Thread #97859101
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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.
TQ: what's the best Gurps supplement based on a licensed IP (Prisoner, Deadlands, Discworld, etc)?
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>>97859187
Based and riddle of steel pilled.
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I'm trying to make a cyborg with points, not cash.
Besides giving the specific cyborg advantages (like night vision) the -20% from electrical, is there any other limitation I should add to cybornetic-based advantages?
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>>97860688
Maintenance is common. This could take the form of medical doctors checking up on connection points and looking for signs of rejection, mechanics greasing joints and rebalancing gyros, or simply getting regularly scheduled (and mandatory) software updates.
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Man DR point cost is all sorts of fucked
Ignoring how expensive it is, why would anyone ever buy torso only DR? And there's no way to have a blatant weakpoint (DR everywhere but head; DR everywhere but legs) either.
Like if I want to make a full body cyborg that only has his head like raiden, I either have to buy each DR piece separately (DR X to arm, DR X to leg, DR X to torso) or just armor everything.
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>>97860688
There's several ways to make a cyborg per RAW:
>UT
Crippling disadvantage (missing limbs, etc) with Mitigator (-70%) (see p.207) + advantages with Temporary Disadvantage, Electrical (-20%) and Maintenance, 1 person Weekly (-5%). Note that Mitigator is supposed to be for monthly maintenance, but that's UT for you.
>Enhanced Senses
Advantages with Electronic (-30%), which is TD Electrical, weekly maintenance and Nuisance Effect, Detectable (-5%).
Note this doesn't cover replacing existing organs.
>Pyramid Vol.2 "Better, Stronger, Faster"
Advantages, and the Machine meta-trait with a -20% limitation per section of the body it doesn't apply to.
https://www.sjgames.com/pyramid/sample.html?id=5541
>THS
Haven't looked into it, it's probably yet another approach.
In my games I rule it as a mix of the three:
>a crippling disadvantage with a weekly Mitigator (-65%)
>the desired advantages with Electronic (-30%)
>Machine for the replaced parts of the body.
If you're doing a full borg/cybershell, the crippling disadvantages don't apply, and you instead take the Maintenance disadvantage. Generally, at that point you're building a robot, per UT p.219, even if it's not "just" a brain.
>>97860867
DR should scale with TL in order to make it useful in any tangible way beyond Low Tech. A few threads back the suggestion was to reduce its cost by 1 until each character point gave you 1 DR.
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>>97861192
>https://www.sjgames.com/pyramid/sample.html?id=5541
this is a very useful article, thanks.
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What's a good scale for ground vehicle combat? I feel like 10 mile hexes (the smallest used in tactical combat in spaceships) is a bit too much for mechs of SM +4 and speed of 10.
Ideally something that makes sense for 20 second rounds to fit the RoF of spaceship weapons.
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>>97861378
Typical tank engagement ranges seem to go from 'high hundreds' of metres to a few km. That's very roughly one order of magnitude greater than infantry combat ranges. So 10 times range, 10 yard hexes seems OK.
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>>97861790
Cowardice is a lot of fun, and I've enjoyed the few times I've run a char with it. My personal favorite was a crossbowman conscript who used the 60 turn reload of his crossbow as a way to avoid actually fighting in the melee, until he rolled a success on his CR roll.
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Kill Realm Management. Behead Realm Management. Roundhouse kick Realm Management into the concrete. Slam dunk Realm Management into the trashcan. Crucify filthy Realm Management. Defecate in Realm Management's food. Launch Realm Management into the sun. Stir fry Realm Management in a wok. Toss Realm Management into active volcanoes. Urinate into Realm Management's gas tank. Judo throw Realm Management into a wood chipper. Twist Realm Management's head off. Report Realm Management to the IRS. Karate chop Realm Management in half. Curb stomp pregnant Realm Management. Trap Realm Management in quicksand. Crush Realm Management in the trash compactor. Liquefy Realm Management in a vat of acid. Eat Realm Management. Dissect Realm Management. Exterminate Realm Management in the gas chamber. Stomp Realm Management's skull with steel toed boots. Cremate Realm Management in the oven. Lobotomize Realm Management. Mandatory abortions for Realm Management. Grind Realm Management fetuses in the garbage disposal. Drown Realm Management in fried chicken grease. Vaporize Realm Management with a ray gun. Kick Realm Management down the stairs. Feed Realm Management to alligators. Slice Realm Management with a katana.
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>>97859101
>TQ
What are we grading it on? Fidelity to the original material?
I've read through the Alpha Centauri, Deadlands, Vampire and Werewolf adaptations.
