OP's PDF: https://anonymousfiles.org/files/f8805a595539/
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>>96016021 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 those who pay attention to file extensions.
Never post direct links to the archive anywhere.
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 are your fixes for UT?
>>96100286 (OP)Does anyone have access to the 2019 version of the fan-made GURPS Star Wars sourcebook? There's a link in the gurps fandom wiki but it leads to a dead forum whose latest posts are just people going "how do I download".
https://gurps.fandom.com/wiki/GURPS_Star_Wars
>TQI just avoid ultratech stuff honestly.
>>96100286 (OP)If somethings worth the points it cost, then its clearly too good.
Any Player that consistently takes something too good is going to be penalized during play for picking something thats too good.
>>96100738I have no idea what you mean by that.
>>96100286 (OP)>TQI maintain a spreadsheet of rebalanced weapons, and a custom armor design system. Solves the eggshells and sledgehammers bit. Everything else is a on a game by game basis.
I've posted it before, but may as well. There's also a set of modifiers to change these base weapons into different types, gauss, plasma, and whatnot, but that's not really ready to post yet.
https://docs.google.com/spreadsheets/d/1X6b2FHlwpk6g3NwTx-mIrVZFxbkfDQXKWsntp7J5z9I/edit?usp=sharing
I have encounter a problem with my Halo game. It takes too damn long to resolve hand to hand combat. Multiple fighters with multiple levels of ATR, and multiple (up to six) attacks per maneuver. I've been considering adapting rapid fire rules for multiple melee attacks per attack maneuver. My first time GMing above 1k points. Any tips to speed up combat? Can post PCs sheets if that'd help.
>>96101171>adapting rapid fire rules for multiple melee attacks per attack maneuverI've been thinking of doing something similar too for a while now. Something like:
>you can combine multiple melee attacks into a single Rapid Fire attack>this gives +1 to hit for two attacks, +2 for four attacks, +3 for eight attacks, and so on>a margin of success (MoS) of 0 on the attack roll scores one hit, MoS 1 scores two hits, MoS 2 scores four hits, MoS 3 scores eight hits, and so on, up to a maximum number of hits equal to the original number of attacks>a successful active defense roll halves the number of hits (round down); each MoS equal to the penalty for multiple defenses (1 for Dodge, 4 for Parry, 5 for Block, halved for TBaM or WM) halves the number of hits again
>>96101866The reason for doubling/halving the number of hits with MoS, rather than using the normal Rapid Fire rules, is because you'd end up with Rapid Fire melee being a lot weaker than just attacking normally.
It might be too powerful, though. I didn't bother checking the math. I have to sleep soon.
I'm having a hard time picking what kind of setting I want to run.
I guess I'm kinda worried that all three settings I have in mind are just vehicles to get my players to go on a blood meridian style romp through savage locales(but without the judge molesting children) so all that'll change when we eventually do finish one campaign and move to the next one is who the "other" is, statting, and how distant the authorities they ostensibly work for are.
I've thought of maybe running a one shot in each and seeing which they like most.
I guess as a new and inexperienced DM, I should go with what's simplest to run?
Wild west fantasy seems like it'd be less finnicky to run than a modern or ultratech kind of dealy, is that a correct assumption?
>>96101934Nah, TL 8-9 is way less deadly than 5-7. Better access to body armor, and medicine.
>>96100693>Does anyone have access to the 2019 version of the fan-made GURPS Star Wars sourcebook?It should be in the trove.
Sean "Dr. Kromm" Punch celebrates his 30th anniversary as the GURPS Line Editor.
https://www.sjgames.com/ill/archive/2025-07-15
>>96101934>Wild west fantasy seems like it'd be less finnicky to run than a modern or ultratech kind of dealyNot less than modern but less than ultratech. Modern mundane stuff is basically the easiest to run in GURPS
>>96101997I'll take a look. I got from the trove a bunch of old versions last time I grabbed it.
>>96102001unc is so old fr fr
>>96101934>Wild west fantasy seems like it'd be less finnicky to run than a modern or ultratech kind of dealy, is that a correct assumption?Eh, not imo. A modern gun fight where everybody is dead in 5 turns is a lot less involved than a gunfight that devolves into a melee fight, or just a straight up melee fight to begin with.
It's also a little easier for you and the players to RP settings you know intimately like modern real life than it is a country half way across the world, 200 years in the past.
>>96101934I used to have an image downloaded from this general which was a table of a curated list of GURPS books. You roll three times, and then make a setting out of those three books. Anybody have a copy of that?
Rolled 10, 61, 30 = 101 (3d100)
>>96105611
>>96105620>Aztec>dinosaurs>old westFucking sick roll man.
>>96105620>Aztecs>Dinosaurs>Old WestThis is gold. Aztec human sacrifice in a dinosaur-ruled world where the only rule of law is pistols at high noon. Riding into town on a hadrodaurus with a posse of stagecoach robbers walking behind in a chain gang tied to the tail, each to be executed by being skinned alive and having their remains hung in a gilded city square, eaten by pterosaurs... now that's a setting.
Rolled 49, 77, 69 = 195 (3d100)
>>96105611
>>96106217>lands out of time>Steampunk>RobotsGuess we're only getting absolute baller rolls today
>>96106217>>96106398>lands out of timeWhat's this book about? Never heard of it.
>>96106455Anachronistic human/dino adventures
Basically 4e conversion of Dinos and Ice Age
>>96106500Something like that cartoon with the cavemen and the dinos?
That's cool
>>96106500GURPS Dinosaurs already includes all the material from GURPS Ice Age.
Sadly, LOoT is focused on mesozoic animals and has a weird mix of 'it's cinematic so don't worry about the details' and post-JP dinosaur crazes. Would have been better if they went full-on 'tail-dragging idiot reptiles from pulp fiction' or actually up-to-date science. Sadly lacking many other classic prehistoric animals like dimetrodon, saber-tooth tigers, mammoths, glyptodonts, megatherium, the various insane crocodile relatives, etc. too, despite many of them appearing alongside dinosaurs in typical pulpy paleofantasy stuff like 1 million BC, the land that time forgot, etc.
On the topic of dinosaurs and prehistoric man, has anyone theorycrafted or actually run a Dr. Stone campaign? The plot is that humanity has been encased in stone for 3,700 years and has lost everything, but one teenage genius rebuilds civilization with his science autism. It's fairly cinematic, with characters performing superhuman feats regularly. I think a "speedrunning civilization" game sounds like a lot of fun.
Rolled 73, 69, 68 = 210 (3d100)
>>96100286 (OP)>TQI'll be honest I don't think I've ever used Ultratech. If I were to do so I would probably use a houserule set of balance changes like
>>96101171>>96105611Sure let's give it a try. You could probably replace some of the 3e books with 4e splats that have come out since this was made, too.
>>96107546>Robin Hood>Robots>ShapeshiftersThe year is 1190. The place is Angevin England. The legitimate king Richard is away fighting the Crusades, but back home the country suffers under the tyranny of his brother John. Rebels and vigilantes have begun to spring up, seeking to restore justice and righteous governance to England-- and then the cyborgs invaded. It turns out King Richard isn't off on the crusades, he's been killed. And Prince John isn't simply a tyrant, he's a shapeshifting alien who replaced the real Prince John to begin the long work of establishing Earth as a vassal colony of the Annunaki. Getting wind of this, their rivals (evidently unconcerned with any kind of Prime Directive) have sent a squad of robots to exterminate any shapeshifters and seize control of England for themselves. Now you and your band of Merry Men are stuck in the middle of an intergalactic war, playing out by proxy in the once-sleepy town of Nottingham.
