug effect that has an HT-3 roll, and each point by which that is failed deals 1d FP.
The carrier would be an Innate Attack, Small Piercing 1 (Melee, Reach C, Can't Parry, -35%) [2], but I'm not sure how to build the drug effect:
>Affliction 4 (Sleep, +150%; Blood Agent, -40%; Limited Use, 3-4 uses, Slow Reload, -15%) [78]
>Fatigue Attack 1 (Hazard, Missed Sleep, +50%; Resistible, HT-3, -15%; Blood Agent, -40%; Limited Use, 3-4 uses, Slow Reload, -15%) [8]
P102 says that an attack only works if a natural weapon pierces DR, Blood Agent should be used instead of Follow-up, though it doesn't say anything about being attached to a carrier attack. But then we have this Kromm email exchange, from two years after Powers came out:
https://forums.sjgames.com/showpost.php?p=356035&postcount=27

Am I on the right track? On a related note, toxic damage is wonky, you have all of these penetration modifiers specifying that any DR stops them, which toxic attacks always use, but if you use a follow-up, they become magically capable of potentially penetrating DR. Is there Toxic DR anywhere outside of, I'm guessing, magical items or supers stuff?
>>
>>97975338
> >1,750 mph
>Huh???
1,750 mph is standard atmospheric top speed from a 0.5 G reaction engine (such as a single-system turbofan engine). However, this is an error, since the speed should actually be limited to 400 mph as per the Vehicles rules for flarecraft.
>>
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Hey anons. I mentioned in the last thread that I'd bring this up, and I'd love to hear your thoughts.

My current project is basically trying to make a Dungeon Fantasy-style plug-and-play toolkit for GURPS sci-fi. Of course, unlike fantasy, "generic sci-fi" can mean anything from cyberpunk street mercs to hard vacuum colonists to full cinematic space opera, so the idea is to build a big unified resource with everything tagged by genre and tone. The GM can say, "this campaign allows Cyberpunk, Cinematic, and Fantasy tags, but not Space or Gritty," and both he and the players know what character options, gear, powers, vehicles, etc., are on the table.

Stuff included would be:
>archetypal templates usable across genres (Soldier, Pilot, Agent, Face, Tech, etc.)
>upgrade modules with traits/powers
>curated gear lists tagged by genre
>ready-made vehicles and spaceships
>racial/meta-trait templates for aliens, robots, mutants, etc.
>recommended or applicable rules for each tag/genre
>a large sci-fi alien/monster bestiary

The goal is for newer groups to be able to start a functional sci-fi campaign fast, and for experienced GURPS players to have a huge pre-sorted toolbox instead of rebuilding everything every time they want a new future setting.

Would people here actually find that useful?
>>
>>97985089
I'd actually caution against such an ambitious undertaking. Chances are that you don't actually know all that many SF genres in depth, and genre guides written by people with only a shallow knowledge of the genre tend to be pretty bad. It would also be an absurdly large amount of work.
I recommend picking one fairly specific genre and doing a good job of that, then doing another, reusing suitable assets, then another, until you've got a fair number of well-researched subgenres covered, then if you've still got energy after years of reading, watching, and writing, consider bringing it all together in one interconnected project.
>>
Planning on doing some sort of urban fantasy/horror mix within GURPS. I’ve got a couple ideas.
>>
>>97985089
Any worked example would be great to have imo
>>
>>97985089
This would be unspeakably useful yes.
>>
>>97984836
Jesus. That's what, 670 kmh? There's no reason for a hover tank to be this fast
>>
>>97985549
Have you checked out Voodoo and Cabal?
>>
>>97985089
Yes but you're looking at a metric shitton of work there
>>
>>97985549
Read Monster Hunters
>>
>>97986692
Jet aircraft tend to be pretty speedy, and that's essentially what an ekranoplan is.
If you ignore the rules about winged designs needing to be streamlined or don't bother with the flarecraft wings and just use ground effect lift, you can get significantly lower top speed while still having OK acceleration. e.g. 1 G total thrust, 0.9 G for lift, 0.1 G for propulsion, gives 79 mph, or Move 1/39, only a little faster than a normal tank. 0.66 G of vectored thrust with flarecraft wings and no streamlining would get about 200 mph.
>>
>>97987801
Honestly I'm just looking at all these numbers you posted here and in the last thread and I'm wondering if I should even use vehicles instead of arbitrary numbers.
>>
>>97987801
>ekranoplan
I mean, sure, it's a ground effect vee, but it's completely different from the standard sci-fi hover tank/afv
>>
>>97988109
The concept of a floating AFV without even a hovercraft skirt is fairly 'cinematic', so yeah, if you want it to be a tank (or assault gun, or whatever) which just happens to have jet engines / fans instead of tracks, you should probably simply choose numbers which feel right.
>>
>>97988186
Sorry, meant to reply to >>97987919



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