Thread #97531613
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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.
Thread question: what is the worst piece of equipment in the game? Hard mode: no weapons.
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>>97531613
>Thread question: What is the worst piece of equipment in the game?
tfw no stats for condoms
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would/do you play with this advantage? or do you just say "are you sure" even if the player's pc doens't have common sense?
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Would separating IQ into intelligence and charisma with both only costing 10, and making social skills depend on charisma and the int. based one depend on the int. stat break the game? I feel like there's a similiar amount of social and intelligence based skills so it shouldnt be that bad.
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>>97532079
>I feel like there's a similiar amount of social and intelligence based skills so it shouldnt be that bad.
I don't think that's right. There's like a dozen social skills (not all of which map well with 'charisma') and a hundred other IQ skills. Smooth Talker is generally considered one of the worst talents even if you let it give a reaction bonus from literally everyone.
My instinct would be to port IQ-based influence skills to Will and bump its price up by a point or two.
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>>97532504
I'm almost the same. I pretty much treat every PC like they have Common Sense already. If it ends up that a player doesn't want or need Common Sense, then I treat that as a -10 point disadvantage for going without it.
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is it possible to make a "cartoony" setting like Metal Slug?
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>>97535229
How're we defining "cartoony" here? As in heroes can take a lot of damage and be fine? Stun Points from Power-Ups 9 is an effective solution that requires minimal hassle to implement, so I strongly recommend that. Removing NPCs' ability to target PCs' hit locations also helps, as does giving them poor Guns skill levels so they're hit less often in the first place (though that last one is pretty realistic anyway).
Other stuff might be harder to translate to tabletop, like very specific bullet patterns and other gamey traits. But aside from those yeah GURPS can be tweaked to run basically any kind of setting; the only question is how much effort it'll take.
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>>97537065
According to Mecha Operations (in Pyramid vol. 3 iss. 40), the pilot simply uses his own martial-arts skill.
GURPS Mecha p. 51 (for Third Edition) offers an alternative that sounds much more reasonable: the pilot uses his martial-arts skill or his piloting skill, whichever is lower.
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>>97537072
How the hell are you paraplegic at TL 10?
Does he have technology with him?
Is he from a TL 10 setting where a 'genius' is someone who outsmarts top-end AI, probably thanks to significant biological enhancement, or is he just a genius by our standards?
Does he have any knowledge of the TL 3 world, or a chance to prepare? Can he at least speak their language, or a language which is related to it?
Has he been vaccinated against the diseases common in his destination?
Is he lucky enough to be found by kindly people who will help him?
Overall, I'd say his chances look grim. There will be vast areas of wilderness in which he will simply die within a few days at most in a typical TL 3 setting. If he is found, there is a good chance that it will be by brutal people who have no inclination to help him. If he is found by people who do want to help him, he will be a massive burden to them, meaning there is a good chance they will have to abandon him in order to survive, before he figures out how to communicate with them. If he gets lucky on that front, TL 3 medical care will be inadequate for him and he will probably die of disease.
Obviously this goes completely differently if he arrives in a nuclear-powered exoskeleton with a suitcase doc and paramedic swarm, and half a dozen nanosymbionts in his system, he's likely to do much better.
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Gotta say the spaceship combat rules when used in isolation work pretty well. Just don't use them alongside ultra tech shit. Or interpret "dHP" as "x100" instead of x10.
The main thing is finding all the side rules and optional toggles to fine tune lethality of weapons and effectiveness of giant robots.
This reference site was invaluable
>https://gsuc.roto.nu/doku.php?id=reference
I ended up collecting a bunch of house rules from various online sources to get it to fit my tastes perfectly and I think I've got it dialed in just right where ships aren't made of paper but don't take hundreds of turns to get destroyed.
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>>97538305
>https://gsuc.roto.nu/doku.php?id=reference
I have played in this guy's con games (not GURPS though)
Small world
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>bust out gun stats to make some fallout guns
>just use close approximations from High Tech because it's easier and I don't need all the other details and the results are exactly as good
>can't use it for energy weapons
I'm beginning to wonder if I will ever use this book
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>>97538510
There are few small-arms which you can't just extrapolate from existing examples, but I find it very useful for heavy weapons. Of course, most games don't feature heavy weapons, so its value is rather questionable.
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Where can I find tools to make "grounded" mechs? Stuff like the avatar AMP, so small mechs that don't have the typical super mech abilities (speed, energy shields, bullshittium weapons etc)? I haven't taken a look at 3e mecha, and from what I remember of one of the pyramid articles (simplified mecha?) it was all very much focused on anime mechs
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>>97538701
>GURPS Spaceships 1
for the base system
>Spaceships 4: Fighters carriers and mecha
so you can have legs
>Vehicles (in Pyramid vol. 3 iss. 40) Mecha Operations (pp. 4)
Expanded options for mecha, including all the little options that will allow you to make the mecha cinematic or more grounded.
>Spaceships 3 - Warships and Space Pirates
if you want tactical combat instead of abstract combat
If you limit your mecha to TL 8-9 stuff and don't add any cinematic rules, they'll be very grounded, some say a bit too grounded (an RPG will kill a mech without too much trouble, ultratech annihilates them). They don't move that fast either, the most unrealistic thing is how maneuverable robot legs are.
Here's an example statline of a simple grunt mech
>dHP: 15; dDR 8 front/Central; 4 Rear; SM: +4; Hnd/SR: +4/3; HT: 12; Move: 10/20; Cost: $ 399k
the "d" stands for "multiple by 10".
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>>97538837
I would never have thought "spaceships" included mech stuff, huh.
>an RPG will kill a mech without too much trouble
Kinda what I wanted to go for. Mechs in me setting are essentially gun platforms. High caliber weapons, missiles/ATGM, and small enough to accompany infantry. Basically, instead of an IFV sticking around to support the infantry after they dismount, you got a mech them. Armor rated against anything smaller than an auto cannon, relying on mobility and APS for protection.
Thanks for the detailed writeup anon, much appreciated
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>>97538701
If you want realistically shitty 'extra large battlesuit' style ones, just use the heavy exoskeleton and combat walkers from Ultra-Tech.
Your next problem is trying to actually justify their use. Power armour can be good in close quarters (where it's difficult to penetrate without using a grenade launcher or heavy weapon, which are problematic unless you are also wearing power armour) and allows you carry enough stealth gear that you can probably avoid direct hits in the open while shrugging of area attacks. But anything much bigger than a man won't be able to move through doors, cramped tunnels, narrow trenches, and so on, and will struggle with stealth due to both size and clumsiness. The only things they seem really well suited for are engineering, logistics, and casualty evacuation.
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>>97538676
>There are few small-arms which you can't just extrapolate from existing examples
Such as?
>>97538510
Do you want to do your energy weapons how they're depicted in the good 3D fallout games (everything before FO4) or the 2D games?
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>>97539178
>Basically, instead of an IFV sticking around to support the infantry after they dismount, you got a mech them.
The thing about IFVs is mechanised infantry already have several tons of metal box, which has to be armed and armored to some extent to even get them into the fight. Adding enough armor and firepower to make it an actual threat to other vehicles is relatively simple. Meanwhile, fielding what is essentially a whole other vehicle requires you to 'spend' transport capacity to bring it with you, as well as a lot more actual money to build it, more manpower to maintain it and so on.
You're also competing against robots, unless robots are completely shit in your setting. Even something as simple as a bomb drone, loitering munition, or brilliant missile will usually be sufficient to wreck vehicles or fortifications. A 'dog' style walker or a tracked or wheeled platform (like the 'robot mule' in Ultra-Tech) can easily carry a HMG, AGL, or ATGM, which is more than enough against most targets. That's if you even need a heavy weapon; the basic infantry missile launcher with shaped charge warhead is sufficient against almost anything.
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>>97539722
>Such as?
You want examples of things which can't be extrapolated? It depends what your threshold for 'close enough' is, really. Many of the higher-powered handguns in high-tech have really dubious stats (10mm auto seems to have lower damage than it 'should', many 'hand cannons' have weirdly big bulk) so I like being able to have an actual system for them rather than trying to stay consistent with the inconsistent method used to stat them before.
Rifles are a bit better, but knowing where the cut-off points for things like Acc and Bulk are is still more satisfying to me than guessing.
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>>97539834
Oh they don't replace IFVs or anything else, but they are better at following infantry in places a big metal box can't. Besides, it's just the explanation I use for suspension of disbelief for mechs in my setting. They aren't deployed everywhere. Urban environments, mountainous terrain, forests they are handy, but otherwise they aren't that good. Mostly used by mercs since they're the best bang for your buck if you want heavy weapons but don't have the space/money/crew for actual vehicles, as they are originated as equivalent of technicals, only using construction mechs instead of pick up trucks.