>>96107690>walk into GURPs thread for the first time>see thisDamn, way to unironically instantly sell the system. Can medieval humans even hurt cyborgs with their technology from the period?
>>96107838Well, the shapeshifters probably have the tech to fight their enemies, so and shapeshfiters are killable by humans so you go
>kill shapeshifters>steal cyborg-killing weapons>kill cyborgsof course it's going to be basically impossible to win, but that's were the PCs come in.
Rolled 75, 68, 60 = 203 (3d100)
>>96105611let's see what I get
>>96107945>Ogre Robin Hood SpiritsPlayers are a band of ogres who have turned a new leaf after gaining newfound powers from the forest spirits and are set on fighting evil?
>>96107966>He doesn't know.
>>96107966Ogre is not about large cannibalistic humanoids. Rather, it's about giant autonomous supertanks lobbing tactical nukes at each other across a blasted WW3 landscape.
>>96107838>Can medieval humans even hurt cyborgs with their technology from the period?Arrows, even bodkin-tipped, are probably not going to pierce cyborg armor. And most slashing or piercing weapons probably won't do too much better. Blunt force to sensitive areas is most likely to succeed. You'd have to go about it Ewok-style. At least, until you've captured some of the cyborgs' weaponry and armor for yourselves. Or, as the other guy suggests, maybe the shapeshifters end up donating you some suitable weaponry - willingly or otherwise. Log traps, pitfalls, drowning etc might well still work on cyborgs.
Maybe the cyborgs armor is optimized to fight against energy weapon wielding enemies so common weaponry like swords still work
World Trigger Module WIP Ramble
>What is this
Trying to make a ruleset for running things in the setting of the manga World Trigger, a sci-fi series that's modern day except for biological macguffin energy called Trion that's utilized by reverse-engineered alien tech to create temporary combat bodies with built in weapons and abilities called Triggers
>Where I'm at
Main difference is the addition of a Quintessence attribute for Trion, with the specific abilities scaling off of it, but the normal bodily stats being used as well even in the combat bodies, since while they are superhuman, the ability to move in them is corelated to general body fitness. The Triggers will be container gear that gives stock benefits for the bodies, plus whatever loadout is placed in there while active, while modifying the user's effective Trion level based on how loaded up it is, or raising it if it's a special version
>>96108575world trigger is a cool manga, do post when you're done
>>96108575>The issues I'm havingI'm stuck on the math transferring Trion levels in the source material to GURPS attribute. In the source levels go from 0 (none) up, with 2 being considered the absolute bare minimum for being able to use it in combat, with most people having between 4-7, real outliers having 14, and the absolute maximum natural score being 38. With numbers like that, and each of the up to 9 or 10 components of a Trigger supposedly having a meaningful effect on the available Trion you have to do damage and summon your weapons, I'm not sure how that will translate to GURPS, especially since the score will probably start at 10 to match the others
Would a Trigun setting be fun
>>96108630don't bother translating the numbers exactly
>trion reserve = energy reserveAnd then make any trion based ability have the "costs fatigue +X%, can only use energy reserve +X%".
By default, Glamour only affects living things. How would you price Glamour that only affects Machines, or Glamour that affects both Machines and living things? "Machines Only, -50%" seems fair for the former. But "Affects Machines, +50%" totally defeats the purpose of taking Glamour as a limitation.
>>96105898You basically rolled Cadillacs and dinosaurs, but with stagecoaches lol
>>96108818>Glamour that affects both Machines and living thingsI would treat it as an Either/Or Limitation (rules for this are in Power Ups 8: Limitations).
For instance, "Glamour, Will+0" is worth -30%, and "Glamour, Will+0, Machines Only" is -80%, so "Glamour, Will+0, or Glamour, Will+0, Machines Only" would be worth -24%.
>>96108881That makes perfect sense and seem totally fair. Thank you!
>>96108671>don't bother translating the numbers exactlyThat's the issue, I'm not sure where to set the scales in terms of GURPS if the source material doesn't work as a baseline
>>96108641You'd have to do a lot of work to fit GURPS to it
>>96109013Keep it simple, just start at 10 as the average, and scale downwards and upwards from there. This way you can just use regular stats as inspiration, so average 8-12, bad 5-7, really bad 1-4, good 13-16, etc.
>>96109036Really? Howso? Some ultra tech power plants, a whole heap of guns from High Tech, some robot stats and rules from I presume ultra tech(never read it myself), some stuff pertaining to desert environments, and maybe a few optional rules from tactical shooting. Oh, and I guess stat those emu pokemon-looking things. What's the hassle in all that?
>>96109076I'm pretty sure 5 IQ is 'literally retarded' anon.
>>96109340You are correct, and the guy from the manga with shit "energy" is treated as barely able to fight so I think it fits.
>>96109468>the guy from the manga with shit "energy" is treated as barely able to fightspoilers, how dare you anon
Is this a result of editing error, or is there a variety of nettle which has thorns?
Do you think anyone's ever gotten a GURPS tattoo
Am I misunderstanding the rules about explosions?
Cause from what I understand means some ridiculous blast that does 100 damage will do 5 at 6 yards, and that can't be right.
>>96114492tatoos are gay
>>96114492I did sort of, although I'm figuratively a faggot.
>>96114717You ever wonder why gun powder burning inside a case, and that case within a rifle chamber, allows for the bullet to be propelled at extremely high speed but the same amount of gun powder burned out in the open air does basically jack shit?
>>96114950>You ever wonderI never wonder about anything, no thoughts, head empty.
Also looking at grenade damage, is a modern concussion grenade (5dx2) really mostly non-lethal at 6 yards away (Assuming max damage, that's 60/18=3,33333 damage)?
>>96114717No, that's correct. Explosive damage falls off pretty quickly in open areas.
However, I do want to point out something. An explosion that does 30d damage (a bit above 100 damage on average) is only ~6lb of TNT, or about 4.5lb of C4. That's a good deal of explosive material, but it's not an obscene amount. In comparison, the Oklahoma City domestic terrorist attack in 1995 used a homemade bomb that weighed about 7000 pounds, and IED car bombs usually weigh in at 500-2000 pounds. The explosives used were less efficient (REF of about 0.5), but even if they were using more powerful explosives, getting blasts big enough to clear streets would still require amounts of it orders of magnitude more than a 30d explosion calls for.
>>96115198I see. it still "feels" off in actual play to throw a grenade and watch it completely obliterate anything in the central hex, only to become harmless after a few yards but I guess it makes sense.
>>96115248Don't forget about thrown shrapnel, both from the grenade itself as well as detritus from the ground (which may even simply be thrown dirt). Both in-game and IRL, fragmentation is what causes actual lethal injuries from most thrown explosives.
>>96115248The actual explosive part of the grenade isn't usually what kills people, at least outside of tunnels and other extremely close confines.
>>96115248Yeah, shrapnel's the real killer for smaller explosives like grenades; the shockwave almost certainly won't be enough to kill you past a few yards, but any debris sent flying can absolutely be lethal.