They all benefitted from being adapted to GURPS, especially the world of darkness games.
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>>97867112
The setting material is damn near identical to the Deadlands Classic core book.
So the setting tone is correct but with GURPS stats and frameworks.
Been playing Deadlands for months and I love it, I'm going to have to go back to my Vampire the Dark Ages GURPS adaptation soon, though.
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what were they smoking when cooking up the peter pan process
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>>97867776
Just give thanks for the awesome writing of GURPS.
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>>97867799
what about the art.
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>>97869225
>he doesn't reverse-engineer the original InDesign
All of the 3E and most of the Gurps 4E books were originally laid out with QuarkExpress. It's one of the reasons the × symbol changes to ¥ when you try to copy/paste it.
(Quark can continue to burn in hell where it belongs, though— InDesign is -way- easier to deal with!
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>>97868051
It's just the cliché of a galactic multi-ethnic empire where the characters are free traders going from point to point in a sub-sector managing their shit and what-not. It just became some of that "reinventing the wheel" kind of thing where I've come to a point to think to myself "then... why not use OTU?", it's not like my friends know anything about the lore and GURPS Traveller flashes out the OTU setting pretty neatly, a way better material than what I can come with in the able time. But hey, GURPS Space is amazing, honestly, a solid tool kit, just a shame that I didn't make anything all that good. Maybe next time. Not that the work is going to the bin, just not using it, I guess.
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>>97871156
why is darths and droids guy...
no wait, I remember his previous lego comics actually featured gurps a lot, I vaguely recall him mentioning in one of his comics that he mete steve jackson or something like that
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>>97870602
The better question is how Steve Jackson fumbled the contact now that Andy Weir is the hottest writer in Hollywood, although SJG missing opportunities never really comes as a surprise.
>>97871179
He's got a few GURPS writing credits to his name - if nothing else, he's the other writer on Biotech alongside Pulver.
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>>97871420
>The better question is how Steve Jackson fumbled the contact now that Andy Weir is the hottest writer in Hollywood, although SJG missing opportunities never really comes as a surprise.
I mean it has been like 20 years, or close enough to it. Besides GURPS has basically been on death's door for the last 10 or 15 years, how much attention and sales money would an official Martian book even bring?
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>>97871639
It was only 10 years between GURPS Casey and Andy and the Martian's film release, although that's still a while. GURPS was already at death's door, but I doubt it would have attracted less attention than other licences they've chased, like Girl Genius or Mars Attacks.
>>97871633
He went from writing about his self-insert doing mad science to a a less obvious self-insert doing regular science.
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>>97873630
>Agatha Heterodyne is a GURPS-original character
Doesn't that show how unnecessary the Girl Genius RPG is?
That's why having "Gurps After the End" is far better than "Fallout - A postapocalyptic RPG powered by Gurps"
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>>97873994
>they work far better for original settings instead of adapted stuff.
This is cope. A well-written adaptation setting book allows you to provide information that either isn't present in the original work at all (due to not being relevant to the story being told), is only briefly alluded to, or is scattered all over the place and benefits from being collated. Done well, you get a well-described world that comes with a pre-built example of an adventure taking place within it, in the form of the media it was adapted from.
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>>97874056
It doesn't have to be a GURPS book. I've found the GoT, Dragon Age, infinity 2d20 and 3.5 DnD's The Black Company RPGs to be excellent sources of information for established settings. Like wikis but not dogshit
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>>97874056
I've no interest in Vorkosigan or Mars Attacks, but I genuinely would rather have Discworld and Girl Genius than Vehicles 4e, because Vehicles 3e was a fantastic timewaster but not actually very much use for running a game. Motor Pool was far more useful, even if it was far more narrow.
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Which one of you did this?
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>>97877465
>catgirls and foxgirls
>ridiculous
Take it back
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There was a meme image version of that one blog about John Wick In GURPS where it mocked the sheer rules density, don't suppose anyone has that lying around? Can't find it in my archives or in the obvious places of the internet.
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>>97881742
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>>97881799
I seriously don't get this image
>GURPS IS EASY
the implication being that we're about to see a bunch of complicated rules but it's literally just paragraphs and paragraphs of "wick makes all out attack and kills mook" which is very simple in terms of rules.
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>>97885126
Tactical shooting is the "realistic" gunplay book, while Gun Fu is the "cool" gameplay book. They have very different ideas for how you might want to RP shooting in your games, what kinds of techniques are allowed or harshly limited or not, etc.