Mechs are unrealistic (for warfare), so I just want to have fun with them, without having crazy bullshit explanations about being superior.
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>>97539698
>>97539834
I think you guys are overthinking it. Everyone knows mechs are bullshit unless it's for the reasons you already listed: construction and rescue work. I think mechs are "attack helicopter but on ground" is fine. Pack a punch for the size and crew requirement, but made of paper. I mean, not like helis wouldn't eat shit by the metric ton with manpads and SPAAG in a peer-to-peer conflict (isn't that what's happening in Ukraine? The sheer amount of even old-ass Soviet era AA making helis perform poorly), unless they sit at the further range possible and just spam hellfires to style on tanks from the horizon.
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>>97540020
>Ukraine
Afaik (source: guy on discord who knows more than me) it's kinda six of this, half a dozen of that. Proliferation of modern manpads creates a protective bubble that forces attack choppers to do these rocket lobbying runs, but when the Ukrainians had to leave their protective cover for a push, the Russian helis were waiting and used as intended, launching ATGMs from standoff distance. Could be just Ukraine being an unsuitable environment for them, but what the ideal environment is, aside from the middle east, idk, not my field of expertise, or even remote competence.
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>>97539901
>The spaceships system is more versatile than trying to fit the retarded math from ultratech into a reasonable game.
Spaceships has its own weird quirks, like HP which is inconsistent with the usual rules. Spaceship weapons are also very questionable for non-space combat, since they are basically all optimised for very long range use against fragile targets, which may not be great in a close-quarters fight with tanks, for example.
Trying to do an IFV in spaceships:
30-ton hull
Front
[1-2] Steel armor
[3-5] Light alloy armor
[6 & core] Internal combustion engines
Center
[1] Medium weapon battery (VRF 2 cm gun, 2 16 cm launchers)
[2-3] Steel armor
[4-5] Light alloy armor
[6] Tracked drivetrain
[core] Control room
Rear
[1-3] Steel armor
[4-5] Passenger seating
[6] Fuel tank
Design switch: Armor and Volume, SM reduced by 1, DR multiplied by 1.8 (final DR 144/108/54). NBC filters only, no life support; increases passenger seating to 6.
The end result is lighter, better protected, and better armed (both more damaging and more accurate) than real life IFVs despite using only cheap TL 7 components.
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>>97540191
NTA. I really, really don't think UT is any better at all, it's just a different kind of completely inconsistent math compared to the other books. Curse of GURPS I guess, I bet you that vehicles 4e would've been another set of unique math that conflicted with basic, spaceships, HT and UT. But hey, don't have to worry about that since it's never coming out now
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>>97540224
>But hey, don't have to worry about that since it's never coming out now
It isn't going to be called GURPS Vehicles, but it is coming out (assuming no catastrophe). I'm just waiting on David to finish doing some work for other companies and then we're going to figure out exactly how to fund it all, but even if I have to pay for the whole thing out of my own pocket, I'm going to make it happen.
Still, my advice would be to just use Vehicles 3rd edition over either UT or Spaceships. It's much more flexible and capable of fine-tuning things to get them exactly how you want them.
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>>97540104
Cold war chopper strategy apart from COIN warfare was to camp just above treelines/hills to shoot an ATGM, then get down below terrain cover and scoot elsewhere to do the same thing
You could do that in Ukraine just as well as the Fulda gap but the kind of armored thrusts this kind of tactic works against haven't really been a thing post 2023
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How would you run an IRA bombing campaign in GURPS? https://www.youtube.com/watch?v=yaS3vaNUYgs
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>>97540191
>The end result is lighter, better protected, and better armed (both more damaging and more accurate) than real life IFVs despite using only cheap TL 7 components.
But is it cheaper?
If it's not cheaper than I think that's balanced enough.
>vehicles 3e
Not only is vehicles 3e 10x more complicated than spaeshisp, you're also gonna have to waste time converting the rules to 4e. It's much easier to just use spaceships if you're not going for ultra-realism (which anyone using mecha is not going for)
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>>97540492
Been doing a lot of bushwhacking and military intelligence analysis and counter-intelligence espionage in my game. The team just took out a company bagman with an acid jar to the skull then a double tap while he was incapacitated.
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>>97540492
That's actually a rather interesting question.
Obviously you can have the whole process of selecting targets and planting devices be actually played out as an adventure. The rules in Action should work OK, especially if you remove the more cinematic ones.
But the campaign of demoralisation is harder to model. Covert Ops (p. 9) has some vague suggestions for the effects of mass-casualty events, but a lot of IRA bombs were car-bombs with specific individual targets. Social Engineering covers psy-ops and inciting revolution, which kind of cover most terrorism, but the rules are brief and not focused on this kind of campaign.
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>>97540723
Terrorism is mostly about eroding resistance to your overall goals by demoralising your opponents using fear. This is a fairly tricky thing to do, since sloppy targeting or insufficiently scary threats can actually build resistance to your cause.
If you can inflict even a couple of percentage points of actual casualties on a group, their morale is likely to collapse, making them ineffective. The IRA actually got close to this with some police forces; their ability to conduct law-enforcement functions was certainly degraded and that played into the IRA's goal of being seen as a credible 'alternative government', able to dispute the state's monopoly on force and control crime in their territory. I think the best approach is something like having a loyalty score for each relevant group, then somehow modifying that based on operational success. Overall public opinion seems like it would have to have several 'loyalty' scores representing each group's perceived legitimacy (probably easier to attach this to the group with a 'reputation' score).
Really, this needs a whole supplement to cover.
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>>97540253
Huh so it's actually going through as a non-gurps brand book? Well, provided it gets funded that is. That's good to know I guess. I'll admit I'm a bit hesitant because gun stats, to me, seems wholly useless outside of vehicle weapons, and I fear I might not have a use for a vehicles 4e
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>>97542945
>I really don't want to read through GURPS Guns to see for myself, how's it useless?
It doesn't matter what the methodology of the book is, it is conceptually useless for most people because almost all the guns that anyone wants have already been statted in official supplements or are extremely similar to one which have been.
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>>97542866
Spears are good with KYOS rules. Once the damage disparity is addressed they can shine because they're the only polearm that counts as a staff for the defense bonus if you use staff skills with them, meaning a few perks will allow you to get +2 to parry basically forever since you can switch the skill/grip you're using much more freely.
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>>97531613
My candidate for useless shit equipment
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Someone brought up a good point in the spear thread
how come I can one-hand a katana and swing at reach 2, but I can't one hand a spear and stab at reach 2?
And why does a spear used one-handed have an "*" meaning it takes a ready maneuver to switch reach... But the only available reach is 1?
That's it, I'm introducing a house-rule for all my campaigns:
>Justice for Spears
>Spears and Long Spears do Thrust +3 one handed and Thrust +4 two-handed
>Spears have reach 1,2 one-handed and two-handed.
>Long Spears have reach 1,2,3*
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>>97543635
I'm no expert, but I think that making normal spears Reach 1, 2* and unbalanced when wielded one-handed and Reach 1,2 balanced when wielded in two hands is about right. It seems hard to 'fence' with them or shift grips with one hand (basically have to let go of the shaft and grab it again), but trivial with two.
Spears doing more damage than thrusting longsword doesn't seem plausible.
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>>97542945
99% of small arms are virtually identical to each other in gurps stats. Ergonomics, size, comfort, fit, triggers, how easy they're to clean etc, all things that differenttiate guns irl, aren't a thing in GURPS. Bulk doesn't vary that much between a slightly longer and slightly shorter rifle. Range does, but I genuinely want to know who regularly fights at ranges long enough that ±100 yards of range matters. Bullets would be at most ±1 damage depending on barrel length and so on.
That means, with HT and other books, you can just take an existing gun statline and use it as is or slightly modify it to have an unstated gun. The kind of super granular math guns has, and which requires really in-depth and lengthy research (and often times difficult to do) is just unnecessary.
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>>97543717
>Spears doing more damage than thrusting longsword doesn't seem plausible
The spearhead is wider.
>inb4 length
Length doesn't matter outside very tiny knives. Human torsos aren't that wide front-to-back, and the width of the spearhead would allow you to run through a person without the shaft being an issue (in fact, boar/winged spears exist because people and animals can indeed slide down the shaft to the detriment of the wielder).
Does that mean that it's enough to do more damage, in GURPS numbers, than a sword? Idk, but I'd let spears be good, not like it'd make a difference considering how busted dueling halberds and thrusting longswords and the other one (rapier?) are.