As for the realism, as far as I can tell it's close enough. There's an old Mythbuster's episode where they test how well random objects work as cover vs explosions, and part of the was determining the distances at which an explosion still caries potentially lethal force. A 3-lb block of C4 had its range place at around 10 feet; in GURPS terms, that block would deal 6dx4 cr ex and, on average, deal about 10 damage at three yards, enough to be a major wound, drop an average person to 0, and give a -2 to bleeding rolls. Still pretty lethal, even if it doesn't literally blow them apart.
Is there a gurps book that expands on wilderness survival?
>>96115566GURPS Wilderness Adventures
Is there a gurps book that functions as a set and basically explains the rules about characters and campaigns?
>>96113383They have really tiny needles. More like hairs but close enough.
>>96115566Also a handful of Pyramid articles.
>>96115566>>96115574In addition, see After the End 2. If you're looking for grittier weather effects, Tactical Shooting: Extreme Conditions also has useful info
>>96115699yes, it's called Dungeon Fantasy RPG.
>>96115182>Also looking at grenade damage, is a modern concussion grenade (5dx2) really mostly non-lethal at 6 yards awayYes, that's how concussion grenades are meant to work. They are offensive grenades which are intended to be used by people in open ground against those in cover. If the grenade falls short, you don't want it shredding your friends who are in the open. But it's plenty to fuck up someone inside a bunker or dugout.
>>96115699GURPS for Dummies (not so good) and How to be a GURPS GM (very good, not just for GMs, has some sequels which are significantly less great).
>>96116129Cringe for missing the joke
>>96115748Based for getting the joke
>>96115724Getting a call from the Based Department for putting a witty twist on the joke
>>96116744>reddit spacing
>>96108641Fun is more determined by player/gm quality than the system. If you are asking if Trigun works in GURPS, the answer is yes.
>>96116821We will never know who put the prostitute loli transhuman space template in GCS, and that upsets me. I want to meet the fine mind behind it.
Any advice on how to translate stuff from Gurps to the Storyteller System?
>>96118083You got that backwards
just from a quick look at how 357 mag and .40 s&w are statted, does 3d-2 3 rcl sound right for 10mm?
>>96118712I think 10mm is just straight up statted somewhere, isn't it?
>>9611871210mm is 3d +/-1 depending on barrel length.
>>96118720I saw a 10mm in ultratech but I assume its more powerful than a modern day 10mm cause its a caseless scifi gun
maybe that's a dumb assumption to make cause it only mentions the 7.5mm pistol being expressly higher velocity than tl7-8 handguns of the same caliber
>>96118846Which book?
>>96118904http://www.ballistics101.com/10mm.php
Do the math
>>96118712Colt Delta Elite, High-Tech p.99, 3d-1, Rcl 4
Glock 20, High-Tech p.101, 3d-1, Rcl 4
MP5/10A3, High-Tech p.123, 3d+2, Rcl 3
If I remember right, all of these came out with damage too low and recoil too high when using the formulas in GURPS Guns.
>>96119405>If I remember right, all of these came out with damage too low and recoil too high when using the formulas in GURPS Guns.By which I mean, the numbers in HT were worse than real-world data plugged into the Guns system would suggest.
>>96119411Assuming 180 grain projectile at 1,200 fps from a 1.7 lbs. handgun with an overall length of 8" I get:
Damage: 3d pi+
Acc: 2
Range: 180/2,000
ST: 10
Bulk: -2
Rcl: 3
For a 27" SMG firing the same round at 1,400 fps:
Damage: 3d+1 pi+ (actually slightly worse than in High-Tech
Acc: 3 (worse than HT again)
Range: 210/2,300 (worse than HT)
ST: 8† (better than HT)
Rcl: 2 (better than HT)
Increasing projectile weight to 200 gr and velocity to 1500 fps gives results closer to HT
Can you combine using cloak to block with that one technique about putting a single control point on the enemy's weapon?
Asking because I don't have the martial arts book and I only know the rules cause I played a game where the GM had them.
Is Banestorm a /comfy/ setting?
>>96121564Yes, it's a nostalgic update of 1980s material, which presents a world of 'classic' fantasy content without the jarring reminders of current-year politics which have been forced into most such settings.
>>96122501What other settings?
>>96120253Without knowing exactly which book (MA:TA or FDG) you're using, and more details of the rule, it's hard to say, because I don't know of any such technique. Closest seems to be Bind Weapon in MA:TG, where you can inflict CP on a weapon during a parry. That only works for fencing weapons and Jitte/Sai though. Grabbing Parry is only for unarmed skills. Either could use technique adaptation to add it to Cloak and it actually seems fairly reasonable to do so, since tangling your opponent's weapon is one of the main uses of a cloak in combat. On the other hand, cloaks are already unrealistically good in GURPS, so it may be excessive to give them even more benefits.
>Check GURPSday feed
>50% of posts by one guy
>Just autistically statting up every cat ever
>>96123352I think it was FDG, if that helps.
>>96123480I think it hasn't been updated for a while (probably since around when either Google Plus went under or Mook died), there are a few updated regularly that don't appear at all on here.
>>96123566Ah, it's a Grabbing Parry. The rules specify 'after a parry' so technically you can't after making a cloak block. FDG unfortunately doesn't include rules for using flexible weapons as grappling aids, but grabbing blocks using cloak seems like a realistic option, if not an especially balanced one.
>>96124655Ah, so that's what it was. Thanks for explaining it. In my mind that grabbing parry thing was universal, but It does specify parry huh.
>>96100286 (OP)I have always found it strange that reaction roles are presented in the basic set as a "core mechanic." What's the deal with that? Wouldn't contests be a more important mechanic?
>>96124912As Basic suggests, reaction rolls are for first encounters with NPCs that you as the GM don't already have a pre-planned reaction for. AKA, if you know these surly bandits are going to try and rob the party, there's no point doing reaction rolls. But if they encounter a merchant on the road, and you haven't got a specific plan for him in the game, then reaction rolls come out. This gives you an idea of how they're meant to be used, to determine what sort of impression people have of the party, based on how immediately agreeable they are. This is why Attractiveness benefits reaction rolls but not Influence skill rolls: being good looking inherently makes people disposed towards you, but it doesn't necessarily make you good at lying or intimidating or etc.
Contests of Influence skills (vs Will or a relevant counter-skill like Body Language/Detect Lies) are for active efforts to try and get something out of someone, and they come AFTER the person's disposition has been decided by reaction. The two don't compete with each other, they complement each other.
>>96124912You also use reaction rolls to see how NPCs react to what the players say when they're not using influence skills.
If a player wants help from an NPC, and he doesn't have diplomacy or whatever you make a reaction roll to see what the reaction of the NPC is to the request.
Basically whenever you would say "make a fast-talk check" but the player goes "I don't have fast-talk" you then can just make a basic reaction roll.
>>96125231>>96125347You are right, but I also feel like contests would be something pretty core, or at least it's something that feels irregular in the midst of everything else. I do understand that they're probably a little too involved to explain in two narrow paragraphs.
>>96124833I mean, yeah, it’s specifies Parry, but in 99% of scenarios a Block is just a Parry with a shield or a cloak. Hell, if I’m remembering the book correctly, they even specify that a block uses angles and momentum to deflect the blow rather than take it head on, and your shield only takes damage when the defense bonus is what makes the difference between passing and failing the roll. I see absolutely nothing wrong with just letting blocks act like parries do.
