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Thread 96735244

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Anonymous No.96735244 [Report] >>96735270 >>96737955 >>96738493
/GURPSgen/ GURPS General
Previous thread: >>96669987

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 (follow the URL to get to a folder with some files, read the files to get to the archive). Never post direct links to the archive anywhere in plain text.

If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.

Thread question: Is Reach important or is it all about how you use it?
Anonymous No.96735258 [Report] >>96735866
I'm going to do a 30 day challenge inspired by this pixiv post: https://www.pixiv.net/artworks/74957984
Every day I'll try to build at least one character based on each monster girl in that post. Emphasis on try.
Anonymous No.96735270 [Report] >>96735400
Does anyone have experience with games focused on unarmed combat? I've been envisioning a gritty (but still fairly cinematic) kind of cyberpunk brawling game. So I was wondering if there's any particular rules, guidelines and tips for such a game.

>>96735244 (OP)
>Thread Question
I feel like reach isn't all that important. How you use it and how the terrain is set up can favor you, if there's things like rough ground, elevation or blockers like a waist high wall. But in a one on one duel on otherwise good ground, your opponent has no real reason to respect your reach and can freely use a move to bypass your weapon and putting you on the backfoot.
Anonymous No.96735400 [Report] >>96735402
>>96735270
I ran a 1920s bootlegers mafia game once, lot of brawling and combat with improvised weapons. One thing I soon figured out is that a lot of things you can grab lying around don't really make sense with any weapon skill, they're just something big you want to slam someone with. In those cases, it's best to treat those items as improvised shields and the attacks as bashes (or rushes) with those "shields."

Things like boxes or crates, potted plants, bicycles, chairs *not* held by the back, and generally anything big and bulky with nothing approaching a clear and obvious "handle" are best handled this way. Smaller objects--billiard balls, ash trays, etc.--are improvised fist loads.
Anonymous No.96735402 [Report] >>96735419
>>96735400
Watch Boardwalk Empire for inspiration
Anonymous No.96735419 [Report] >>96735445
>>96735402
Well, I don't need a ton of inspiration; I'm mostly concerned with the mechanics side of things. Like leveling out the not-so-great unarmed damage and what to look out for if I'm looking for cinematic, high flying prowrestling moves and shit.
Anonymous No.96735445 [Report]
>>96735419
https://www.youtube.com/watch?v=pG-Xdy1J7S0
Anonymous No.96735866 [Report]
>>96735258
Based
Anonymous No.96736532 [Report] >>96739253
Hey Planes how's it going

Thread at large: How does a person shoot at two different targets with an RoF 3 revolver in one turn? I thought there was an option for that but my quick skimming before bed didn't turn up shit.
Anonymous No.96736602 [Report]
Anonymous No.96736646 [Report] >>96739291
In the Wait maneuver, does Opportunity Fire REPLACE all other uses of Wait with a ranged weapon, or is it just in addition to? The wording isn't completely clear.
Personally I would say it's just in addition to, as there's no way to e.g. declare "If the cop comes closer I blow the hostage's brain out." if opportunity fire is the only possible use.
Anonymous No.96737072 [Report] >>96738507 >>96738578
Ran my first irl game last night, and it was awesome! I used a pre-published Dungeon Fantasy adventure module and pre-gens, and everyone had a blast!
Anonymous No.96737955 [Report]
>>96735244 (OP)
What were some lessons learned as a GM from your session? Seems like everything went pretty well.
Anonymous No.96738493 [Report]
>>96735244 (OP)
>Is Reach important or is it all about how you use it?
Reach is ok
it's nice to have but not vital. It's more useful for group fighting than duels. Not sure if this is realistic or not but this has been my experience with gurps.
Anonymous No.96738507 [Report]
>>96737072
Nice
Anonymous No.96738578 [Report]
>>96737072
Which one?
Anonymous No.96738673 [Report] >>96738689
Given a centaur has a human torso on top of a horse one, I believe it's fair and sensible to treat their effective SM as the same as their nominal SM for the sake of Height Effects under Combat Writ Large (Pyramid #3-77).
As in, a SM+1 centaur in melee combat with a SM+0 human would have the benefits listed under "up to three feet of vertical difference" from Combat at Different Levels (B402): The human would defend at -1 to active defenses, while the centaur defends at +1.
I think it helps balance the many downsides of high SM like higher chance of being hit, penalty to hit, more expensive armor and so on.
Am I making sense?
Anonymous No.96738689 [Report] >>96738747
>>96738673
Is that not how it's supposed to work? I always assume that if you're defending vs SM +1 you get -1 to your defenses and vice versa.
Anonymous No.96738747 [Report] >>96739234
>>96738689
Only if you're upright, like a giant. An horizontal SM+1 creatures suffers -1 to their effective SM for this purpose. Those without legs like a serpent suffers -2.
While a horse is an horizontal creature, a centaur is not. Beside fluff, they don't have the Quadruped meta-trait which contains Horizontal, just Extra Legs.
Anonymous No.96739234 [Report]
>>96738747
oh, that makes sense.
Anonymous No.96739253 [Report] >>96742933 >>96774175
>>96736532
Rapid Strike is not restricted to melee attacks. Any weapon capable of shooting multiple times in a turn (and which doesn't become unready after attacking) can split those shots between two (or more, in a cinematic game) attacks, at the usual -6 per extra attack. See Gun-Fu p.10. Extra Attack gives you one more attack per level at no skill penalty, but doesn't increase your RoF. Gunslinger halves the penalties, and Quick Shot can eliminate them entirely.
Other methods include:
Altered Time Rate
Increasing your RoF to 5+ with the Multi-Shot imbuement (Power-Ups 1, p. 9) and then using spraying fire (Basic Set, p. 409).