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>>97542234
>If you can inflict even a couple of percentage points of actual casualties on a group, their morale is likely to collapse, making them ineffective. The IRA actually got close to this with some police forces; their ability to conduct law-enforcement functions was certainly degraded and that played into the IRA's goal of being seen as a credible 'alternative government', able to dispute the state's monopoly on force and control crime in their territory. I think the best approach is something like having a loyalty score for each relevant group, then somehow modifying that based on operational success. Overall public opinion seems like it would have to have several 'loyalty' scores representing each group's perceived legitimacy (probably easier to attach this to the group with a 'reputation' score).
I like this concept but I am not sure how it would work with City Stats for the region and Boardroom and Curia for the organizations to accurately simulate it.
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>>97543961
Seems like a terrorism campaign is basically just a complex form of the Change Reputation action (Boardroom and Curia, p. 20). You want to change the reputation of another group towards 'incompetent, unable to protect their people', possibly destroy their internal morale (which is just their reputation with themselves, as per the Improve Morale action), and build your own reputation among those who support your cause or hate your targets. The extreme actions give you some kind of bonus to your skill roll and possibly let you act faster than you otherwise could, but at the cost of potentially damaging your own reputation, especially if things go badly, you chose your target poorly, etc. You might also change the reputation of your broader identity group or cause.
I think that big, spectacular, atrocities will give a bigger shift in reactions than small acts of sabotage and so on, but I don't want to put numbers on them without at least doing some reading on the actual effectiveness of terrorist campaigns. The IRA seem like something of an outlier in that they were fairly disciplined and actually achieved a lot of their goals, while most other terrorists seem to achieve very little beyond what an organised crime gang would, and when things do work out for them (e.g. the WUO) it's less from their own merits and more that they became a useful symbol for larger social forces to use.
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It always felt weird to me how a Retreat doesn't cost any movement, but you only get one per turn. I don't like how the Chambara Fighting rules in Martial Arts handles multiple Retreats either.
I'm thinking of allowing multiple Retreats per turn, but making each Retreat cost a Step or 2 MP (or only 1 MP for a Slip). In practice, most combatants still only get one Retreat per turn, since most maneuvers only afford a Step. But someone with Move 5 taking a Move maneuver could move forward one yard and Retreat backwards twice.
I also wonder if it would make sense to give a larger bonus to someone who dedicates all of his movement to Retreating from one foe. The bonus should follow a logarithmic progression. So 2 MP gives the normal Retreat bonus, 4 MP gives an extra +1 to defend, 8 MP gives +2, and so on.
Does that seem fair?
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This guy look like a good GURPS delver?
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>>97544670
>leathercore bucklepunk unarmored slop
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>>97544644
Since you typically only retreat outside you turn, which turn's movement does the retreat come out of? Do you need to save movement points in anticipation of retreating, or can you 'get them on credit' and pay during your next turn? If the latter, what happens if you choose (or are forced to take) a manoeuvre that doesn't give you enough MP for all your retreats?
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>>97544881
I was thinking that you would have to save movement in anticipation of retreating. I was considering allowing movement to be paid from your next turn, but like you, I also thought about what should happen if a character makes a bunch of Retreats but is stunned or forced to take a different maneuver next turn. Maybe an FP cost for Extra Effort could work, like that for Giant Step. If you're not able to move on your next turn, then you're forced to pay 1 FP for each Retreat you made since last turn.
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>>97543881
>how easy they're to clean etc,
When I was nogunz I didn't have any appreciation for anything besides the aesthetics and muh firepower
As a lazy hasgunz my first considerations are ease of cleaning and field stripping. When it comes to GURPS I think that part is where familiarity should matter a lot
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>>97540224
>But hey, don't have to worry about that since it's never coming out now
You wish it wasn't. It'll finally be the beacon that makes people want to play GURPS. Focusing on the most important thing.
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>>97544670
>leather
sorry buddy, but unless you use some sort of low tech armor house rule (like this one https://noschoolgrognard.blogspot.com/search/label/Better%20Fantasy%20 Armor), you might as well not wear armor, for all good leather armor does in a fantasy game.
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>>97546401
>Because leather armor is useless and didn't exist. Hardened leather, on the other hand, did.
Actually, 'soft' leather was a significant component in things like buff coats and many 'fabric' armours. Its very helpful in forming a layer under mail too, since unlike woven cloth, it doesn't snag and tear easily. Hardened leather seems to have been fairly rare.
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>>97545968
To be fair, GURPS was a pioneer in encouraging you to make retarded brown cripples as characters.
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>>97548703
I was reading some RPG called "Last Stand" 500 years ago, before I ever played gurps.
I just found my notes about it
>cool mechanics from Last Stand RPG:
>1: taking pieces of your enemy and integrating on your bio-armor. You first "Rip" it, and can use immediately, and later you can "Slot it" becoming permanent part of your armor. Slotted abilities are stronger.
>Like reaping off a "boomer bee" abilty to explode and using it as an AoE
>2: The bio-armor: each is a different animal/insect and has stat boosts, and can be modified by adding 4 permanent monster bits.
Can you do those things in GURPS somehow?
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>>97548703
But as I said, leather armor doesn't exist. Leather used as clothing and backing was common, no one denies that. For example, scale was sewn over leather backing usually. Under mail it'd be just a different layer of padding instead of light quilted clothing (or just regular cloth in some cases). But as standalone armor? No such thing.
>>97548703
>leather seems to have been fairly rare
I don't know if I'd call it rare. Cuirass literally originates from "cuir bouilli", that is, boiled leather. Already in the 12th and 13th centuries we have mentions of "breastplates", and since they cannot have been iron or steel, they must've been leather. It definitely wasn't used as the main armor, but piecemeal protection (breastplate, schynbalds, vambraces, spaulders).
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So in GURPS Spaceships, you can make a robot arm costs 10x less if you give it bad grip 2.
Is there a similar disadvantage I can give robot legs to justify a similar decrease in cost?
I'm trying to make a cheap ass mecha and the legs (100k each) are literally the most expensive part.
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>>97549558
>GURPS Vehicles: 50-percent discount for Bad Grip 2 on arms; 300-percent premium for having two legs rather than four legs
>GURPS Spaceships: 90-percent discount for Bad Grip 2 on arms; no premium for having two legs rather than four legs
A bit strange.
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>>97540539
>But is it cheaper?
>If it's not cheaper than I think that's balanced enough.
That design in $365k.
In Mass Combat a basic-quality IFV with average-quality crew is $400k to raise. Crew-served weapons have raise costs of 25-50k, so it seems reasonable to say the crew themselves are worth $35k, making the cost equivalent, so the Spaceships build is better value, because it is a high-end IFV at basic prices.
Real-world IFV prices can be hard to find, but fortunately I've just spent several weeks researching them. Long story, short, it varies a lot. The figures in Mass Combat are OK for 'average' but there's more variance than they suggest, some of them millions of dollars, and the spaceships version gives Bradley performance at BMP prices.
It's not so bad if you're designing everything using Spaceships and never comparing to real-world vehicles, because the differences are small enough that they don't give absurd results.
You will run into the issue that Spaceships is very restrictive though. You're just screwed if you want a 20-ton or 50-ton vehicle, and you really need to break out smaller systems for a lot of things.
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>>97549558
There is a rather obvious issue with clumsy legs. At best you could maybe have slower leg motors, but that would seem suicidal for a combat mech.
A discount for the number of legs seems reasonable. It's a lot easier to stabilise a quadruped compared to a biped. Maybe divide cost of each leg by something like 0.5+(L/4) where L is the number of legs?
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>>97549877
>You're just screwed if you want a 20-ton or 50-ton vehicle, and you really need to break out smaller systems for a lot of things.
True, but I found that just having the formulas for SM 0-3 spaceships is enough for 99% of cases.
https://gurb3d6.blogspot.com/2017/03/spaceships-quickie-spaceship-for- any.html
>>97549888
that makes sense, thanks for the idea
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>>97531613
In Bio-Tech, the Random Metamorphosis virus option says the cost is up to the GM but should be based on the amount of points that could be changed.
However cost for proteus viruses is based on the amount of weeks it takes for the changes to happen, which depends on the minimum TL of a modification. Is this supposed to be $1000/pt?
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>>97549558
The rules allow for one-legged mecha. I personally would allow one leg system to represent two weak legs with the same rules as one leg. Optionally, decrease Hnd by 1 and increase SR by 1 for such a system.
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>>97548944
>1
Supers has a brief segment on spending points to make your iconic gear better. For example, if your character has a unique airplane they use, rather than statting an entire airplane as an Ally, you start with a normal plane obtained normally (cash, stolen, Signature Gear, etc.) and treat is as a 0-point Ally; then you sum the point costs of any added traits (Enhanced Move, Reduced Consumption, an Innate Attack, etc.) that make it unique and just pay for an Ally worth that much. Permanently incorporating a stolen monster bit into your armor could be the difference between using the bit normally and paying the points to make it better.