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>>97885126
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>>97886601
It's basically a pointless legacy option, which would be better replaced by a technique allowing you to buy off some of the deceptive attack penalty.
It becomes just about viable if:
You have the feint technique maxed out.
You can feint and attack in one turn without all-out-attacking (i.e. have extra attack).
Your opponent has very high defences but lower skill than you (i.e. your expected MoV is at least 4) and also isn't taking multi-parry penalties to defenses.
e.g. a skill 14 opponent with CR and medium shield gets block and parry 13. 2 -6 deceptive attacks from skill 16 gives 25% chance to hit with each, 44% chance to hit with either (6% with both). Feint 18 plus skill 15 attack, average -4 to defenses, gives 60% chance to hit once, which is generally better.
That requires everything to be 'just right' though, while just having more skill and relying on deceptive attack when needed is almost as good against that specific threat and a bit better against everything else.
>>97886722
Beats are awkward to make good, because they only target one defense, and usually not dodge. The penalties for multiple parries and blocks means that just spamming more attacks is usually better than reducing a single defense.
One slight rules-exploiting factor is that feints and beats don't make double-dagger weapons unready, so if you use one of those they are almost essential for effective fighting against opponents with any real active defenses.
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>>97888195
You can always rapid strike
extra effort reduces the penalties to -3 (halved again if you have weapon master) but it still means you need to have a scary high skill.
Once thing I do that I didn't realize was a house-rule is that I don't allow a player to switch their defense after they failed the feint, so a player that relies on block and gets the shield beat- by a giant with 30ST doesn't get to just got "I'll just dodge then" to ignore the -12 to block he just got hit by.
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>>97888235
>>97888259
>>97888275
I don't like the idea of making it an extra effort so here's my ideas for a new Feint action.
Feint is an attack action in all of these.
>Feint 1
>You make a feint and then make an attack that deals -2 damage or -1 per dice (whichever is higher)
justification: when you feint, you're not putting all your power in.
>Feint 2
>You make a feint (at full) then you make an attack at -6 (this is a rapid strike)
I think making an attack that doesn't do damage is already a big enough penalty that the feint doesn't need to be at -6.
Justification: feinting takes high skill making it harder to land the follow-up.
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>>97886601
That's why I use oldschoolgrognard Alternative Feint https://dungeonfantastic.blogspot.com/2016/06/alternate-feint-for-gurp s.html
>>97888259
That was an old post on sjgforum where Kromm do a giant wall of text explaining feint being a one second thing.
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>>97888375
>That's why I use oldschoolgrognard Alternative Feint https://dungeonfantastic.blogspot.com/2016/06/alternate-feint-for-gurp s.html
>sacrificing an entire second just to make your future deceptive attack better
>instead of just attacking twice
This is still extremely niche and only barely better than regular feint
>That was an old post on sjgforum where Kromm do a giant wall of text explaining feint being a one second thing.
The problem isn't it taking an entire second, the problem is allowing the enemy an attack between your feint which makes no sense. If you feinted up causing the enemy to move his guard up and then swing low this is a single action that may take two seconds but the enemy should get to attack in between you swinging high and then low.
Keeping it one second in a turn-based game makes it less realistic than meking it half a second but allowing it to flow properly.
>>97888368
I think I'll be use the first version, yeah.
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My brother wants me to run GURPS in Tabletop Simulator; me as the GM and him as a player. He's played other rpgs so he's not a complete novice. I want to impress him with GURPS. He is interested in the system, but when I mentioned that it even had rules for starvation he was a bit wary. What's the best way to proceed? I'm thinking I need to boil his frog slowly.
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>>97889927
Focus on what GURPS does well that other systems can't do, and in a genre he'd enjoy; if he doesn't like the idea of starvation rules, then maybe don't do gritty postapoc or slow horror.
IMO, the Action series is a great way to pull in newer players. GURPS's gunplay is better than basically any system a normal person has heard of, and Action is full of it; you can also make use of Action's streamlining and cinematic options to keep the game flowing smoothly and not fall victim to classic GURPS pitfalls.
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>>97886601
>t. never defended against a feint 4 deceptive 2 attack.
It's a master's main tool against normies. A margin of success of 2 and then a first-level deceptive attack reduces the average dodge of 8 to a 5. Even a 10 to a 7 reduction is insane.
Feint is also an average technique so two points in it tends to put you over people in your own level even.
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>>97890016
It's not that you CAN, it's that you SHOULD. The first step of building a GURPS game is throwing out 95% of the written material. The second, and hardest, part is figuring out which 4 of the remaining 5% goes with it. That ability to very precisely tailor each campaign to a specific theme, tone and complexity is THE strength of GURPS.