Weirdly, you can't use spraying fire when fast-firing a double-action (RoF 3) revolver but you can when fanning a single-action (RoF 1) one (Gun-Fu, p. 11).
Anonymous No.96739291 [Report]
>>96736646
I would say 'in addition' since
(a) the general principle in GURPS is that options are available unless explicitly prohibited
(b) as you point out, there are many scenarios which only make sense if you allow Wait to work normally with ranged attacks
Anonymous No.96740835 [Report] >>96741477 >>96741731
Day 2 Centaur
Anonymous No.96740983 [Report] >>96741273 >>96741367
How many points should it cost to know every skill in the game at skill level 10, excluding skills that have no default to an attribute or secondary characteristic?
Anonymous No.96741273 [Report]
>>96740983
Too much work to calculate.
Anonymous No.96741367 [Report]
>>96740983
Take all the skills in the game and multiply by 1.5 to ballpark it.
Anonymous No.96741477 [Report] >>96741548
>>96740835
what this for?
tell me of the adventure
Anonymous No.96741548 [Report] >>96741638 >>96741737 >>96741807 >>96741898 >>96743441
Tomorrow I'll have to deal with Slimes and it will be a doozy to contain the point cost. IT (Diffuse) alone will cost 100 points, don't even get started on shapeshifting. Maybe I'll have to content with Homogenous, like the Body of Slime from Magic.

Rant aside, I have two questions:
1) In terms of game mechanics, would a blob form, as opposed to a human form, even count as Alternate Form/Morph? I feel it's a IT(Diffuse)+Double Jointed version of a contortionist fitting in a small box.
2) Is Constriction Attack (Engulfing) followed by Internal Corrosion Attack legal?

>>96741477
Nothing in particular, just something I thought would be fun. It's like solving a crossword.
I'm assuming a TL 8 world like ours but a bit more chaotic. Not Shadowrun level, just more shenanigans.
Anonymous No.96741638 [Report] >>96741794
>>96741548
theoretically (especially going by your chosen inspiration) the human form would be the alternate form no? Then the blob would just be the base form.
Anonymous No.96741731 [Report] >>96741794
>>96740835
why people make centaur front legs mostly human legs instead of horse
Anonymous No.96741737 [Report]
>>96741548
nice
Anonymous No.96741764 [Report] >>96755899
SERVING WENCH
Many serving girls earn additional money by dancing or
other means. They come in a variety of sizes, shapes, and tem-
peraments. Some may be working with criminal elements that
frequent the tavern. They tend to be either comely and willing to
use their feminine wiles, or surly and downright scary.
ST 9; DX 11; IQ 10; HT 11.
Damage 1d-2/1d-1; BL 16 lbs.; HP 9; Will 11; Per 10; FP 11.
Basic Speed 5.50; Basic Move 5; Dodge 8; Parry 8 (unarmed).
5’4”; 120 lbs.
Advantages/Disadvantages: Alcohol Toler-
ance; Appearance (Attractive or Unattrac-
tive); Contact Group (Bar Patrons;
Skill-12; 9 or less; Somewhat Reliable).
Skills: Carousing-12; Current Affairs
(Local)-13; Professional Skill (Server)-12. •
One of Intimidation-13 or Sex Appeal-13.
Potential Details
• The woman is pleasant, but noticeably
sad and distant. If the party asks what’s wrong,
she’ll tell them of an adventure hook involving
a family member in trouble. Perhaps the girl’s
family has a mystical heirloom (see GURPS
Dungeon Fantasy 6: 40 Artifacts for possibil-
ities) that they want returned. The mini-quest
itself should have enough reward to make it
worth the groups’ time.
• The wench is flirtatious and seductive
with one party member. Using this to lure
him into a trap is so obvious that it may be
fun for the “victim”: He can spring the trap,
beat up some crooks, and either see justice
served or take their stuff.

Why is GURPS so much more detailed in NPC statblock variations than any other system?
Anonymous No.96741794 [Report]
>>96741638
I don't know!
Regardless of which form is the base and which one is alternate, I don't think it's something worth points. Sure the blob form is more compact and would theoretically have No Manipulators, but then again it can splurt one easily enough, which would be a Partial Form... But it just gets too complicated and costly for something that feels cosmetic. Like buying Shrink to crawl into video game air vents.
Between IT(Diffuse), Double Jointed and Compact Frame, it might just end being a feature.
>>96741731
Not all artists are created equal. And some are more 'motivated' than others.
Anonymous No.96741807 [Report] >>96741887
>>96741548
Theres a modification for Diffuse in Horror which lets you crawl under doorways that seems like it covers what you want. Its a little limiting for a slime, but if thats what you're looking to do I think it'd work.
Anonymous No.96741887 [Report]
>>96741807
Thanks! That enhancement is in Powers too, not sure which book came first.
I'm going to leave it as a trait that may be purchased through Racial Gifts. It's an enhancement that allows going through tiny cracks and porous objects, which feels a bit too overboard for a slime. Not unfeasible at all, but for the basic template I feel being able to squeeze through jail bars should be enough.
B60 says Diffuse beings can't be grapples and MA115 supports it. If you can't be grapples, pinned "and so forth", I feel it's logical you can't also be cuffed. Then the corollary is that you can squeeze through cuffs or other small (not tiny) openings.
It's late here and I'm probably not thinking straight. I'll consider it again tomorrow after double checking the books.
Anonymous No.96741898 [Report] >>96743604
>>96741548
I think that sort of cinematic slime that can take all different sorts of shapes should be Morph (Flawed, -10%; Improvised Forms, +100%); while the art only shows two distinct forms, the anime slime waifu is traditionally able to form an arbitrary number of pseudopods, shift mass to form strikers, stretch limbs, etc.
Anonymous No.96742009 [Report] >>96742144
>it's another, "Rice begging for money on trannycord," episode
Anonymous No.96742010 [Report] >>96742015 >>96742046
>rice ewhores on the official gurps discord again