>2
That just sounds like in-universe reasoning for how you're spending points to improve your character, no different than finding a teacher and paying them to learn new skills. You could also run a game with descriptive point totals rather than prescriptive and just give them the points, but some people really dislike that.
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I've been googling around for firearms upgrade frameworks in GURPS. One result said it was something like signature weapon in superpowers with a point system or something
Any GURPS gen preferred models for upgrading weapons via engineer, floating around?
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I kind of want to use Commited Attack and Defensive Attack in my current campaign. Although, my game is mostly focused on gunfights, rather than melee combat. I'm thinking of allowing Commited Attack to work with guns by allowing the Double, Feint (for Ranged Feints), and Suppressive Fire options, but at -2 to skill. Meanwhile, Defensive Attack gives -4 to skill when used to make a ranged attack, instead of giving a penalty to damage. Finally, I'm thinking of adding a new option to All-Out Attack that permits full move, but no other benefits, as a more risky alternative to Move and Attack. Does that seem fair? My campaign is leaning more on the cinematic side, so it's fine if it isn't totally realistic.
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>plan to make a space opera game
>get to subsector generation
>want more detail
>start reading about astronomy
>get some reality checks about FTL travels and planet habitality
>turn to hard sci fi out of pure autism
Is this common? It all started when I read GURPS Space and it has been full autismo from there. How should I go when worldbuilding (universebuilding, if you will) a space opera setting with GURPS? I tried Traveller but I feel like it lacks a lil' bit of details. And to wrap it all up: are desert worlds such as Arrakis or Tatooine even possible with the GURPS Space worldbuilding tools?
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>>97550774
There's a pyramid article that includes "All-out attack: Aim and shoot" or something like that which you might read.
Since All-out attack: Aim and shoot exists, you could easily make "Comitted attack: aim and shoot" which would give half accuracy instead of full accuracy.
If you're using cinematic rules, you should use "extra effort: charge" or whatever it's called and just make people use 1FP to be able to move and attack at no penalties.
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>>97550823
No
I wanted some sci-fi, read stuff about delta v and shit that comes with gurps spaceships and instantly decided to ignore all that shit and just use FTL drives and reactionless engines which are way simpler.
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>>97550311
Generally speaking, the more realistic options are well covered in High-Tech and Tactical Shooting.
The invention rules are OK for new designs.
If you want cinematic features adding, then I don't know of an actually good system for that. Meta-Tech is a not-so-good system which can work if you put some effort into making it do what you want.
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>>97550823
>Are desert worlds such as Arrakis or Tatooine even possible with the GURPS Space worldbuilding tools?
Under step 5, the random-generation procedures will not generate a Garden world with water coverage of less than 50 percent. However, a GM making his own custom worlds is not bound by the random-generation procedures, and setting the water to zero won't break anything later. Also, step 6 does allow the random-generation procedures to generate a Garden world with average temperature at 340 K (67 °C, 152 °F).
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>>97549877
>You're just screwed if you want a 20-ton or 50-ton vehicle, and you really need to break out smaller systems for a lot of things.
>Intermediate SM (SM +0.5)
>A ship of intermediate SM has twice the mass of a ship of the previous SM, but is treated as the next higher SM for purposes of being targeted or detected. So a SM +8.5 ship has a Loaded Mass of 2,000 tons (twice that of a SM +8 ship) but is considered SM +9 for purposes of attack and detection. All other statistics are extrapolated from the existing systems.
Combined with
https://gurb3d6.blogspot.com/2017/03/spaceships-quickie-spaceship-for- any.html
I say gives enough granularity for any sort of size.
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>>97551656
Why do you need the approximate 'intermediate mass' rule if that blog post already lets you make a ship of any mass? Just for when you can't be bothered to open a spreadsheet?
It seems like you could also extrapolate systems of arbitrary size if you really want to. They all follow a more-or-less regular progression based on the ship's mass, or a value which is very easily derived from it (e.g. cube root of mass for DR). So you could make a ship which is 11.5% armour, or 4% control room, or whatever.
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>>97551756
But the actual 'correct' value for +0.5 SM is the fourth root of ten, and the value for +1 SM is the square root of ten. Spaceships rounds off the latter to 3 when it should really be 3.1623... so it doesn't seem too bad to round off the former (which should be 1.7793...) to 2.
差不多 as they say in biosafety level 4 facilities.
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>>97552023
Way ahead of you.
https://www.htmlover.com/000007.html#Precise%20Geometric%20Progression
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>>97552041
>>97551951
Math is very hard
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I realize I'm the only guy using spaceships but in case this is useful for anyone:
>GURPS SPACESHIPS Pyramid articles
> • Spaceships I (in Pyramid vol. 3 iss. 30)
> ○ Sky Galleys
> • Alternate Spaceships (in Pyramid vol. 3 iss. 34)
> ○ Tanks, trains, subs, combustion power plants
> • Vehicles (in Pyramid vol. 3 iss. 40)
> ○ Mecha Operations (pp. 4) - Expanded options for mecha.
> • Modular Mecha (in Pyramid vol. 3 iss. 51)
> • Sailing the Open Skies (in Pyramid vol. 3 iss. 64 pp. 29 )
> • Spaceships II (in Pyramid vol. 3 iss. 71)
> ○ The Captain's Boat (pp 32) - Rules for Spaceships as patrons.
> • Medieval Sea Trade (in Pyramid vol. 3 iss. 87)
> • Spaceships III (in Pyramid vol. 3 iss. 94)
> ○ Battle for Earth (pp 11) - Example of mass combat vs aliens
> • Spaceship Malfunctions (in Pyramid vol. 3 iss. 103)
> • Astroduel (in Pyramid vol. 3 iss. 111)
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>>97552625
That's what I did!
Now you don't have to do it!
I don't know if you tried yourself but CTRL-F through the "in these issues" takes a while because going "ctrl+f spaceships" will also highlight all the "this medieval fantasy article was written by mr. dude who wrote spaceships and other stuff!"
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>>97550948
Yeah, thanks.
It seems that a person stranded in a lower tech level has to deal with a negative modifier of -5 for "improvised tools" to upgrade weapons, with maybe special jigs and fixtures to offset it a small amount.
Interesting, I'm going to have to dig deep on it
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Today we had a fun game.
When confronted with the reality of eldritch horrors one PC acquired a delusion (there's no such thing as eldritch horrors), while and another became addicted to painkillers.
And the final PC passed all his checks, grabbed the spawn of Dagon and threw it into an industrial crusher.
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>>97552862
Really depends on your situation. A TL 6 machine shop is probably better than 'improvised' for a TL 8 gun, but a TL 3 smithy would only be barely enough to qualify for the -5.
You may want to check out After the End 2 for some rules for crafting with crappy tools and materials.
Realistically, I'm struggling to see why anyone trapped with a high-tech gun in a low-tech world would risk damaging it to gain the dubious benefits of a customised weapon. You don't want a full-auto conversion if you have a limited amount of ammunition. You may wish you had a shorter barrel, but you risk fucking up your accuracy and even a full-length rifle is a lot handier than a crossbow or longbow. Converting to a bullpup might be less risky, but its a ton of work.
About the only thing I would really consider worth it would be a bayonet.
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What IQ would you give an ogre? What does it translate to IRL?
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>>97564304
NTA but I've always thought that GURPS combat isn't really "balancable" like lesser systems like d&d are. How do you balance an encounter irl? Apply the same thought to GURPS. 10 armored knights vs your janitor with his push broom? Bleak odds. The same but the janitor has a glock? Better odds but all it takes is one good stab from a sword and Scruffy's going down.
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>>97564265
That depends on which game you talking about. On another not, Adaptations has some advice on handling adventures from other games with GURPS.
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>>97564279
I gave warhammer fantasy ogres a base iq of 8. Capable of living in basic society and learning languages, but pretty fucking stupid and incompetent. An above average ogre in intelligence is going to be equivalent to either a slightly slow or normal human.
I also gave them -2 dex.
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>>97564304
GURPS encounter design is hard to write a book about, because it is extremely context dependent. My personal rule of thumb is that an encounter should be capable of killing/majorly injuring a player without requiring some idiotic fuck up (otherwise whats the point), but not likely to kill a player under most circumstances.
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Fun with Shields Up:
>Tiny shield: 2 lb, DB 0, DR 4
>Small shield: 8 lb, DB 1, DR 4
>Medium shield: 15 lb, DB 2, DR 4
>Large shield: 25 lb, DB 3 (covers a kneeling character), DR 4
>Pavise: 50 lb, DB 4 (covers a crouching character), DR 4
How do I get a shield with DB 5 (covers a standing character)?