Also, in the context of FDG, it would be really weird that any melee weapon could set up a bind via a grappling parry, but a shield could not. Cole had to truncate a ton of material in order to get FDG down to the brief page count he wanted it to be. There are a lot of things left unstated that you will need to feel comfortable at adjudicating on in the middle of a game.
Is there a "composite" repeating crossbow? All the repeating crossbow stats I found are based on the chink ones which are not using the composite crossbow technology advances.
>>96126732A Repeating Crossbow deals damage equal to the Regular Bow (thr+1), so I'd probably allow up the the equivalent of a reflex bow (thr+3), just adding +$400 to the price tag of the equivalent bow. It's not perfect but it's close enough to work for most games.
A more detailed approach would be to use Deadly Spring (Pyramid #3/33) and crunch the numbers yourself, keeping in mind that to be able to "rack" the repeating crossbow back in one second without needing to change positions, draw weight needs to be limited to 2xBL (which is why you're looking at thr+3 at absolute most in the simplified approach, despite non-repeating crossbows rocking thr+5).
I'm (still) having fun with my ecchi VRMMORPG PBP duet.
>>96127195Thanks. I think the basic approach works fine, the deadly spring article is too complex for my simple mind.
>>96100286 (OP)I'm trying to wrap my head around vision and hearing modifiers. I'm looking at High-Tech, Enhanced Senses and TS Extreme Conditions in particular.
Vision isn't too troublesome, the only issue I have is that TSEC's range increments start at the previous one's upper bound, and while snow and fog get upper bounds, rainfall and sparse vegetation don't have one. It'd be helpful to have an upper bound for vegetation that is significant to vision, as opposed to there being a lone tree in a plain, which seems to be what the "or more" is accomodating.
Hearing starts straightforward, with each doubling of the base range reducing the hearing roll by -1, and can be modeled as a scale of volume based modifiers, starting at +0 for 40 dB, +1 for 50 dB and so on. Background noise is always quantified as a plain negative modifier, though at least in HT it seems to match a "noise floor", e.g. "-5 for busy street" does match a gasoline engine's 90 dB modifier of +5 in the scale above. So it makes sense to me to treat those modifiers as setting the reference point for the dB scale. TSEC mentions that rainfall also muffles sound, with "Hearing; -1 (light rain) to -9 (tropical thunderstorm)" but no specifics compared to the more detailed table for vision, just a 50 to 130 dB range. Another thing I don't know how to quantify is the effect of intervening vegetation (or clutter generally, but TSEC focuses on vegetation) on Hearing rolls.
>>96100286 (OP)Is anything gonna break if I allow dual-wielding and rapid strike together on cinematic games?
I know dual wielding is unrealistic and supposed to be not good, but there are a couple of situations where the rules interactions annoy me.
1: shield and sword: lets say you start your career as a swordboardman. You spend the 5 points on the shield and sword technique, so you can do a sword strike and a shield strike at no penalty. Then, later on you gather enough points to get weapon master: shield and sword. And then you realize that at this point, you're way better off making two sword attacks at -3 than making one weak strike with a shield and one strike with the sword. Suddenly you just spent 5 points just for the sake of occasionally making enemies waste 1 defense on the shield attack so you can do a better deceptive strike later.
2: A brawler that uses a weapon and unarmed combat together will very quickly find himself screwed twice. One because weapon master doesn't work on his fists, kicks, etc, second because even if he grabs the vastly more expensive trained by a master, again, swinging twice with his weapon is going to be better than doing a swing and a kick or punch once it's at -3 instead of -6.
In a cinematic martial arts setting, the dual wielding style should be just as good as a single weapon style, but GURPS rules straight up do NOT allow that, and don't seem to even have a cinematic option to allow that.
>>96130225samefag, I even forgot another issue I have with the rules.
In a chambara setting you can make multiple rapid strikes but you still cannot combine them with dual wielding, meaning in a crazy wushu game with flying leaping dudes, the guy who specialized in two weapons fighting is making LESS attacks than the guy with one weapon.
>>96130225>Is anything gonna break if I allow dual-wielding and rapid strike togetherNo. It takes a lot of points to use it reliably (high DX, weapon master, skill, ambidexterity or at least a perk) when the player could've spent it on simply raising the skill. The problem is that this is without a doubt the most optimal thing to do. In a game, the guy with disarm or high ST would reasonably bitch about it. If player balance is not a problem in this scenario, then go ahead.
For point number 2, it's fair that the punch+weapon is weak. He needs to be a master at two different things to combine them, and although thrust is severely weaker than swing, the skill already gives him a damage bonus.
Honestly, I thought you could already stack them, but
>Martial Arts p.127Once per All-Out Attack, Attack, Committed Attack, Defensive Attack, or Move and Attack maneuver, a fighter who desires more attacks may trade one (and only one) of his attacks for one of these special options:
>>96130793>>96130225I was reading some blog about making DWA a technique that improves rapid strike if you have two ready weapons, and I feel like this makes a lot of sense.
No reason to have two types of "make an extra attack" option instead of just having one that is easier to do on cinematic campaigns in exchange for having some pre-requisite and spending more points.
>>96129536You could delineate vegetation between "light vegetation" aka an ordinary forest environment to "heavy vegetation" aka a dense jungle or thicket. Anything less than being in an actual wood is probably not going to provide a serious vision penalty.
Vehicles 4e will never get released.
>>96131591Sent a petition to Kromm to put it on top of the editor scheduling
>>96131643Forget a petition and go straight to threats and blackmail.
>>96131643It's too late. SJ Games already gave the rights back to Pulver, so it literally can't get published except by Pulver separately.
>>96133179Ok, but we can still threaten and blackmail Kromm.
>>96124912Contests are a subsystem of success rolls. Reaction rolls and damage rolls are minor parts of the system, but they are completely independent of success rolls and don't use the same mechanics at all.
Also, you need to understand the three basic mechanics of success rolls, reaction rolls, and damage rolls to understand how a bunch of stuff in the character creation rules works. Contests are needed for a lot less, because they mostly interact with things which help or hinder success rolls.
>>96133331I don't think it's a bad plan, it just isn't going to get us Vehicles 4e.
In order to achieve that, you may want to consider writing a polite e-mail to David and offering to fund him working on something which he actually wants to do but doesn't seem likely to pay the bills.
Obviously you will get the funds to pay him through threatening and blackmailing someone, but probably someone wealthier than Sean
How hard can 4e Vehicles get screwed up if it does release?
>>96136520Written by Christopher R. Rice
Ahem.
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.
>>96136520It's so realistic everyone who purchased it gets kidnapped by Chinese intelligence services and forced to duplicate American planes.
Does the Slam from an Overrun (B392) automatically hit, that is, does the overruning figure need to roll to hit?
>>96137848This was expanded on in "Combat Writ Large" (Pyramid #3/77). For cases where the mover's SM is 3 or more levels higher than the victim's effective SM (including things like posture), then the mover pays extra movement as per stepping over small obstacles and may choose to make a free Slam attack against creatures whose hexes it's moving through. Potential victims still get a defense roll to evade though, and by the new rules of the article, the only legal defense would be diving for cover.
In circumstances where the mover is larger than their victim but the SM gap isn't +3 or larger, things are less clear. I guess the fairest approach would be to allow for free slam attempts but you still need an attack roll. That seems to be what the rules imply, though again things aren't super clear.