Just put it out of its misery at this point.
Anonymous No.96742015 [Report]
>>96742010
That notification was annoying imo
Anonymous No.96742046 [Report] >>96742055
>>96742010
the gurps one that just hit?
Anonymous No.96742055 [Report]
>>96742046
Yeah
Anonymous No.96742144 [Report] >>96742264
>>96742009
What is it this time? Crowdfunding money to expand his doorframes to fit his 450 lbs. ass?
Anonymous No.96742264 [Report] >>96742284 >>96742627 >>96743188 >>96779848
>>96742144
He says a nigger broke into his sister's car, he has to buy and repair some things, and he had to bail someone out of jail. So he's knocked off $5 from his patreon and you get 1 (one) item from his back catalog... because you only get access to stuff he releases if you're actively paying him. I've always regarded that as especially cunty, that, because some people would join, download everything, and leave, nobody gets access to your old stuff. Very hostile to normie paypigs who typically would be ok with paying every month.
Anonymous No.96742284 [Report]
>>96742264
I wonder if he ever considered getting a job.
Anonymous No.96742627 [Report]
>>96742264
Does he have any patreon stuff that's good?
Anonymous No.96742933 [Report] >>96742961 >>96745206
>>96739253
>Weirdly, you can't use spraying fire when fast-firing a double-action (RoF 3) revolver but you can when fanning a single-action (RoF 1) one (Gun-Fu, p. 11).
I believe that's because most double action revolvers irl have mechanical safeties that disallow it, but I am not certain.
Anonymous No.96742961 [Report]
>>96742933
It's probably more likely the trigger weight on double action revolvers and to emulate cool gunslinging movies where the protagonist fans his hammer and drops 4 different guys. The only mechanical safety I can think of that'd prevent super fast firing would be the trigger disconnect, which is only an issue if you lack skill. But the immutable factor is the fact that a double action revolver has to cock the hammer and move the cylinder when you pull the trigger, which adds weight to the pull and will slow down even super good shooters.
Anonymous No.96743188 [Report]
>>96742264
>because you only get access to stuff he releases if you're actively paying him
what kind of kikery is that?
Anonymous No.96743441 [Report] >>96743462 >>96743528
>>96741548
I made my own slime race for dungeon fantasy rpg, but I went for homogenous. I feel like difuse is more for swarms than slimes.
Most fantasy slimes aren't that difficult to kill with a sword.
Also how do you stat a slimegirl with a core (meaning she has "vitals")? Both diffuse and homogenous remove any sort of weak spot.
Anonymous No.96743462 [Report] >>96743476
>>96743441
>Also, how do you stat a slimegirl with a core (meaning she has "vitals")? Both diffuse and homogenous remove any sort of weak spot.
Just use Unliving instead, duh.
>But that's "intended mainly for machines and corporeal undead"!
Suck it up.
Anonymous No.96743476 [Report]
>>96743462
Yeah that works. Add a "no brains" and only vitals remain, as intended.
Anonymous No.96743528 [Report] >>96743554
>>96743441
>I went for homogenous
I'm considering it. IT (Homogenous; No Blood; No Eyes; No Head; No Neck) + Slippery 5 is more economical.
Incidentally, rereading the advantage made me realize that Diffuse doesn't include No Neck (supported by PK's article below) so while you can't grapple and choke them, you can cut a swarm's neck. Weird.
https://www.sjgames.com/pyramid/sample.html?id=5583
>Also how do you stat a slimegirl with a core (meaning she has "vitals")? Both diffuse and homogenous remove any sort of weak spot.
Homogenous still have eyes, faces and necks, but if you want specifically a brain or vital, I see no reason to buy "No No Brain" and "No No Vitals" for 5 points each.
Similarly, I judge it fair for Diffuse and Homogenous to pay only pay 2 points for No Head, as these already includes No Brain.
Anonymous No.96743554 [Report] >>96743604
>>96743528
>Diffuse doesn't include No Neck (supported by PK's article below
This post might be relevant to the discussion.
https://enragedeggplant.blogspot.com/2025/05/how-does-injury-tolerance-diffuse-even.html
Anonymous No.96743604 [Report]
>>96741898
To be very honest, I don't recall very many humanoid/waifu slimes.
Those I do I don't recall them going to The Thing level of mimicry and body control, more along the lines of Elastic Skin, Stretching, Ambidexterity and Double Jointed.
For the blob form, I'm currently considering adding Switchable to the limbs for [3]. The head wouldn't mechanically exist due to Injury Tolerance.
>>96743554
Great post, I'm still reading it but I share his woes.
Anonymous No.96744512 [Report] >>96744592 >>96744719
Vehicular Dodges are based on (operation skill)/2 + Handling. This seems fine for a low-point campaign, as the lack of active defense options and lower baseline Dodge score balances out the cheaper cost of raising a skill instead of Basic Speed. But if I'm running a high-point campaign, I worry that Vehicular Dodge will massively overtake normal Dodge. Is there any rule I'm missing or anything I should do to balance this? If not, I had two ideas in mind:
The first idea was to add a cap on Vehicular Dodge. Something like 11 + Handling. I got this number by looking at the rules for Moment of Angle in Tactical Shooting, which gave maximum skill as 22 + Accuracy, and cutting it in half.
The second idea was to add a cumulative penalty for multiple Dodges, like for Parrying. Something like -2 per Dodge, twice as much as a normal Dodge (if using the optional Dodge rules from Martial Arts), but half as much as a normal Parry. Improving normal Dodge is 15 points/level, while Vehicular Dodge is 8 points/level. Meanwhile, penalties for multiple parries are tracked separately for each hand, and you get two hands, but only one vehicle. So this seems fair. I'm scratching my head for an appropriate existing cinematic trait to go with this, but I think I should also allow Trained By A Master to halve this penalty.
Anonymous No.96744592 [Report]
>>96744512
>I'm scratching my head for an appropriate existing cinematic trait to go with this
Honestly, I could see Weapon Master (Vehicle) being a thing. Halves dodge penalties and adds +2/die to Slam damage at high relative skill. I'd add that it should also halve penalties for Rapid Strike, but can you even Rapid Strike with a vehicle? Does multiple Slams in a turn (if you overrun all your targets) count as a Rapid Strike? Actually, I think "Trampling" is something that vehicles can do to, which allows a Rapid Strike, if you interpret spinning in place directly on top of an enemy as "Trampling".
Anonymous No.96744719 [Report] >>96744969
>>96744512
>a cumulative penalty for multiple Dodges
This is a rule that already exists, I think it's in marital arts. -1 per dodge.
I think it should be standard, never made much sense that a guy could just dodge 20 attacks in a row with no penalty.
Anonymous No.96744964 [Report] >>96744972 >>96745085
Hope this helps someone
Anonymous No.96744969 [Report] >>96745081
>>96744719
>I think it's in marital arts
Anonymous No.96744972 [Report] >>96744985 >>96745085 >>96759284
>>96744964
A person too stupid to make a hexagonal grid in Inkscape or GIMP doesn't deserve help.
Anonymous No.96744985 [Report]
>>96744972
You must be the smartest anon in the world
Anonymous No.96745081 [Report]
>>96744969
>tfw I'll never have more than 0 skill points in marital arts skills
Anonymous No.96745085 [Report]
>>96744964
wow thanks!
>>96744972
wow rude!
Anonymous No.96745206 [Report]
>>96742933
I understand that you can't fan a double-action. What I find weird is that you can shoot just as many bullets by pulling the trigger fast as you can by fanning, but one allows you to spray fire across multiple targets and one doesn't.
Anonymous No.96746224 [Report] >>96746388 >>96746646 >>96746682
Are there any cinematic rules that allow a player character to subdue someone without killing them with regular attacks?
Like how in some anime you can smack someone with the flat part of the sword and they're just fine even though in real life you could easily break bones and even kill if you hit someone with a metal sword, even if it's blunt.
Anonymous No.96746388 [Report] >>96746417
>>96746224
There is a cinematic perk or technique, I'm quite certain of it, but I can't for my life remember the name of it or find in the books. How frustrating.
Anonymous No.96746417 [Report]
>>96746388
Yeah, I remember there was a way, but I also can't remember where it is.
Anonymous No.96746646 [Report] >>96746682 >>96746857
>>96746224
Action has a rule where crushing attacks vs the skull done from surprise force an HT roll (IIRC penalized by damage done after subtracting DR) vs unconsciousness. It's a japanese word I think.
Anonymous No.96746682 [Report] >>96746857
>>96746224
>>96746646
Found it. "Kayo" from Action 3, on page 24.