>Pavise enlarged to SM +1 in three dimensions: 150 lb, DB 6, DR 6
>Pavise enlarged to SM +1 in just height, not width or thickness: 75 lb, DB 6, DR 4
>Pavise enlarged to SM +1 in height, with excessive height cut off: 62.5 lb, DB 5, DR 4
Have you ever used a pavise as a shield in your campaign?
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>>97564279
'Depends on the setting'. GURPS traditionally gives ogres IQ 7, which is genuinely subhuman, barely smarter than a clever animal, mental age of 5. This is arguably true-to-folklore, where ogres often fall for the most absurdly stupid tricks, although IQ 9 (mental age 10) is still bad enough to make you a very easy mark for conmen. I'd personally have gone with 8.
Warhammer ogres aren't thick-as-pigshit stupid, just rather crude and direct. Probably IQ 9 (which is also where I'd put most greenskins). Warhammer giants seem more like IQ 7.
Shrek (and other ogres in his setting) are basically just average human intelligence.
>>97567577
In the MEGA, under GURPS - 3rd edition - Adaptations.
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>>97567972
Warhammer giants are actually quite capable of being articulate, they're just drunk and depressed. See attached quotation.
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>>97568158
Ogres, by contrast, talk like this.
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>>97567426
Shields were apparently usually 1/4" to 3/8" thick.
Ash weighs about 40 lbs. / cubic foot.
So 25 lbs. is about 0.625 cubic feet of wood.
At 3/8", that's like 20 square feet.
20 square feet is a circle about 5 feet across.
A 5-foot circular shield is obviously absurdly large.
Lets try adding some fittings...
A 6" wide hemispherical boss has an area of about 0.4 square feet. 1/8" steel is about 5.1 lbs. per square foot, so that's only about 2 lbs. Even thickening it up to 3/16", we only get 3 lbs. which is enough to shrink the circular shield by about 6%. That is still a 4'8" wide disk, way too large to be practical.
The standard GURPS shield weights are obviously for very sturdy shields.
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>>97568195
>Shields were apparently usually 1/4" to 3/8" thick.
According to Low-Tech Armor Design (in Pyramid vol. 3 iss. 52), wood has DR 1.5 per inch. So a DR 4 shield is 2.7 inches thick, and a "light" shield with DR 2 is 1.3 inches thick.
According to Low-Tech p. 114, a shield is not pure wood, but "a composite of wood, hide, and metal". So a shield may have slightly higher DR per inch and slightly lower thickness than given in the previous paragraph.
Shields Up p. 22 offers two different kinds of metal shields--double weight and DR 6, and 3/4 weight and DR 4. (Presumably this overrides the contradictory rules on Basic Set p. 287 and Dungeon Fantasy 1 p. 27.)
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>>97568195
Even a thin metal rim can add considerable weight. If we assume a 2.5' by 4' oval shield, that's over 10' of rim. If it is 2" wide, that's 1.7 square feet. 1.7 square feet of 1/16" steel would be 4.4 lbs. Add the 3 lbs. boss and you've only got 17.6 lbs. of actual shield face, spread over an area of about 7.9 square feet. That's 2.24 lbs. per square foot. Assuming pure wood at 40 lbs. per cubic foot, that's about 2/3" thick. Leather can be more than twice as dense as wood, up to about 90 lbs. per cubic foot. So 3/8" of wood plus 1/8" of leather would be 1.25 lbs. of wood plus 0.94 lbs. of leather, for a total of 2.21 lbs. per square foot. That's close enough.
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would it be fair to not count Imbuement Skills on wildcards when doing the How Many calculation? I'm using the same logic that cinematic skills don't count because they already require an expensive advantage anyway, but I'm not 100% if it applies, thoughts?
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>>97568640
As far as I know everything is based on control points, you just attack with wrestling or whatever and try to remove control points. If the enemy has control DR that just reduces the number of control points you remove.
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>>97567087
>How do I get a shield with DB 5 (covers a standing character)?
Going by my interpretation of the rules from Shields Up! and Low-Tech Companion 2: Weapons and Warriors, an oversized shield should increase in one dimension if it gives extra DR, two dimensions if it gives extra DB, and all three dimensions if it gives extra DR and DB. For example:
>x2 DR should have x2 cost and weight
>+2 DB should have x4 cost and weight
>x2 DR and +2 DB should have x8 cost and weight
So take a large shield (DB +3) and multiply its cost and weight by x4 to turn it into a DB +5 shield.
You might also need to shell out extra for custom grips to remove skill penalties for using oversized grips: +50% cost for one point of SM difference.
It's up to the GM whether further customizations are possible.
>Have you ever used a pavise as a shield in your campaign?
Using the same rules above in an ultra-tech campaign I ran, I let one of my players build an oversized extra-powerful man-portable force shield that could cover an entire squad. Not a force screen, but an actual shield which he carried on his wrist. Although, due to increased cost, weight, and power requirements, it ended up looking more like a power gauntlet.
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>>97571405
Wikipedia (citing the Cambridge History of Greek and Roman Warfare) says that the Roman scutum (a large shield) was 22 pounds. This matches GURPS numbers. (Though I'm not sure how such weight is achieved with thickness of only 1/4 inch.)
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>get annoyed at the "hammer vs egg" damage situation in spaceship system
>adjust values for dHP
>use new, more realistic table for max caliber equippable by a ship according to SM
https://worldsbeyondearth.blogspot.com/2019/02/spaceships-how-much-dam age-should-guns.html
>account for the fact that guns now have to carry ammo separately
>add the ability to make "military grade" armor that has double dDR at quadruple the cost
>now missiles can't get through armor of smilar SM ship at all
at some point I went too far in the other direction lmao
balancing is hard
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>>97571556
>A shield should be able to tank an arrow without it skewering your arm right?
Not really, no. At least not from a close distance, many arrows and bolts are able to embed themselves quite deeply and go through an actual historical shield. That's why the boss was a thing, too. Protects your hand/arm
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>>97571492
>how such weight is achieved
The leather and canvas. Proofing your shield with hardened leather makes it extremely sturdy, incredibly so, but also incredibly heavy. A heater shield goes from 5-6 pounds to 12 (again, calling bullshit on GURPS weight: heater shields are about 5 lbs, but by default lbs in GURPS, since it's medium sized)
https://youtu.be/zLxcw2rqoeI
https://youtu.be/ylLV-0bsyl8
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>>97568514
Although that would be consistent with how cinematic skills are handled, the way that cinematic skills are handled seems fairly dubious. On the other hand, both cinematic skills and imbuements need all the help they can get.
I would caution against allowing every single applicable imbuement from a single wildcard without even counting them towards the total number of skills covered. However, a handful of especially appropriate imbuements seems fine. For example, Bludgeon! might give you access to Forceful Blow and Traumatic Blow, which are thematic under the umbrella of 'hitting things hard with blunt implements'.
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>>97531613
I'm trying to wrap my head around how the grappling skills work with Fantastic Dungeon Grappling.
All of them are reach C, they give you a parry score of 3+Skill/2. Same as just using DX, but you can train them and they have the control point per die bonus at various character point investment thresholds (4/16 for Wrestling, 8/28 for Sumo, 20/44 for Judo). This is a huge investment for Judo and unless I'm missing something it makes Judo seem like pretty bad value.
Wrestling's ST bonus only applies to takedowns and strangling now (unless it not being mentioned in FDG means it no longer exists), because breaking free and pinning aren't a thing.
Sumo's ST bonus applies to takedowns, slams and shoves, keeping its semi-striking niche.
Judo has a bonus parry per turn, but its parries suffer encumbrance penalties, unlike the other skills. However, it doesn't suffer from the -3 against thrusting attacks. It also loses both Judo Parry and Judo Throw, because both of those are now part of the common grappling rules.
Techniques in general don't exist under FDG, so there isn't a matter of certain skills being gated to specific skills either.
ST bonuses, which would increase CP dealt, are replaced with the bonuses at skill thresholds, including for Judo which didn't have an ST bonus before. This does give credence to Wrestling's bonus for strangling and takedowns not being mentioned because they no longer apply, being instead an investment of the bonus CP you've accumulated.
What am I missing about Judo that makes it stand out in FDG?
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>>97573918
Agree 100%, I'm envisioning adding just one or two imbuements on some Style Wildcards or the like, also, can you elaborate on what you meant by saying "fairly dubious"? I have read and played plenty of GURPS, but I'm only an year into it
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>>97574412
>can you elaborate on what you meant by saying "fairly dubious"?
The justification given for not including them in the skill count seems rather nonsensical. It's just a total non-sequitur to say that paying for an expensive prerequisite should give you a bunch of freebies, but only if you get them as part of a wildcard.
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Should I get Attractive (4) If I'm using this character art?