>>96137848It isn't totally clear, but I think the intent is for it to be an automatic hit. There's essentially no way to miss when you are so big that you cover the entirety of your opponent's 'footprint' in your own. The only way to avoid a collision in such circumstances is for someone to use an active defence.
For example, if you drive a truck through the space that a man is standing in, you're basically guaranteed to hit him if he doesn't dodge and retreat out of the truck's path. You don't have to deliberately aim an attack. Indeed, people get accidentally hit by trucks all the time!
>>96138048>accidentallythat's what they want you to think
Is there any down-side to this kind of body-plan in GURPS? You can't use your legs while flying, but that doesn't seem like a limitation worth anything. I guess the build would be something like super-jump with flight (controlled gliding, winged) as an alternative ability.
I somehow stumbled upon a quote by the sean punch saying that you don't miss in gurps unless it's a critical miss, most of the time you just don't act.
Is this for real
The quote was
>Attack, critical miss: Swooshed clumsily, with bad results for you.
>Attack, miss: Simply didn’t act, for want of initiative or an opening.
>Attack, hit, defended: Blow hit enemy’s shield or weapon (block or armed parry), connected lightly but ineffectually (unarmed parry), or was ducked or sidestepped (dodge).
>Attack, hit, not defended: Blow arrived faster than enemy’s reaction, and hit squarely.
>Attack, critical hit: Blow caught enemy flat-footed – they simply didn’t act.
>>96138332If you land, you're forced into the elongated position and standing is hard. So you have the same penalties as the long body plan has.
>>96139416Seems bogus. Why do attacks with double-dagger weapons cause them to become unready if you don't actually swing them? Why is this never explained in all the rules for firearms, bows, etc? It's also wildly inconsistent with real life, where people often 'send rounds downrange' without hitting their target.
I could well accept something like 'miss by one means you recognise you aren't going to hit and can choose not to suffer downsides like unreadying your weapon, using ammo, etc.' as a house rule. Seems fairly realistic.
>>96139505I think he was specifically talking about melee.
The "unready" shit is fair, same with the "unbalanced". How can you become unbalanced if you didn't swing?
I wonder if he ever back down from this stance, it's a very old post. I'll see if I can find it again.
>>96139518Found it
It's from this 2018 thread
>https://forums.sjgames.com/showthread.php?t=160483
>>96139416>>96139505>>96139518Sounds like this is the origin of that one optional rule in the Ten Tweaks for GURPS article from early Pyramid. I think it’s something like you hesitate if you fail your role by one or two, which does let you avoid the drawbacks of unbalanced and unready.
What's the dividing line between Jungle and Woodland? Is it vegetation density, precipitation, or temperature? Can a forest change from woodland to jungle depending on the season?
Animal Album vol 2, but it's a shitty blog.
>>96141159GURPS is not a climate simulator, you autist. Luckily for you, however, the exact difference between jungle and woodland happens to be defined in The Emerald Hell (in Pyramid vol. 3 iss. 95).
We need to unfuck the OP. Get a link which you can actually follow to the PDF easily, and remove that shit about file extensions.
Two players in my game have weirdness magnet, and both of them not playing as humans is already weird enough. I'm not really sure how to take "advantage" of their disadvantage like this for the adventure. It's a dungeon fantasy game taking place in mostly natural environments. What could I throw at them to help get more out of their shared disadvantage? Weird magical spirits messing with them in weird ways?
>>96141480>copyright*trademark
>>96141501This is why I disallow Weirdness Magnet. It's 15pts and I usual have no idea how to use it as a GM.
>>96141501Yes, 'exceptionally weird beings approach you with exceptionally weird intentions' is the basic bread-and-butter of weirdness magnet. The tricky part is making it actually weird in the zany world of dungeon fantasy, and not having it just turn into one more combat encounter for the party to grind through. The weirdness should be mostly a problem for those specific characters and not easily 'solvable' with convenient methods like simply killing / binding / banishing the weirdos.
You can use it to spice up a combat encounter, of course. Think of a weird twist on a monster and that's the one which goes for the character. Party is fighting skeletons? You get the one with a nest of wasps in its rib-cage.
Another method of running it is to treat it as 'plot magnet'. There is no coincidence so contrived that it can't be justified by WM. If you need something to happen to drive the game where you want it to go, just have it happen to a WM.
Feel free to take inspiration from other disadvantages. Make WM work like Dependents by having a bunch of pitiful wretches turn up with a prophecy that the character will be the one to save them. Or have it become an Enemy (Evil Twin) every now and again.
It's also an excuse to break out weird alternate rules. Try the alternative critical failure tables from Thaumatology, for example.
>>96141827Thanks for the tips. Both of the characters are magic users so I'll definitely make sure any failed spells have weirder side effects.
Now, I haven't read this, but why does this exist? Is it at all useful?
>>96142421Hey, this doesn't exist for purchase on warehouse23. What gives?
>>96142560The license probably expired.
>>96142580Nooo, now I want it.
>>96142421It's actually a decent setting. It's based on the original cards, not the film, so it is slightly less silly and has a lot more stuff going on.
>>96145232They were cards originally?
>>96145404Yep. Trading cards from 1962 that told the story of Mars' assault and various atrocities before a human counterattack. It was reasonably successful, but it got a revival in the 90s with additional cards, plus more traditional media like books, comics, and the Tim Burton film, which is what most people remember.
Is GURPS good for solo play?
Yeah, he never stops talking about how he's a poor and not even a real employee. He just did it today:
https://forums.sjgames.com/showthread.php?p=2560359
>>96146080I've been playing solo for a while now and it's great.
Generally I want an actual game so I use the "5 Leagues from the Borderlands" as the skeleton of the solo campaign and use GURPs for the actual mechanics. It's rather intuitive and fun.
>>96146080Moderately so.
Good:
Some published solo adventures (mostly 3rd edition) and a few fan-made ones too
Reaction table determines NPC attitude 'fairly'
Combat system well suited to small number of combatants
Generally simple to create broadly-competent non-specialised characters
Few rules require information to be hidden from players
Bad:
System not explicitly designed for solo play so numerous minor rules / gameplay elements written with the assumption that GM is available
Lack of random tables for spontaneously generating game content (although a few good ones such as Dungeon Fantasy's treasure tables)
Few pre-generated NPCs
Much of the fun of PC design and gameplay comes from cooperation (and sometimes conflict) with other PCs
Overall, I'd say it's about as good as you can hope for from a game not designed for it.
Should the difference between sharp teeth (cutting) and fangs (impaling) be their size relative to the creature (or its mouth), absolute size, shape, some combination of those, or something else entirely?
Smilodon is explicitly called out as an example of something that has fangs, even though its two big teeth are much flatter and more blade-like than those of normal cats and dogs. So it doesn't seem to be a matter of just being very pointy.
In Lands Out of Time, Allosaurus and other large therapods get fangs while small ones get sharp teeth. That implies absolute size might be a factor, but the larger therapods did tend to have longer teeth relative to their overall size, so it isn't conclusive. In the same book Dinichthys (which had narrow pseudo-teeth at the front of its mouth, maybe 2 inches long) gets fangs while Megalodon (mouth full of broad triangular teeth up to 5 inches long) has sharp teeth, which suggests that shape, size relative to the animal, or even variance in tooth size (i.e. a couple of protruding teeth are fangs, while a load of similar teeth are sharp teeth) may be a factor.