And it's not actually Japanese, it's just a play on K.O.
Anonymous No.96746857 [Report]
>>96746682
>>96746646
That does help, thanks! Very classic movie.
Anonymous No.96748289 [Report] >>96748348
Phew, I thought I wouldn't manage it.
Anonymous No.96748298 [Report] >>96748427
FIGHT CLUB when?
Anonymous No.96748348 [Report]
>>96748289
The drawing clearly shows sharp teeth bro
Anonymous No.96748394 [Report] >>96748408
Merely a visual metaphor to depict the voracious hunger of a slime. I only had other things to juggle beside teeth that won't be significant anyway ok
Anonymous No.96748408 [Report] >>96748438
>>96748394
lol
Sharp teeth is like 1pt tho
Anonymous No.96748427 [Report] >>96750518 >>96750569
>>96748298
I haven't participated in the original fight club threads, but I was playing with the idea of streaming gurps fight on twitch
Anonymous No.96748438 [Report] >>96748450
>>96748408
No, it's 1 point plus figuring out an appropriate quirk so it doesn't break the sanctified intervals of five.
126 is a very gay number. 125 is a very beautiful number.
Anonymous No.96748450 [Report]
>>96748438
remove 2 points from stealth, why is a bartender stealthy? Put the remaining point in barternder so she can be a pro-bardenter even as bullets fly around.
Anonymous No.96748813 [Report] >>96749880
Had a conversation about this with a player of mine a while ago, but do you think it's worth investing in a breadth of techniques compared to just increasing your base skill by a point or two?
Anonymous No.96749880 [Report] >>96750242 >>96750316
>>96748813
Usually, no. If you have more than 3 techniques it's almost never worth it, since you could just raise the underlying skill. That is why I usually set limits to how many points can be invested into a skill without a tutor or similar.
Anonymous No.96750242 [Report] >>96750316
>>96749880
I've been getting that feeling. I put together a few NPCs, and giving them cool techniques is costing them like 15-20 points alone.
Anonymous No.96750316 [Report]
>>96749880
>>96750242
I set a max limit of skills to be DX+5 (and a DX max of 16). This way any excess points can be spent on techniques, and it prevents the situation where one character puts 100 points in a single skill.
Anonymous No.96750518 [Report]
>>96748427
That sounds fun
Anonymous No.96750569 [Report] >>96750939
>>96748427
>but I was playing with the idea of streaming gurps fight on twitch
So what like, getting with your buddies and hosting a tournament or something like that?
Anonymous No.96750939 [Report] >>96750954 >>96751003
>>96750569
I was thinking of something more like somebody in chat taking turns, choosing maneuvers, etc. for one of the sides. Not necessarily in the tournament format, but just various combat scenarios.
Anonymous No.96750954 [Report] >>96751163
>>96750939
I'd watch that.
Anonymous No.96751003 [Report] >>96751163
>>96750939
That sounds fun actually
Anonymous No.96751044 [Report] >>96751067 >>96751267
How many hands does binding use?
Can I use binding with one hand and then (dual weapon attack) attack with the other hand with a sword or pistol or whatever?
Different question but related: How do I simulate spider-man shooting two webs at two guys?
Anonymous No.96751067 [Report] >>96751112
>>96751044
>How many hands does binding use?
Like the technique? MA explicitly says you need to be holding the rope in two hands.