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>>97574531
Ah I see, I think that the idea behind is that part of the price of those advantages is essentially Unusual Backgrounds that don't do anything by themselves, and the "fairest" way would be for cinematic skills to have no prerequisites, so it's ok to give them a break in this case.
I'm personally not sure if this is a sound idea, though, even though I personally like it
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I'm trying to understand buying skills from defaults.
My guy has DX 12 and Wrestling-15, which means I can use the default Wrestling Sport-12. This default level would cost two points if I were to buy Sport normally since it's equal to DX-level. If I wanted Wrestling Sport-14 I would normally have to pay eight points. I use the difference between eight and two, pay six points, and raise Wrestling Sport to level 14.
Has anyone used this rule before? I guess I save two points but it's really obtuse.
>>97574550
Please develop some confidence in your own taste before posting. And don't be an avatarfag!
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>>97574626
It is! I have looked at this when it comes to guns, and I personally think it's fairest to allow, in some cases, for skills that default to each other be bough as techniques, because there gets a point where you are more wasting points than anything by buying from default
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>>97574626
>Has anyone used this rule before?
I've honestly never seen it used once. I've tried making it more attractive by letting skills be improved from defaults as techniques, but I've still yet to see a player use it.
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>>97574681
I feel like there should be way more defaults between skills, and some general rule for determining them. I'm trying to come up with a quick-and-dirty rule I can use. Something like:
>All skills default to their controlling attributes at −4 if Easy, −5 if Average, −6 if Hard, or −7 if Very Hard.
>Skills within the same broad category (melee combat, natural science, social interaction, etc.) default to each other at −4, with an extra −1 per level of Difficulty that the defaulting skill is higher than the skill being defaulted to, or +1 per level lower. For instance, Brawling defaults to Karate at −2, while Karate defaults to Brawling at −6.
>Grouped Skills default to each other at −3, and Specialties default to each other at −2, if the GM agrees that they are closely related.
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>>97574004
>Judo seem like pretty bad value.
first, it doesn't lose judo throw. At no point does FDG says you can no longer judo throw after a parry. Judo throw simply doesn't use grappling rules at all.
If going with SDG, wrestling and sumo don't get ST bonuses, they just get the control point damage bonus.
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>>97576550
>FDG is shit just like RPM
elaborate, how is FDG anything like ritual path magic?
Fundamentally, for all the fluff, FDG is just
>make a regular attack roll
>do control points damage instead of regular damage
>spend control points to do real damage or for bonuses to your roll
How is this anything like ritual path magic?
And elaborate on how it's shit too, since it's by far the best grappling system of any tabletop RPG ever. And I mean that without exaggeration and unironically, having GMd and played more than 27 different RPGs (counting all D&D editions as a single RPG) before getting to GURPS.
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Is there a list of all spaceship systems properly categorized?
I feel like whenever I make a ship I spend more time looking through the books than just putting the systems in.
There really should be a table with just "name of system/book+page"
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>>97577899
https://samuelbaughn.blogspot.com/2026/02/gurps-spaceships-systems-ind ex.html
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>>97578521
>https://samuelbaughn.blogspot.com/2026/02/gurps-spaceships-systems-in dex.html
Thanks bro, that is going to help out so much during spaceship creation
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>>97578521
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>>97577296
Both basically have the user off playing their own game
A better grappling system would have simpler resolution with fewer special cases instead of turning it into a minigame with its own resource tracking
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Are there any articles/splats that amend ultra tech? I know pyramid 4 scifi tech has a few pages going very briefly over some of the UT stuff and commenting if it's possible or pure fantasy, but that's about it to my knowledge
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>>97581676
>Both basically have the user off playing their own game
Absolutely not, are you crazy?
First of all, literally everyone can do grappling with FDG.
From the rogue to the fighter to the monk, everyone can use the system without any investment because grappling defaults to DX and control points is just based on your thrust damage.
Second of all, the way FDG works is that it plays exactly like a regular attack.
>fighter swings sword and attacks with shield
>roll attack with sword, enemy rolls defense, he rolls damage; roll attack with shield, enemy rolls defense, he rolls damage
>fighter grabs with one hand to stab with dagger
>roll attack with free hand, enemy rolls defense, he rolls control points; roll attack with dagger, enemy rolls defense; he rolls damage with some extra d6s from spending control points
How is this a "minigame"?
>b-but control points is a resource you have to track
so is energy and you don't say basic magic wizards are playing their own game because they have spells. It all interacts with the same regular combat systems as everything else.
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In pyramid 3-40 pp6, it mention equipment packs for mechas. It says that they would count for encumbrance.
How do I check encumbrance for spaceships? Just use the dST? And does the cargo count for encumbrance or is anything inside the spaceship considered part of the "loaded mass" already?
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>>97590829
>How do I check encumbrance for spaceships? Just use the dST?
Yes.
>Is anything inside the spaceship considered part of the "loaded mass" already?
Yes. Note that an empty cargo hold system still takes up 1/20 of total mass.
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>>97590051
Just wondering what kind of point value should be set for the fighters. Should people build ~150 point characters as if it was a serious campaign not only about combat, or bump down the limit with no restrictions?
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>>97591565
My general rule of thumb there is to build something reasonable, but that you aren't going to be filleted for making a character clearly focused on combat. The flipside to spending 10 points on fluffy non combat skills is getting to take 30 points of disadvantages which don't have a major impact on combat, and as long as players respect that they will have a much better time making characters. You'll have to restrict some level of character making either way.
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What traits would a race of mushroom men possess in GURPS?
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>>97592512
GURPS Space p. 144 suggests that a fungus species should have either Sleepy or Slow Eater, unless it has separate motile and sessile life stages.
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I'm trying to make a power that has an ER that only refills in the
presence of their element (around fire, submerged in water, in contact
with the earth, etc.).
ER costs 3 per level, and normally recharges at a rate of 1 per 10
minutes, like FP.
Looking at Pyramid 4/3, "Triggered Recharge" on pg 14, it costs 30% MORE
to have the same recharge rate, but only with an "Occasional" trigger,
and 60% more if the trigger is not "used up"?
Am I missing something?
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>>97593316
It just seems to be a badly written rule, by a notoriously bad writer. If you let it be stacked with Special Recharge (-70%), it generally gives an acceptable result, but still fails in the case of common or very common re-usable triggers. Changing the value of one point / ten minutes to -30% seems reasonable.
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>>97578661
>>97578695
If you feel like doing me a favour in return, make some requests for content. I struggle to motivate myself to get shit done, and having someone else to do things for is weirdly helpful in that regard.
I'm kind of burnt-out on APCs and IFVs at the moment, but I could do other vehicles, animals (extant, extinct, or mythical), weapons, or damn near anything else. The only thing I'm not touching again are magical styles, because those are an absolute nightmare.
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>>97594047
I already did the Land Rover Defender in the vehicle compendium (see GURPS - Unofficial - GURPSgen - Vehicle Compendium in the MEGA) and it also appears in Highway Stars (Pyramid vol 4 issue 2). Admittedly, both of those only cover one version of the series, so it might be possible to expand on that a bit.
The Land Cruiser line has many more models, but doesn't seem to have been written up before. I'll have a go at it, but the sheer number of variants means that it might take a while.
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>>97594184
>The Land Cruiser line has many more models, but doesn't seem to have been written up before. I'll have a go at it, but the sheer number of variants means that it might take a while.
Just make the ones that matter (J40-J80)
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>>97594135
I'm not familiar with Symbaroum and can't find an online description of its lindwurms.
There is a lindorm template in GURPS Dragons (p. 51 for 3rd edition, p. 145 for 4th edition) which seems to cover most of the traditional features and is flexible enough to be adapted to fit specific versions which are at least somewhat close to the folklore.
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>>97594144
I will need to consume some suitable fiction to get the right feel, but my current impression is that many stories set on Venus (especially those where it has a lot of jungle) follow the trope that it resembles Earth during the distant past (typically from the Carboniferous to the Triassic), at least as it was understood at the time. As such, many prehistoric animals, and especially outdated versions of them, would be suitable for use with only cosmetic changes.
Examples:
https://samuelbaughn.blogspot.com/2026/01/rhizodontid-fish-in-gurps.ht ml
https://samuelbaughn.blogspot.com/2025/07/temnospondyls-in-gurps.html
https://samuelbaughn.blogspot.com/2025/07/dimetrodon-in-gurps.html
https://samuelbaughn.blogspot.com/2025/12/megalosaurs-in-gurps.html
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>>97592512
I might give them Signals (Chemical Messengers) [15], from Template Toolkit 2: Races, and Discriminatory Smell (Emotion Sense Only, -50%) [8] to represent spore-based communication.
Affliction with Area Effect and Contact or Respiratory Agent, plus different kinds of special enhancements to represent different kinds of spore attacks.