All the carnivorans in the basic set get sharp teeth, but the rattlesnake has fangs (despite these being considerably smaller than those of a lion or bear).
Vampiric bite comes with sharp teeth (or beak), not fangs, which could indicate that a classic vampire's protruding canines are not enough to qualify for fangs, but it isn't like there's a terribly consistent image of how long vampire teeth get.
In Horror, Ancient Ones, Oni, Serpent-Folk, and Sea Serpents get fangs. Vampire Lords, Ghouls, Were-Bears, -Cats, and -Wolves in beast form, Wolf-Men, Man-Eating Lions and Sharks, Giant Apes, Romantic Vampires, Wendigo, Unseelie, Devil-Beasts, Ngojama, and Marauds all get sharp teeth. Gill-Men weirdly don't get either. I don't think that really adds much information, as most of them are either too vague or just reiterate what we see elsewhere.
Is the Dungeon Fantasy series a good place to start for simple dungeon crawls?
Does it come with a procedural dungeon generation system or will I need another book?
>>96149294[powered by gurps] Dungeon Fantasy RPG has everything you need for running the game in a single package, but it assumes you'll want to draw your own dungeons instead of using procedural generation. Other anons can say if there's any gurps book about doing random dungeons.
>>96149294If you really want to just do simple dungeon crawls and aren't already familiar with GURPS rules, you may want to check out the Dungeon Fantasy RPG (Powered by GURPS) rather than the GURPS Dungeon Fantasy series. Although both are focused on the same genre, and use basically the same rules, the DFRPG is a self-contained game with all the rules included and does not require you to read the GURPS Basic Set.
There is no Dungeon Fantasy procedural dungeon generator. The only random generator the line supports is the treasure tables in GURPS Dungeon Fantasy 8.
However, there are numerous procedural dungeon generation systems (both dice and software based) available for D&D and similar, and it shouldn't be too difficult to convert them to either GURPS Dungeon Fantasy or the DFRPG.
>>96149294>>96149424>>96149427https://gurpsland.no-ip.org/Dungeon/
I did find a gurps dungeon generator online
>>96149435this is pretty nice, thanks for posting it
>>96149435I have found a portal to 1999
>https://gurpsland.no-ip.org/
The SJG (Steve Jackson Godhead) descends to Earth and gives 0.4629% of humans 100 points to spend.
I'm not interested in your builds (but if you want to post them, that's fine). I want to know what goals you'd have, what sort of approach you'd take, and what options you'd use to make the most of your points.
Would you buy off your disadvantages before anything else? (Disregarding things like life-threatening disease, obviously.)
What options are at the top of your wish list? (E.G. Flight)
Would you build for a specific archetype or specialty, or would you be a generalist?
Immediate power, or load up on talents to pick up skills faster and make the most of them?
What sorts of builds can you see doing the most damage to society as we know it - for good or ill?
How would your build take into account the existence of others with powers, if it does at all?
Would you deliberately take options that would allow you to make the world more fantastical, empowering others or summoning fantasy creatures?
How tempting is it to say "fuck it, 20 levels of DR" or "40 points in Firearms" or some other ridiculous focus?
>>96147212I think tooth variance might be the best approach; after all, one of the defining features of impaling damage is that it can go for eyeballs and vitals, and it's hard to single those locations out if you have dozens of teeth that are all that sharp and pointy. As for creatures with little tooth variance but still warranting Fangs, I chalk that up to writers not particularly caring about consistency and going with first impulse, because it's a writeup in a fun, campy Cowboys vs Dinosaurs adventure booklet. I understand not going over the Allosaur's damage type with the bossman, because what are the chances that someone is going to bother analyzing that decision?
>>96149294DF doesn't help with building the dungeon itself, but DF21 has some tables to help stocking your dungeon. You'll need to provide the monsters (there are many scattered about, especially in the DFRPG Monsters book) and loot (from DF8), but it can help you figure out what goes where.
>>96149487Filthy RIch for 50 points
then 50 points of various business skills
my money will protect me
>>96149487Wealth, independent income, health, market analysis, and appearance. In that order.
Why tf would I want a bunch of DR or 40 pts in firearms?
>>96149487Charisma, appearance, social skill rule the world, also if my Iq is like 9 or lower I'll raise it to at least 11. I won't go for wealth because I have a feeling we'll be seeing a lot of wealthy people all of a sudden and then the economy will crash lol
>>96107546Anon, I... I'm in love with that character. Who is he, where is he from, where'd you get that, oh my god I'm literally dying here.
>>96149607Fair warning, you don't get to have things like extended lifespan, good health, beauty, charisma, organizations or allies without buying those as advantages.
>>96149684Silly. You buy a few billionaires as Allies because they both are worth the same points as you are ...
>>96149792It's easier to just be really pretty and have high sex appeal then find some rich guy to sell your ass to.
>>9614948728 points in Theology (Christianity)
28 points in Religious Ritual
16 points in Public Speaking
16 points in Diplomacy
12 points in Occultism (To know the enemy)
15 points for True Faith
15 points for Charisma 3
-15 points for Fanaticism
-15 points for Disciplines of Faith (Asceticism)
Do what you have like, I have already won. Even if I die, I die a martyr.
>>96149741Source is https://www.artstation.com/artwork/YezLw3 . It's just a personal work by some artist that I've had sitting in my Scifi character art folder for years ever since I trawled it off of a thread somewhere.
>>96149810I think you might just be a whore, anon.
>>96150195>I think you might just be a whorehow rude
I'm just following the path of least effort
>>96149487I would put a few points in magic and magery and then try for a critical failure to end this gay earth
>>96100738>Any Player that consistently takes something too good is going to be penalized during play for picking something thats too good.that's mostly just a bad GM playing versus
but if you mean that some traits are no brainers, that just depends on the campaign. Combat reflexes is great if combat is important, a waste of 15 points if social abilities are that much more important. It just happens that campaigns where fit and combat reflexes are good are most campaigns
>>96149810It doesn't matter how you gain control over the wealth or organization, what matters is that you control it. You still have to pay the points for that organization and for that wealth.
In other words, don't waste points on being sexy if that isn't what you actually care about.
>>96150327Yes, we already agreed that you're a whore.
>>96150158Which flavor of Christianity are you investing those theology points into? Christianity is too broad a category since it's literally dozens of distinct religions.
>>96151269>You still have to pay the points for that organization and for that wealth.I don't play with retard GMs that punish people for making friends and lovers.
>what's that? You want to marry that NPC? Welp, time to pay 10 points!
>>96151287The japanese version is clearly the best, you can just say you're the long lost descendent of the brother of jesus
I can't access my books right now, does anyone know if there's a version of the Absorption DR enhancement that is for attacks instead?
Like you attack people and you get some temporary points?
I want to do the charge blade from monster hunter where it builds up a charge as you attack and do damage and you can then discharge as a big damage explosion
>>96152690Could probably do Life Drain (Only SPECIAL ER) from Powers with Follow-Up (Weapon) and then use the ER to power other advantages.
>>96153100That works.
I can combine with the absorption DR to have it give energy too so it can build up energy by blocking and attacking.
thanks!