>Different question but related: How do I simulate spider-man shooting two webs at two guys?
Rapid strike, dual weapon attack, extra attack or all-out double. Pick your flavor.
Anonymous No.96751112 [Report] >>96751151 >>96751201
>>96751067
Not the technique, the advantage. Where you shoot some manner of "web" or force field or whatever that grapples an enemy at range.
Anonymous No.96751151 [Report] >>96751176
>>96751112
Then yeah, it can be a one handed dealio. The advantage is a little bit arbitrary and depends exactly on how you want to design it, but I think default basic rules assume that a natural attack from an advantage like that is "one handed" (or might even come from your eyes). So yeah, you can use a dual weapon attack to strike with the other hand (or even a kick)
Anonymous No.96751163 [Report]
>>96750954
>>96751003
I'll think about the logistics then and do some testing.
Anonymous No.96751176 [Report] >>96751198
>>96751151
Good to know, I was wondering if getting dual weapon tech was worth it for my low power super that can't just grab extra attack yet.
Anonymous No.96751198 [Report] >>96751230
>>96751176
Assuming your character is ambidextrous, dual weapon attack is basically always worth completely buying off, even in multiple skills, since even when you get extra attack you can still get the benefits on one of those attacks.
Anonymous No.96751201 [Report] >>96751230 >>96751267
>>96751112
I'm not sure if the Basic Set clarifies this, but according to the rules for Special Effects from GURPS Powers, you choose which body part your attack emits from when you design it.
>Two particularly important functional special effects for ranged attacks are the body part that projects the attack and the attack's physical form. These factors determine the specialty of Innate Attack skill used to aim the attack.
>Continuous beams and jets can stream from the hands, mouth, or eyes, and use Innate Attack (Beam), (Breath), or (Gaze), respectively. Solid projectiles and discrete bolts (like fireballs) use Innate Attack (Projectile). For attacks that don't fit neatly into these categories, the GM may arbitrarily assign an existing specialty or invent a new one.
If your attack can emit from anywhere on your body, allowing you to shoot it from a different body part every time you attack, then that's a +50% Cosmic enhancement, according to Power-Ups 4: Enhancements.
Anonymous No.96751230 [Report]
>>96751198
That character is ambidextrous yeah.
>>96751201
For simplicity's sake I'm having it be a "gaze" but the actual attack is a tendril of shadow coming from his own shadow.
Anonymous No.96751267 [Report] >>96751296
>>96751201
>>96751044
Binding (Sticky)
Anonymous No.96751296 [Report] >>96751320 >>96751552
>>96751267
is it hands free?
Anonymous No.96751320 [Report] >>96751591
>>96751296
I don't know about you but for my sticky binding to launch I need at least one hand.
Anonymous No.96751552 [Report] >>96751591
>>96751296
Not by default.
You can have a friend make a Complementary Roll for you, though.
There are also people who trained themselves to be able to do that, so it might warrant a perk or technique.
Anonymous No.96751591 [Report]
>>96751320
>>96751552
What body parts are valid for launching a sticky binding?
Anonymous No.96752705 [Report] >>96752715
Given the average communication skill shown so far in this thread, it's easy to understand why anons talk with robots.
Anonymous No.96752715 [Report]
>>96752705
Wrong thread, please disregard.
Anonymous No.96755894 [Report] >>96755939
Day 4 Naga
Anonymous No.96755899 [Report]
>>96741764
>Appearance (Attractive or Unattractive)
Which is she?
Anonymous No.96755939 [Report] >>96756525
>>96755894
does a naga still have a SM of 0 even if they had a pretty long tail?
Anonymous No.96756087 [Report]
Anonymous No.96756119 [Report] >>96757885 >>96758192 >>96758954
Does anyone here happen to know what a boltguns stats are in GURPS? Or where to find the GURPS stats for 40k weapons?
Anonymous No.96756525 [Report] >>96756550 >>96758107
>>96755939
According to Template Toolkit 2 pp. 13–14, Size Modifier is based more on weight than on maximum dimension, so a naga race with average racial length of up to 9 feet should still be considered SM +0 if its average racial weight is closer to 125 pounds than to 400 pounds.
The official naga template on GURPS Dragons pp. 22 (description and Third Edition template) and 144 (Fourth Edition template) is SM +0.
There appears to be a second official naga template in DFRPG Monsters 2. Maybe someone can post a screenshot of it.
Anonymous No.96756550 [Report]
>>96756525
>with average racial length of up to 9 feet
(which normally implies SM +1)
Anonymous No.96757162 [Report] >>96757195 >>96757790
A centaur is SM +1 like a horse, but has the arm strength of a SM +0 human. Obviously, then, its arms have Weak (Half body ST, −25 %).
But its hands also are human-sized. How is that modeled? Having big hands is a 1-point perk (Huge Weapons on Power-Ups 6 p. 6). But having small hands obviously is worth a lot more than a −1-point quirk.
Anonymous No.96757195 [Report]
>>96757162
Whoops, I'm a retard--Tiny Hands is listed as a quirk in Power-Ups 6. (Huge Weapons is in Power-Ups 2, not 6.)
Anonymous No.96757790 [Report]
>>96757162
>A centaur is SM +1 like a horse, but has the arm strength of a SM +0 human
Official centaur templates model this the opposite way, they give the lower body higher ST.
Also in actual fantasy centaurs are usually portrayed as stronger than humans anyway.
Anonymous No.96757885 [Report] >>96757899 >>96757948
>>96756119
There are gyrojet stats but if I were in your shoes I would just make my own from scratch. It's not rocket science.
Anonymous No.96757899 [Report]
>>96757885
40k bolters are closer to guns using 3e ramjet bullets than gyrocs.
Anonymous No.96757903 [Report] >>96757961
>Obscure
>Special Limitations
>Always On: You cannot turn this ability off. -50%.
If you put obscure in an alternate ability array or whatever it's called, and switch to a different ability it would turn off. I assume that you can't put always on limitations on abilities that are in an alternate ability thingy but is that stated anywhere?
Anonymous No.96757948 [Report] >>96758170
>>96757885
>It's not rocket science.
Literal rocket science though
Anonymous No.96757961 [Report] >>96758003
>>96757903
Even if there isn't a specific rule forbidding it, there's a general rules that you can't take inappropriate limitations for their usual value.
Anonymous No.96758003 [Report] >>96758019
>>96757961
hmm... So reading that, "can't be turned off" can still be a limitation even as part of an alternate ability array, since switching to other abilities costs a ready, but it's clearly not as limiting as usual.
If an ability costs 1/5 when alternate, then the limitation could also reasonably be 1/5. so it's -50% it should be -10% instead.