Dependency on cold, darkness, and moisture, or a Weakness to heat, sunlight, or arid climates.
Perhaps a form of Infectious Attack to reproduce.
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>>97594505
https://samuelbaughn.blogspot.com/2026/02/colossal-crayfish-in-gurps.h tml
>>97594144
This would also probably work as Venusian fauna...
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>>97594868
>https://samuelbaughn.blogspot.com/2026/02/colossal-crayfish-in-gurps. html
Thanks bro, that's perfect.
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>>97595231
The tank, hummer, and armored cars in High Tech all have about 8-12 hours endurance. However, WW2 era vehicles seem to be much worse, only getting 6-8 hours.
In Ultra-Tech, the wheeled ATV can cruise at 60% max speed for a bit over 10 hours. The exo-spider gets about 19 hours, the armored hovercraft 13, the hover-jeep just 5.
I wouldn't give them less than 8 hours, since that's about the minimum time you need for one 'watch'. Probably best to have a little leeway, but much more than 16 is a waste, since the pilot isn't going to be good for much longer than that.
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Is it written anywhere how you should narrate the specific outcome of a roll? Like, if I have a modified Lockpicking skill of 8 (Skill 15 with a -7 TL penalty), in one situation rolling a 9 implies you failed due to your crap equipment whereas a roll of 16 implies you failed the task due to inability. I learned this style from a GM who did it that way, but I'm curious if that's an official rule.
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>>97596230
I don't know if its explicitly written down somewhere, but this has always mattered to my group for determining certain penalties with ranged combat. A miss by the amount that cover protects you hits cover, and could pen, for example. Same thing applies to how GURPS handles dodge bonus. So even if its not an official rule, its implied by several of the rules that do exist.
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>>97595310
>>97595315
Counterpoint: something more BT-like or even titanfall-like of the mech pilots expected to do long deployments, maybe even distance wise, could warrant longer operating times. Having the mech pilots camp in the field next to their mech is pretty kino
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>>97596744
Even vehicles which would be used for long-range recon don't seem to have fuel tanks which last more than a day though. On the other hand, a truck can cover a lot more distance in a day than a typical mech, so maybe you need to give the mechs enough endurance to cover a similar distance rather than operate for a similar time.
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How would i make a Black Mesa incident rpg? Make a giant dungeon?
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>>97596866
Yeah, but infantry can be expected to walk for a day and more to get to their destination, so upscaled infantry, i.e. a mech, could also be deployed a day+ away, or at least with enough fuel between getting there and walking back equivalent to a day.
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>>97596866
Battletech mechs have fusion reactors so they are pretty much indefinite range on a single campaign. Problem is they don't have much storage for personal gear. So don't expect much more than sleeping in the cockpit if you didn't cram in some mres and a sleeping roll. That does let you have the players go in and out of range of the supply truck and then count out consumables like ammo and rations.
That way you can control how much stuff they get on a resupply truck or let them go without since a deeper raid is away from supply lines. Maybe force them to rely on battlefield acquisition so they have to pick and choose what they kept or leave.
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>>97598486
Pretty much. It's basically got all the features of a dungeon: a large and complex structure, filled with hazards, obstacles, and hostile life-forms. Your mission is to eliminate or contain the hostiles while recovering assets (in this case, scientists and research data rather than treasure, but the principle is similar). There's probably more emphasis on the former over the latter than in a traditional fantasy dungeon, but it's still the same principle.
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>>97598737
>Problem is they don't have much storage for personal gear.
They actually do. Inner Sphere mech cockpits are generally big enough to fit a cot and some personal items, kinda like the driver's cabin on a semi, because IS pilots do long deployments and campaigns. Meanwhile clan mechs are notorious for having small cockpits, fighter jet-sized, as their doctrine is either duels or very short deployments.
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>>97600074
>>97600063
>>97599483
So if your tie is truly outrageous, you could have "Odious Personal Habit (likes to wea really, really ugly ties) [-5]."
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All this delta-v shit is a bit too complicated for me. I'm trying to build a mech transport at TL 9. The idea is to have some sort of mobile base for a mercenary group.
What engine do I use? In my mind I'm imagine those star wars clone trooper transports, but bigger, where it can rotate the engines to float while the troops jump out
I'm thinking of just cheating and going 1 TL higher for a reactionless engine so the only thing to worry about would be the fuel for the reactor.
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>>97600363
>>97600334
After reading this article I have realized my IQ is too low for orbital mechanics since I realized I had to google to remember how to do the square root of anything.
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>>97594047
>>97594196
It turns out that civilian vehicles are no easier to research than military ones.
https://samuelbaughn.blogspot.com/2026/02/toyota-land-cruisers-in-gurp s.html
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>>97600255
>>97600437
Honestly just fucking fudge it into something that makes sense, or skip it I guess. Is this supposed to be an orbital craft that can also do planetfall? I think that, realistically, that's extremely hard to pull off. You need very advanced engines (so I guess TL10) and/or tons of fuel to pull that off, nevermind if you're ferrying around mechs.
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>>97601752
https://en.wikipedia.org/wiki/Automotive_night_vision#Toyota
It looks like it should give the usual NODs drawbacks of colorblindness, no depth perception, and tunnel vision, as well as fairly shit resolution, and it only works within range of the IR illuminators (which seem to be fairly short-ranged compared to military-grade ones). Wouldn't want to actually drive by it, and not sure why the hell it exists because I see little civilian use for something which is worse than headlights.
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>>97601835
>Honestly just fucking fudge it
Yeah I just added TL 10 reactionless engines and had them cost double as "over tech".
>Is this supposed to be an orbital craft that can also do planetfall?
It's supposed to be a transport vessel that can go into orbit.
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I rarely see the "Flashbacks" disadvantage discussed, and I think part of the reason is because it seems to have been given an overly-specific name. I always assumed it was only for actual psychological flashbacks (like in PTSD) but reading the description, it seems broader:
>You tend to experience “flashbacks” when under stress. These are vivid hallucinations, full participation replays of memories, or similar phenomena. You should choose the type of flashback you experience when you take this disadvantage. The content of each episode is up to the GM.
Nothing about the description says that the experience necessarily has to be a reliving of a past traumatic event. "Flashbacks" could functionally approximate many types of psychosis, or maybe even supernatural visions. The disadvantage could reasonably have been named "Hallucinations." Have you ever seen a character who had it?
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>>97603959
I made one with it, context being that he was reincarnated from another universe and the flashbacks were about his previous life fuckups. Game died (as they always do when I'm a player) so it got nowhere in the end
>>97602645
I see. Well, the term you're looking for for wings that move is either tilt rotor (think the osprey) or VTOL
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>>97603959
I had a mystical cyborg NPC tag along with the party whose brain was tapped into some ancient alien data network, giving him Precognition, Psychometry, and Flashbacks. His flashbacks were sometimes just his powers activating involuntarily. Although, I could've just represented that with the Uncontrollable limitation. But he sometimes did just have flashbacks of his own traumatic memories. Whenever the party was struggling with a fight or other problem, he would suddenly have a flashback while the party would have to protect for a few seconds (in combat) or look after him for a few minutes (out of combat), then come back to reality with a critical hint or solution.
Never had a PC take it, though.
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>>97603959
While technically any form of psychosis can have any form of hallucination, visual and immersive hallucinations are a lot more common in illnesses caused by trauma. Schizophrenics are much, much more likely to have just voices (phantom smells are more common with brain injury, tactile hallucinations with drug-induced psychosis).
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>>97600437
>>97602645
Yeah, that chart is optimized for fuel efficiency rather than speed, because that's how its done real-world. Take away the fuel constraint or add time pressure, and you can just brute-force it. Just because I feel like putting it in layman's terms, though:
>every orbit has a minimum altitude and a maximum altitude
>the first burn (green) raises the maximum altitude
>the second burn (purple) raises the minimum altitude
>the third burn (blue) lowers the maximum altitude to match the minimum, resulting in a new circular orbit that is higher than the original starting point
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Does GURPS have the same "fuck it, RPG mechanics in non-fantasy settings" feel as the video game Live A Live?
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>>97610933
Potential kino.
I once ran a game about Infinity Patrol agents who got portalled to another world. Turned out to be Yrth. Unfortunately, the game died, but it had some potential.
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>>97610970
Shit, wrong dice
>>97610958
Rolling again
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>>97610982
>Warehouse 23
>Low-Tech
>Dragons
>The team needs to scour the earth for ancient dragonslaying artifacts before the prophesied reawakening of draconic kind.
It's like getting to stop Reign of Fire. Kino roll.
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Rolled 87, 78 = 165 (2d100)
>>97610958
Wait i fucked up >>97611033
adding 2 more rolls
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Rolled 4, 34, 11 = 49 (3d100)
>>97610958
Roll Caskett
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>>97532143
In my personal opinion, the best thing that could be done to rebalance that shit is to move Will out from under IQ, leave IQ at 20 points and make Will cost 10 points just like HT.