>>96151287Unless you're doing some weird syncretic thing like mesoamerican polytheist ""Christianity"", the core tenets, scriptures and philosophy of Christianity falls well within the scope of a single Theology specialty. The skill says to specialize by religion, not by denomination. And given there are dozens of other religions on Earth, you can't argue that Christianity is simply too all-encompassing.
But if I had to specialize against the rules as written, I would choose the correct denomination, Lutheranism.
>>96152690>Leech 3 [31] (Only Heals FP (Special Reserve), -30%; Accelerated Healing, +25%)This allows you to charge up to 3 points in your Energy Reserve per attack, with 1 point per damage dealt. You'll probably also want to attach Follow-Up to it like the other anon suggests so that it triggers off of the weapon's attacks. Since Leech normally requires prolonged contact, but with 3 levels and Accelerated Healing can heal up to 3 FP per second, and an attack is 1 second, I wagered that the upside of not needing to grapple and get hold of the enemy is offset by the fact that there's no free, continual draining - you have to keep attacking to keep getting more Energy.
Combine this with an Innate Attack like, say
>Crushing Attack 5 [15] (Double Knockback, +20%; Costs 12 FP (Energy Reserve), -60%)Letting you deal 5d cr damage with suitably enhanced knockback to really blast one enemy. At 12 FP, you'd need 4 fully-successful leeching attacks to get it, but that seems appropriate. Again, you'll probably want this one to be a Follow-Up to a normal weapon attack, specifically an alternative Follow-Up to the Leeching.
>>96153115I meant Leech. RAW it requires prolonged contact, making it so that it only need to touch briefly like in a swordstroke is probably a cosmic +100% modifier.
Follow-Up is also the wrong use case, the book suggests special recharge instead.
>>96152690>>96153115>Switch-shield: A large dueling shield that can be separated into an axe and medium shield, it has a special battery of "Energy Phials" that can be used to increase damage. 3480*$, 19lbs.>Shield Form: The large dueling shield has +5 DR. Each time the shield is hit (so either blocking by 1-3 or using shield as cover), you fill your Energy phial at rate of 1 per 2 points of damage absorbed by the DR.>Axe & Shield Form: Every individual attacks that deals damage with the axe or shield fills one Energy Phial.>Energy Phials: You have 3 empty Energy Phials. Once filled, they dissipate at a rate of 1 per 2 seconds, unless you filled them within that time. You can discharge these Phials to either give yourself +1 damage per Phial for 6 seconds, or to spend it all to cause a 4 yard radius explosion that deals 1d6 per Phial you have absorbed.I round up some points here and there
The price is based on metatech with a starting wealth of 1000$. Weight is that of an Ax + the weight of a medium shield, since a dueling large shield is lighter than the sum of both I didn't add that.
*I didn't add the price of a dueling shield, an ax, and a medium shield because lazy, but you do have to pay for those.
Leech should be an enhancement, and Healing a damage type.
>>96155870>Leech should be an enhancementyes
>>96155870Sell me on healing as a damage type. I think there's too much tied up in the advantage for it to work as an innate attack, especially when you look at curing diseases.
>>96155870How would that even work? Like, that would only limit to healing others but what about yourself?
>>96155870That would require re-tooling a lot of stuff, but I'm listening.
>>96155870The former makes sense at least, since Healing operates rather differently from dealing damage via an Innate Attack. I'm interested though, how would you cost Leech as an enhancement, and how would you rework it to be a sort of quasi-follow-up effect rather than a flat constant draining?
>>96157357>how would you cost Leech as an enhancement250%
>>96119405I don't know how I missed these
I looked past them so many times. I'm actually retarded
>>96156412>>96157161>>96157180The advantage of treating healing as a damage type is that it becomes very easy to make effects like zones of healing, healing rays, and so on, and it gets around the annoying requirements for IQ rolls, spending FP, and penalties for repeated use which may not be appropriate for all types of healing.
I would restrict healing-as-damage to only restoring HP, not curing disease. Leave the normal healing advantage to handle disease for now.
I'd also remove the special rules for crippling injury. Have it work like normal HP recovery and add Regrowth via some other method (e.g. linked Affliction) if you need better than that.
Have it work on anything (maybe anything animate) by default and use accessibility to limit it if required.
Pricing is just a matter of designing parallel versions of Healing under the two systems and extrapolating the underlying cost of healing as damage.
For example:
Healing (Ranged, +40%; Xenohealing, +100%; Capped, 4 FP, -20%; Injuries only, -20%) [60]
Healing Attack 2d (Cosmic, irresistible attack, +300%; Costs Fatigue, variable, 2 FP per die, -15%; Requires IQ roll, -10%; Nuisance Effect, Cumulative Penalty, -3 per use within 24 hours on the same subject, -15%) [60] implies a base cost of about 17 points per die.
Different builds will give slightly different results, so you should probably do a few and average them.
Is there a limitation which can add a penalty to the attribute / skill roll to activate an advantage, equivalent to the Reliable enhancement?
>>96160610Hard to Use from Power-Ups 8: Limitations p14 is probably what you want. There's also Innacurate for things that specifically call for Attack rolls.
How should I price a modifier to Affliction, Neutralize, etc., that lets the victim repeat the Resistance roll to recover after every minute, instead of setting the effect duration to a number of minutes equal to the margin of failure?
Behold
md5: 284cd7bf7011c7a165a6c38a47a176dd
🔍
>>96161554Fixed Duration (Power-Ups 4) is a +0% feature, making any successful Affliction last exactly three minutes.
Reduced Duration 1/3 (Power-Ups 8) is a -10% limitation, reducing it to one minute.
Cyclic, 1 minute, resistible is a +20% enhancement per cycle. In theory, such an ability has an unlimited number of cycles, but this is obviously unfair, since the odds of getting any use out of later cycles is extremely low.
A more reasonable approach would seem to be reducing the value of each cycle by a certain amount each time. You could just say half the value of cyclic each time, but that might be too generous. Maybe apply the value of Resistible (or a flat -30% for abilities which allow a resistance roll through other means, like Affliction) in a cumulative fashion? The first scheme gives cycle value * (0.5+0.25+0.125...) which approaches base cycle value at infinite cycles. The second (assuming -30% per cycle) gives cycle value * (0.7+0.49+0.343...) which approaches base cycle value * 2.333... at infinite cycles.
(My math is pretty shaky; you may want to check these numbers)
So, I believe that a fair value of 'infinite but resistible cycles' is somewhere from the basic cost of one cycle to a bit over twice that. For a 1 minute cycle, that would be 40% to ~94%.
Add the reduced duration for the original attack, and you get +30% to +84%. Cosmic, adding utility, +50%, lies in that range and is the general-purpose 'change the rules but in a somewhat balanced way' enhancement.
Therefore, I would recommend a +50% enhancement for Affliction to work as you suggest.
>>96161554Fixed Duration (+0%) treats the margin as always being 3 for a base duration of three minutes, and Reduced Duration, 1/3 (-10%) gives it a duration of a minute. Assuming 10s across the board, roughly half the targets will pass their resistance roll and shrug off the effects every minute. If you hit a group of eight people, four will resist immediately, 2 will be affected for one minute before shrugging it off, 1 will be affected for two minutes, and the last for three minutes. While there is a chance for a much longer duration, the fact of the matter is that 75% of the targets will be affected just as if you only had Fixed Duration and Reduced Duration 1/3, and statistically speaking the unluckiest person in that group is no worse off than if you had dropped Reduced Duration entirely. As such, I don't think lasting until the target fails a roll is worth very much, probably around +5% enhancement on top of Fixed Duration and Reduced Duration?