I think this is appropriate.
Anonymous No.96758019 [Report] >>96758058
>>96758003
>using a Ready maneuver to turn an ability off clearly is more limiting than using a Ready maneuver to turn an ability off, so I'll put a -10% on it
Anonymous No.96758058 [Report] >>96758149
>>96758019
Obscure doesn't normally cost a ready to turn off.
Anonymous No.96758074 [Report] >>96758184 >>96758208
Since shields exist, and cost money, having a free shield as part of someone's power (+2 DB, can be used to block) I thought it would be a perk, but "accessory" is only for non-combat stuff.
Then how do you build a shield as a power?
I want a shield that can't be stolen or disarmed, and that's basically it. Like a robot that has a shield built into his arm.
Anonymous No.96758107 [Report]
>>96756525
Real snakes can raise a fifth their body length off the ground, so the figure I came up with for lamias with a typical head height similar to a human one (~1.6-1.8 m) and a tail girth of about 40 cm is 7 m. This is SM 2, but I knock it down to 1 due to it being a fairly slender figure. This also matches the Greater Gorgon in DF Serpents of Legend but not the Martordtyndr High Priest, but it's also consistent with centaurs which was something I desired, and it didn't make sense to me to have a figure with several trailing body segments that was still SM 0.
In practice, the way I'm handling it is that the SM is 0 if only the upper body or a section of the tail is visible. I have various other rules noted for these cases but that's a different topic.
As far as traits go, see pic related for my personal take on them, which mind you is generic rather than based on Ryuusei's art. iirc this is based on snakes from the Base Set, Template Toolkit 2 and not sure what else.
Anonymous No.96758149 [Report] >>96758209
>>96758058
It does.
Anonymous No.96758170 [Report]
>>96757948
That is what we in the business call a "joke" anon
Anonymous No.96758184 [Report] >>96758208 >>96758214
>>96758074
Increased Dodge, Parry, Block +2, enables Block(+10%?), limited arc(-10%?), attached to left arm (-10%?) and then let's give it another -10% for not stacking with other shields.So 60*0.8 = 48 points, call it 45 because enhanced defenses are overpriced.
Anonymous No.96758192 [Report] >>96765275
>>96756119
See:>>96678527 >>96686074 >>96686468 >>96690616
I'm not well versed in 40k but watching Astarte, their "gyroc" doesn't seem to take time accelerating, it's just a cool visual effect.
So I'm supportive of the idea of using a shotgun without stock loaded with HEMP and call it a bolter.
Now, looking up the internet says a standard bolter carries up to 30 rounds while the shotties only carries ~10, so I also suggest a modified Assault Cannon as a bolter.
As for skill, I'd use alternative specialties from Pyramid #3-65, that'd mean your Space Marine lugging the one handed Assault Cannon (minST 40) could hoot it with Guns (Pistol).
More accurately, you'd use the Payload technique but I'd say that's too realistic for a 40k game, Just ignore, call it the effect of the rocket propulsion if you will.
Anonymous No.96758208 [Report] >>96758214 >>96758348
>>96758074
IIRC if you just want to use the Block active defense, Accessory (Shield) is legal.
But if you want bonus to active defenses, you need to pay for Enhanced Defenses as per >>96758184
Alternatively: https://forums.sjgames.com/showthread.php?p=563199#post563199
Anonymous No.96758209 [Report] >>96758334
>>96758149
Was this on some FAQ or something or did I miss some fundamental rule that says "turning off any ability that doesn't specify is always a ready action"? I did read the basic set but I might have missed it.
Cause in the description of obscure it doesn't mention anything.
>You produce an effect that actively “jams” one particular sense, making it difficult to detect you and everything in your vicinity. You must specify the affected sense. This can be one of the five human senses or a sensory advantage such as Infravision, Radar, or one particular Detect.
>Examples include (...)
>Obscure affects a two-yard radius centered on you. Add the Area Effect enhancement (p. 102) to increase this radius.
>The affected sense is at -1 per level of Obscure to detect anythingwithin your radius. Ten levels will block the sense completely. The boundaries of the zone are easily
detected by the affected sense, however; roll at +1 per level.
>Always On: You cannot turn this ability off. -50%.
Anonymous No.96758214 [Report] >>96758531
>>96758184
>>96758208
Thanks
That's so expensive, oof.
Anonymous No.96758334 [Report] >>96758369
>>96758209
p. B34
p. P154
Anonymous No.96758348 [Report]
>>96758208
This post does actually confirm that a DB2 shield can be bought as just an accessory.
Does that mean e.g. a cyborg could just buy a submachine gun as an accessory? It'd make sense, in that way these perks automatically advance with TL, but still.