>>97889981
Along that note, Infinite Worlds is the kitchen sink of GURPS. It's for people who want to take the same characters into wildly different genres each adventure. If it works for you, then it can be a good way to show off that ability for GURPS to adapt to anything.
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Restricted diet with reduced consumption is a very point and cash efficient combo- with a very common diet like fresh meat and reduced consumption 4 you only need one meal of meat per month and you still get 2 points for it, which is usually a lot cheaper and certainly easier to keep up with than a normal diet of 3 meals a day, even if bread and beans are cheaper than steaks. At a common diet, like gasoline, I still think you're saving time and money. Has anyone looked into rebalancing these? Because I was thinking of running a game with a racial template that has restricted diet and reduced consumption both.
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>>97890217
It's just not that good unless you're playing 1v1 duels between master fighters all the time. GURPS is an action economy game like most, so the risk in spending one turn essentially doing nothing is too high when the enemy can simply try to overwhelm you with an AoA (Double) or something
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>>97859101
I'm trying to work out the cost of an automated turret system. I'm not clear on how to price the software running it.
For a regular mounted weapon,you just need to Move up to it, Ready to man it, and use Guns or Gunner, depending on whether it can be used unmounted or not. Everything functions the same as with handheld weapons, except if you move you take a free action to "drop" the weapon.
A remote turret would consist at minimum of a regular firearm on a powered weapon mount, a camera and a small computer to wire them together and communicate with the operator. For those, the closest I can find is that B214 has you use the Piloting specialization matching your RPV's design as if you had telepresence. So presumably, remote turrets use the same skill as a manned turret, the only difference is that you're controlling it through a screen, and the camera serves as your scope for magnification purposes. Alternatively, a more advanced turret would be operated via Electronics Operation and use its own Guns/Gunner skill to shoot, per PY4/5's Eye-Spies, which would require an IFF Interrogator or image recognition (Per rolls?).
So I need a Weak Dedicated AI [-83], which is complexity IQ/2+1, and mental traits and skills add 5% to the cost per character point (UT28-299). Presumably, I want to make a low IQ AI that has a high Per score (for target acquisition and discrimination) and a high Guns or Gunner score. If there was a disadvantage or limitation that made the skill only work for a specific gun, it'd slot in nicely, but I think that's already rolled into the WDAI template as Cannot Learn, due to familiarity. However, the elephant in the room is that Guns and Gunner are DX-based skills. Would an AI instead base them on IQ? How would an AI's DX be priced? Per Possession (B75), DX is an attribute of the body, not the mind, but the Powered Tripod Mount (UT151) doesn't have that. It also makes a vague mention of "firing autonomously" without further explanation.
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>>97890791
If Guns would be based on IQ for this setup and all I need is that and Perception, is there any reason to give the turret control software an IQ higher than 2?
Regardless of the intended skill level and Per, IQ 1 and 2 are the lowest base cost, and the lowest cost per additional character point.
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What's the cheapest way in terms of points to make a "master of all weapons" character? I do mean all weapons, the idea being the character can grab any weapon and instantly know how to use it like a master.
Create a wildcard skill called "master at arms!"
Put a point in every skill and then use the talent "Master at Arms" from the Delvers to Grow book?
Modular Abilities?
>>97890893
I think you need higher IQ if you want target recognition and not just "shoot at everything that moves". But if you want to just be something remote controlled, I'm not sure it would even need AI at all.
Also the main thing you're missing is that an AI has DX. It has DX 10 like everyone else and you buy it up or down as usual with the whole "no hands/no arms" limitation.
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>>97891126
I'm looking for automatic turrets since I have the other cases (manual and remote control) figured out.
I'm not sure the AI needs high IQ for identification, and not just Perception. Any sensor can be Profiling, IFF and NCTR can be run on computers that lack IQ in GURPS, and image recognition could be handled by Silhouette and similar programs.
We could argue Silhouette requires an IQ of 8 on the basis that its Complexity is 5, otherwise.
>DX
I am admitedly not used to using chargen rules for objects. I might go with the assumption that a motorized mount has DX 10 for off-the-shelf AI with a preset amount of points in Guns.
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>>97891126
>What's the cheapest way in terms of points to make a "master of all weapons" character? I do mean all weapons, the idea being the character can grab any weapon and instantly know how to use it like a master.
>Create a wildcard skill called "master at arms!"
>Put a point in every skill and then use the talent "Master at Arms" from the Delvers to Grow book?