It's become such a fucking issue, that it's the main reason I don't use GURPS anymore: because GCS still doesn't allow me to house rule that specific thing, does it?
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Rolled 57, 45 = 102 (2d100)
>>97611033
>>97611047
>Powers, Ultratech, Supers
Future capeshit? Or maybe cosmic/space capeshit, like silver surfer, krees, skrulls, guardians of the galaxy?
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Rolled 70, 51, 8 = 129 (3d100)
>>97610958
Rollan again
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>>97611033
>>97611047
>Powers
>Supers
>Ultra-Tech
Futuristic supers game. Good grouping.
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>>97610958
I've thought about using Infinity Patrol to dip my toes into science-fantasy since I've done sword-and-sorcery for so long. Is it decent right out of the box? Because, honestly, I just don't think I'm familiar enough anymore with hard sci-fi to be able to convincingly make something in a futuristic magi-tech environment, even though I'd like to.
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>>97611155
I enjoy it out of the box. My preferred approach is that the players are a party of Infinity Patrol agents (not ISWAT) who are assigned to a single world for an extended time of time rather than jumping to a new world every session. That way you get to really experience the world and they don't feel bland.
I think the only change I make is having Homeline be early TL9 instead of late TL8.
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>>97611228
What's the in-setting explanation for why Homeline is TL9 instead of arbitrarily high?
Is it kind of like Control where "it's just more stable at this tech level and no higher because Thing don't like more advanced technology"?
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>>97611281
To my understanding, it's just because the edition came out in 2005 and Homeline was meant to feel like it had believable-advanced-tech. To me, 21 years later, that means it's definitively early TL9 instead of "TL8 plus whatever TL9 gadgetd the GM wants."
It's really not a big deal one way or the other, though.
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>>97611057
>Alpha-Centauri
>Banestorm
>Egypt
World hopping stargate-esque sci-fantasy with a heavy emphasis on the fantasy. Weird, but neat.
>>97611085
>Rogues
>Atomic Horror
>Mage: The Ascension
Mages stealing artifacts and items of power coming from flying saucers or the depths of the ocean. Kaiju are a must.
>>97611088
>Bio-Tech
>Blood Types
>Ice Age
>Illuminati
>Japan
>Lands Out of Time
>Martial Arts
The players get tangled up in a vast interdimensional conspiracy involving genetically modified ninja warriors, vampires, and a mysterious land where dinosaurs rule the earth and cavemen cower beneath saurian power.
Well, that's a game.
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>>97594314
I've read and listened to some pulp writing about adventures on Venus now, and there really aren't a lot of well-described creatures other than just giant versions of Earth animals (mostly arthropods), 'dinosaurs' (mostly just generic giant lizards), and the odd reptile-man (adequately covered already in GURPS). Lovecraft's 'In the Walls of Eryx' has a bunch of names, but little in the way of description. C A Smith's The Immeasurable Horror has a bit more detail, like 'long-legged serpents larger than anacondas', but the only creature with a really good description is the horror itself, which is basically just a generic blob monster, but scaled up to several miles long with some kind of gravity or tractor-beam like attack.
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>>97594036
More requests would be appreciated.
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>>97612664
Already in the vehicle compendium.
>>97612701
Will have a go, but not sure if the documentation available online will be complete enough for either.
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>>97594036
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>>97614061
>clip
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>>97614051
3e Vehicles has a passable gun design system towards the end of the book IIRC. Will require some converting to 4e though.
There's also High-Tech Adventure Guns, which has a large number of TL5 single-shot sniper rifles. However, their accuracy and damage aren't great (all Acc 4 and 5d pi+) and their range is dwarfed by later guns. Unless your game is actually set in TL5, you'll need to justify why they're using that gun instead of a more modern weapon with better damage, range, accuracy, shot capacity, and RoF.
That being said, justification wouldn't be *hard*. Ace snipers are exactly the sort of NPC opponent that warrants some added characterization. Something as simple as making the gun Very Fine quality and giving the sniper the Weapon Bond perk would work, to say nothing of more eccentric traits like Vow (only use that specific gun, reject higher-technology tools, etc.), Code of Honor (give prey a fighting chance), or something sillier like Obsession or Lower Tech Level.
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>>97614051
Lobaev SVL in .408 Chey-Tac (I made up stats for that one ages ago and no longer have them)
>>97614173
Very, very few sniper rifles can use a clip (kinda difficult to fit under the scope)
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Just installed Gentoo. I don't know what that has to do with GURPS though but i'll leave it here.
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>>97615144
4e is badically 3e with variant and extra rules from 3e compendium I and II, from the top of my head the main differences are:
>attributes pricing
3e has a progressive scale while 4e has a fixed pricing with IQ and DX being more costly than ST and HT;
>skills pricing
3e had a scaling divide between mental and physical skills plus the possibility to spend 1/2 point (basically you could open 2 skills with 1 point);
>hp and fp inversion
In 3e your ST score determined your Fatigue Points pool and HT the Hit Points one, in 4e is the opposite having ST determining HP and HT determining FP;
>Defense
In 3e you had a Passive Defense bonus from armor you had to apply to active defenses (dodging, parrying, blocking), in 4e the PDvis no more, you get bonuses from shields and weapons and a flat +3 to the formula for dodging, parrying and blocking;
>self control
In 3e your pc could resist his mental disadvantages with an IQ test, in 4e you have a dedicated "self control" score for each of them;
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>>97614331
>>97614870
>>97614879
Thanks, these are good ideas. I'll see which fit the sniper better.
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>>97616411
One hostage, gun to NPC head while holding NPC with other hand, PCs are going to be confronting him from the front, in an office. NPC will be behind a desk while the PCs in the entrance to office.
Windows are all closed with only light being the office light.
Their objective is to kidnap the hostage (the players don't know that the hostage is wanted alive, however)
The hostage taker is not a professional.
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>>97616436
Okay, that clears it up a lot. By default he's going to be wanting to create space, so that's where I'd center the chart. Getting him to pause might be on the low end of successes. High-end success is, of course, the surrender, and I'd put the mid- to high-tier failures along the lines of him flagging or firing at the PCs, which, while risky, does open up a moment where the gun isn't pointing at the hostage. And just to put some spice in, I'd say that if he knows he's being flanked, it pushes the roll towards whichever extreme it's leaning at.
Basically, if he's not going to shoot the hostage and they're not going to let him go, then there's very little risk of failing through social rolls, just them getting shot or flubbing the takedown.
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>>97616401
>>97616436
I don't think it'd be good to have an all-or-nothing instant resolution, unless situation really doesn't allow protracted negotiations.
So, something like a tug-of-war maybe? A vidiya analogy would be quick time events, aka "press X a lot to not die" kind of stuff.
>every turn moves the needle on the metaphorical "negotiation meter" closer to the bad outcome
>PCs take action and can move it either towards the good, or the bad resolution
>several thresholds mark rolls for an event
>i.e. injuring a hostage, or firing at PCs if the guy gets pissed off
>conversely, it could be showing good will by releasing one hostage if it's hit one at the "good" end
>crit fail/success forces an immediate good/bad event roll in addition to moving the "meter" by a lot
Naturally, you have to gauge yourself how to rate PCs actions, but it's something at least, right?
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>>97617695
slowpoke.jpg
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>>97616671
It's Traveller so yes, though it takes place years in the past before all the cool stuff from the setting actually happens
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>>97617695
>>97617735
TRVST THE PLAQN, GVRPSPQTRIOTS.
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>>97617735
To update everyone, David is currently working on a project for another company, and won't be free to do anything with the vehicle design system until May this year. The plan is still to go ahead ASAP and I am able and willing to fund the entire thing out of my own pocket if I have to.
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>>97619123
>pretending to be on a first-name basis with an illustrious GURPS author
He's Mr. Pulver to you. Capisce?
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>>97619123
nice
>>97619164
we're not japanese, no one cares about this sort of thing, anon-kun
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>>97617735
>>97619123
What the fuck it's actually happening?
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>>97619267
>we're not japanese, no one cares about this sort of thing
I'm pretty sure that Americans/Canadians still care about it. Do you call your boss by his first name? Well, maybe you do, but certainly not your boss's boss.
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>>97619495
This is just nonsense. "Mr. John" is cutesy and familiar, not respectful (at least in English).
>>97620042
A contractor is not an employee. And even toward a contractor you are supposed to be respectful.
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>>97619123
You're a hero, anon.
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>>97619443
I do in fact.It's a necessity since they're father and son.
>>97619123
Bless you, but don't hesitate to crowdfund it if necessary.