Compare that with Fixed Duration and Reduced Duration, 1/2 (-5%) that affects people for 90 seconds. flat out. A small percentage are affected for less time, but more people are affected for longer. At a glance, those seem roughly equivalent?
>>96161839>+50%They could get Extended Duration x10 for +40% and affect everyone that fails the initial roll for half an hour. No way that's fair pricing.
>>96161963Extended duration and "repeat the Resistance roll to recover after every minute" are obviously incompatible.
>>96162099Who's talking about staking them? I was comparing those options. My point was that when faced with paying +50% for "target makes a roll every minute to end the effect" or +40% for "target doesn't get any additional resistance chances, is automatically affected for 30 whole minutes," it's obvious which one is the better deal. For the former to last as long as the latter, a target would need to fail 30 consecutive resistance rolls, an event so unlikely that charging *more* points for it is incomprehensible.
A simple +5% over the normal Reduced Duration is way more reasonable.
>>96163134Ah, my bad, I misunderstood your meaning. Yeah that does make sense.
Do you think GURPS handles cyberpunk settings like Shadowrun well?
>>96167263It handles it better than shadowrun's own system.
Active defenses feel a little funky in GURPS. It feels really weird that you could block / parry an attack from an eldritch being with godlike reflexes, as well as you could block a human with a 16 effective skill.
Am I missing anything here?
>>96167639Modifiers exist, and if an eldrich being is swinging the same weapon at the same speed with the same force behind it as a human, then yeah you probably could.
>>96167652Which modifiers are you talking about?
Striking speed is not a factor in combat, as far as I'm aware? Maybe there are some advantages that I'm missing that deal with such things?
Also, dodging a shot from a human is not the same as dodging a shot from an android who processes the world much faster than you (but isn't necessarily faster in terms of acting speed.)
>>96167664>He doesn't knowDeceptive attack
>>96167756That works, thanks.
>>96167639If it's something truly "beyond human comprehension" you can have the creature's attack have the modifier "cosmic: can't be blocked parried or dodged" if you want a cosmic being to have a cosmic attack. I think that ups the cost by 200% or something? Don't remember.
>>96167664>an android who processes the world much faster than you (but isn't necessarily faster in terms of acting speed.)Enhanced Time Sense
>>96168480Neither Combat reflexes or ETS give the opponent a penalty on their defenses.
Would it be fair to permit a character to make a momentary grapple to facilitate one of the "Actions after a Grapple" with fewer Attack maneuvers? For instance, say a PC wants to drag a guy around for one turn, but doesn't care about preventing him from moving afterwards, restricting his maneuvers, or giving a DX penalty. So the PC rolls to hit with a grappling skill, then rolls the Quick Contest described in Shoving People Around. If the PC wins, then he drags the victim around for one turn. At the start of the next character's turn, the grapple ends.
>>96168700A gun doesn't shoot any faster or better because of the android's senses. This would be handled by a high gun skill, Enhanced Time Sense that allows him to act first, and Deceptive Attack, which both High-Tech and Tactical Shooting allow for guns as "leading your shots".
Your android could also squeeze the trigger of a semi-auto faster to get more shots. This is covered in HT and TS as well. With a high skill he can eat the penalties and reap only benefits.
Also, in melee remember that high ST can break the opponent's weapon if he tries to parry you. See Parrying Heavy Weapons on Campaigns.
>>96169079That is handled with an All-Out Attack (Double), or a rapid strike at -6 for both rolls but you get to keep your defense.
It makes no sense to give a bonus for a "temporary grapple". It sounds like power gaming, but if your GM wants to make that up sure, add +4 or something.
>>96169079Sounds like taking the concept of a Sweep and applying it to grappling. It probably wouldn't break anything. The GM just ought to be strict by forbidding any of the normal benefits of grappling, aside from giving permission to perform immediate follow-up grappling moves like Choke/Strangle, Shoving Around, and so on. If you're using Technical Grappling, then such a grapple should never inflict CP.
>>96167639An eldritch being should be stacking deceptives if its at insanely high skill. Its the same reason that insane weapon skill does not technically contribute to damage, but having it so high means you can go for more vulnerable areas and effectively deal more damage.
>>96167664>>96167639Martial Arts p. 111 in the box "What is a Deceptive Attack" addresses this specifically.
>>96149487I take Affliction 1 (Cumulative, +400%; Extended Duration, Permanent, Irreversible, +300%; Variable Enhancement 20, +200%) [100] and pray that the GM (God) does not smite me for my hubris before I get to a comfortable point total.
I then put infinite points into Professional Skill (Basket Weaving).
>>96167639Eldritch beings don't have stats. Anything they do is determind by GM fiat, not dice. Thus, no amount of block, parry, dodge, or anything else will be enough.
>>96169471>It makes no sense to give a bonus for a "temporary grapple".'Temporary grapples' are kind of a thing in GURPS already. Shoves allow you to move someone around without maintaining a firm hold. Weapon binds let you 'lock blades' until your opponent simply steps away from it. Flying tackles and pounces both involve a certain degree of holding onto your opponent as you use your weight and momentum to unbalance them.
>>96169079>>96169688>>96169079>momentary grapple to facilitate one of the "Actions after a Grapple"uhh
that's how disarm and trip works in fantastic dungeon grappling. You make an attack that does no damage but puts control points which are then used in some way to cause the enemy to fall prone or get disarmed.
Should be easy enough to just expand the system (in fact, I think that is the intention since the "sweep the leg!" is an example of how to use the system in various ways.
>>96155870>Leech should be an enhancementI've done this.
>Healing a damage typeI'm not sure what you mean by this. But I am debating separating healing into two categories. Because I want most sources of healing to scale, but not healing from Leech or Damage Absorption.
>>96157357How I run Leech as an enhancement in my games:
>Leech is a leveled enhancement. Each point of Fatigue/Injury inflicted gives 1 XP per level of Leech that you can use to improve traits (anything but skills) temporarily. You must use stored XP immediately and cannot reallocate XP once used. Enhanced abilities drain away at a rate of 1 XP per second. If you have multiple enhanced abilities, then you can choose which one is drained first. You can also spend stored XP to heal yourself; restoring 1 XP of lost abilities (due to crippling injury, Affliction, Neutralize, etc.) costs 1 XP; restoring 1 HP costs 2 XP; restoring 1 FP costs 3 XP.>Leech is worth +240% per level if it can affect any trait; +180% if it only works for one broad category of traits (e.g., "Physical traits only", "Psionic abilities only"); +120% if it only works for a subset of the above (e.g., "Mundane Physical traits only", "Psychokinetic abilities only"); +60% if it only works for one trait (e.g., "HP only", "TK only"). Add +60% per level if it can heal or enhance, or +0% if it can only heal or only enhance.You could also take this article for Revised Absorption and adapt it for Leech by swapping a couple rules and multiplying the enhancement value:
>https://www.mygurps.com/index.php?n=Main.AbsorptionRevisedThe only thing I don't like about it is that it doesn't work well with Alternative Enhancements. Why take Absorption (6 traits) for +30% when I can take six different forms of Absorption (1 trait) for +10% with Alternative Enhancements?