>Modular Abilities?
Do you mean literally all weapons, all muscle-powered weapons, all melee weapons, or what?
Wild Talent with a limitation of 'armed combat skills only' is cheap, but you need godly DX or massive amounts of a very questionably rules-legal talent to actually perform at 'master' (skill 16+) level. It also means that while you can pick up any weapon and use it, you can't do that too many times a session. Rounding out the character with some actual skills for most commonly used weapons seems advisable.
Wildcards 'canonically' split combat skills into fairly limited wildcards like Blade! Bow! Gun! and Stick! Taking 4-5 wildcards is probably not efficient unless you take them at rather low level, around Attribute -2 or -3. But that's barely better than default for many skills, and actually worse for some if you have Weapon Master.
To get skill 16 with all weapons, I think the very cheapest option using only published traits and not using any of your disadvantage limit would be to take DX 18 [160]; IQ 16 [120]; Weapon Master (All Muscle-Powered Weapons) [45]; Gun! @DX-2 [6]; Artillery (all six specialties) @IQ [24]; Blowpipe, Flail, Kusari, Monowire Whip, Sling, and Two-Handed Flail all @DX-2 [6]. At 361 points, this is quite an investment. You probably also need at least ST 13 [30] to actually use all human-sized weapons effectively.
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>>97891284
Yes, it is a basic GURPS assumption that anything that can move on its own has 10 DX.
>>97891574
Literally all weapons.
Your idea works but I think it can be cheaper since DF has this talent in pic related.
What I thought about was using modular abilities:
>Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%);
This way you have a pool of points that you can instantly put into a skill the moment you pick up a weapon.
I figure two slots (so you can dual wield if you want) and then about 16 "moduler points" would this weapon master to just grab any weapon and use it as a master.
I suppose spending points on connoisseur would also allow him to know stuff about weapons outside of their immediate usage.
I think this works out to be cheaper and not too abusive.
Unrelated but
Man, posting on 4chan has been such a pain today.
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If I make a summonable ally that costs FP, that automatically gives it a 1 minute duration if I'm not mistaken.
Then, if I give it the "reduced duration" until it only lasts one second, it means that I would spend a maneuver summoning it (and giving it an order since talking is a free action), then it would appear, get one turn to do the order, and then disappear right?
The idea is to imitate the jrpg style summoning where the spirit just shows up, casts a spell or makes one attack, then disappears.
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>>97890569
This sounds autistic and retarded.
>>97890791
What's the point of trying to stat all this? It sounds so expensive that no one could actually buy it.
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>>97893950
It's summoned (+100%) so it appears as the caster wishes, meaning, looking in the direction the caster wants.
>determine friend from foe
Not really represented in GURPS. No summon spell has a caveat saying that "your summon spends its fist turn doing nothing but looking around" so I can only assume that while it is materializing it knows what's going on. Maybe the magic provides the information it needs.
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>>97894005
>>determine friend from foe
>Not really represented in GURPS.
Situational Awareness (Tactical Shooting p. 11) indicates that a character entering a battlefield must roll vs. Per, Observation, Per-based Soldier, or Per-based Tactics--unmodified if he takes a second to assess the situation, or at a −4 penalty if he just charges in immediately.
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>having a crazy firefight against 20 enemy npcs
>get shot in the knee and have to modify the table to check my running speed, which calculates also my breathing rolls
>get a bad hit on the percentile dice and cross reference it on the table to check if i can swap out my weapon while under fire
>mfw fail
>forgot to mark my bowel rolls and my character ends up shitting himself during the fight, while pissing
>fail my hydration check as i cross check the general health roll from my leg check
>mfw i die
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>>97898923
Anti-Talent (Power-Ups 3 p. 19)
>Cannot learn affected skill at all
>−1 to default rolls vs. affected skill
>−1 to reaction rolls from people who dislike this anti-talent--or, if you don't want to penalize reaction rolls, an equivalent penalty listed on id. p. 18
Alternatively, you can use Power-Ups 9 to split social aptitude out from IQ as a separate attribute--pic related.
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>>97899437
Pulver is currently working on GURPS Armor Design. http://www.sjgames.com/gurps/news.html#22240
After that's done, presumably he will start gathering funds for Definitely-Not-GURPS Vehicles. (pic related)
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>>97902434
NTA. I think there's a middle ground between "just vibe stat it :)))" like 4e vehicle design, and "unnecessary tedium". I'm not here to spend hours of research, cross referencing and spreadsheet use for rpg statlines. Maybe if SJ paid me to I'd consider it