Anonymous No.96758369 [Report]
>>96758334
Thanks!
Anonymous No.96758531 [Report] >>96758575
>>96758214
A shield gives very desirable bonuses.
A shield that doesn't weight a ton, can't be broken, doesn't occupy a hand, works all the time and against all directions is even more desirable, and the cost reflects that.
You could tip away the cost with limitations like:
>Temporary Disadvantage, One Hand, -15%
You need to dedicate one hand to keep it up.
>Limited Use, 4, Fast Reload, -10%
The shield is good for 4 defenses before requiring you to Concentrate for a turn or two.
>Limited Arc, Front and One Side, -20%
The shield only works against attacks from the front and the side of the hand you're using to keep it up. I got this version of Limited Arc from Eggplant, not sure where he got it.
That's 45% discount right there.
Anonymous No.96758575 [Report]
>>96758531
That makes sense. I do want it to occupy a hand (or rather, an arm), so the temporary disadvantage makes sense. Same for the limited arc.
Thanks!
Anonymous No.96758954 [Report]
>>96756119
I've seen several attempts at gurps 40k documents. From memory, my group did 6dx2 (2) damage with a follow up explosion for bolters.
Anonymous No.96759284 [Report] >>96759299 >>96759547 >>96760893
>>96744972
I started the challenge. It's actually hard with very light prior Gimp experience.
Anonymous No.96759299 [Report] >>96759522 >>96760893
>>96759284
Draw a line while holding the Shift and Ctrl keys.
Anonymous No.96759522 [Report] >>96759547 >>96760893
>>96759299
thanks fren, making progress heh
Anonymous No.96759547 [Report] >>96759593 >>96760893
>>96759284
>>96759522
Don't bother doing it manually, use this plugin:
>https://gimp-path-tools.sourceforge.net/decorations.shtml#path-shaped-grid
Anonymous No.96759593 [Report] >>96760893
>>96759547
>doing it manually
eh, I figure I need to learn the manual side eventually or I'll be a forever gimpless
Thanks for the link, saved.
Earlier I wanted to make an infographic type of document as a cheat cheat to make combat maneuver options visually easier to understand by text, but then I wondered "would I be able to draw that hex grid chatGPT made me and how would I go about it?"
Anonymous No.96760235 [Report] >>96760417
If I am in a TL8 (modern) setting and want to buy a TL4 piece of gear (not a weapon) or equipment. How much less does it cost me?
I know After the End 1 does x2 for every TL over 4 and Basic has 40 to 80% percentage discounts for swords and other weapons separately.
Anonymous No.96760417 [Report]
>>96760235
It costs the same. Increased relative buying power is represented by higher base wealth.
There are some caveats to the composition of equipment however, e.g. the books might mention something becoming primarily plastic and thus having reduced weight past some TL, look through the Low-Tech and High-Tech books. I specifically remember Basic having a section on melee weapons becoming Fine as a standard past a certain TL.
Anonymous No.96760452 [Report]
Day 5 Mermaid
I chose to make them more like half-dolphin/orca than half-fish.
inb4 ignore the fin blade on the illustration.
Anonymous No.96760893 [Report] >>96760936
>>96759284
>>96759299
>>96759522
>>96759547
>>96759593
4 hours later I managed to get it (manually but with an obligatory 200 pixel by 174 pixel starting condition for the hex)
No regrets. Also I can remove the alpha to juxtapose this atop a map, of course (maybe another 4 hours for the time time? hehe)
If you are autistic enough you may notice that the top and bottom walls of the hex are very slightly too thick when you zoom in. Maybe keep it like that as legacy..
Anonymous No.96760936 [Report] >>96761135
>>96760893
>not turning off antialiasing
>not saving it as a lossless PNG file
You still have a long way to go.
Anonymous No.96761135 [Report] >>96761211
>>96760936
good stuff thans for the tips, i saved it at 50% compression to be more lightweight to post it here and take less space, could do a full quality though, AA I don't know how yet
Anyways, moving on to my infographic for combat maneuvers
Anonymous No.96761211 [Report] >>96761278 >>96765290
>>96761135
>i saved it at 50% compression to be more lightweight to post it here and take less space
It has huge expanses of two fucking colors, you colossal retard. It doesn't need compression.
Anonymous No.96761278 [Report]
>>96761211
Your spells are ... impeccable, master
I will work harder
Anonymous No.96762689 [Report] >>96762702 >>96763699 >>96765215 >>96765625 >>96765923
What skills would relate to doing an ocular pat down? Search works for Holdout (concealed weapons), but what about cold reading, assessing people's martial skill from the way they move, or pulling Sherlock evaluations of people a'la "he had a military bearing"?

Forensics? Criminology? Streetwise? Savoir-Faire? Psychology?
Anonymous No.96762702 [Report] >>96763113 >>96765299
>>96762689
Observation to get the details, then the appropriate skill for the result (like professional skill soldier to know about military bearing).

The only way to do sherlock style "get every detail and understand it all" is with DETECTIVE! or some other cinematic wildcard skill.
Anonymous No.96763113 [Report]
>>96762702
Sherlock rather explicitly doesn't get every detail and understand it all at once. He picks up on a bunch of details and impresses normies with knowing things they haven't explicitly told him, but he rarely understands a case or even a person in their entirety from looking at them briefly.
Incidentally, he was probably inspired by Dr. Joseph Bell, who apparently really could do a similar routine. Plenty of people since then seem to have mastered 'cold reading' too, so I don't think it's an entirely cinematic ability. Observation is probably the central skill, but as you say, a shit-ton of secondary skills to know what you are even looking at, and maybe something like Intelligence Analysis to put it all together.
Anonymous No.96763699 [Report]
>>96762689
All of the examples you mentioned could apply, but I'll add in Body Language and Detect Lies.
Anonymous No.96765215 [Report]
>>96762689
Detect (All; Analyzing only)
Anonymous No.96765275 [Report] >>96765487
>>96758192
This definitely isn't how I'd do it.
Anonymous No.96765290 [Report] >>96765658
>>96761211
>you colossal retard.
Anon, normal people know less than nothing about gimp and photo editing generally. Please calm down.
Anonymous No.96765299 [Report] >>96765591
>>96762702
NTA but I always felt observation was kinda overly broad in application.
Anonymous No.96765487 [Report]
>>96765275
Elaborate.
The more examples and ideas we have, the better.
Anonymous No.96765591 [Report] >>96765608 >>96769549
>>96765299
I mean, what other skill could you use to "look at something and get the details"?
Observation is already a specialized form of perception.
Anonymous No.96765608 [Report] >>96765629
>>96765591
Per-based anything.
Anonymous No.96765625 [Report]
>>96762689
There is a power-up in Monster Hunters that does that. The less cinematic option would be Perception-based rolls for various skills (combat skills to assess their martial skill, Soldier for identifying them as military, etc.)
Anonymous No.96765629 [Report] >>96766577
>>96765608
Ok, but what would observation do? Just remove it?
Anonymous No.96765658 [Report]
>>96765290
>normal people
Anonymous No.96765923 [Report]
>>96762689
t
See B211:
>Use this skill to monitor a location, a group of people, or your immediate surroundings for concealed or tactically significant details.
>For instance, you could case a bank for obvious cameras before a robbery, learn the schedule of sentries, estimate the size of a crowd, or gauge the strength of troops moving in the open.
Also it explicitly says it's not the detective skill:
>This is not the same as gathering clues or making a hands-on search (use Forensics and Search, respectively)
See also Criminology:
>This is the study of crime and the criminal mind. A successful skill roll allows you to find and interpret clues, guess how criminals might behave, etc.
Moreover, Action 2 says the following:
>Criminology: The generic police skill. On a success, the GM might give a “free” clue, point out suspicious behavior, or otherwise do whatever it takes to get a stalled cops-and-robbers story moving.
>Observation: The broad “notice stuff” skill. If the PCs are keeping an eye out for trouble, it’s safe to assume that Observation will spot suspicious behavior and sneaking bad guys.
>Deduction: At a crime scene, a success on Criminology will deduce enough about what the crooks were doing to reveal a clue; critical success might hint at the criminals’ organization or identity. In a military or espionage situation, Intelligence Analysis can work the same way.
So you use Observation to find a suspicious guy trying to not be noticed and then Criminology to figure out if he's a criminal or just a weeb trying to buy a bishoujo figure without meeting acquaintances.
Anonymous No.96766577 [Report]
>>96765629
It's the skill of a military scout, bodyguard, security guard, etc. It lets you sort relevant detail from irrelevant, understand how to report it, estimate size, numbers, and distance visually, and maybe opposes skills such as holdout, camouflage, and shadowing to spot hidden stuff / people / actions.
It's also the skill for acting as a spotter or observer for laying fire onto a position.
Examples:
Per tells you that there is a large group of troops marching along the road ahead of you. Per-based Soldier tells you which nationality they are, what weapons they are carrying, whether they are veterans or fresh recruits, well-led or disorganised, etc. Observation tells you how many there are (significantly more accurately than Per alone), how fast they are moving, distance, and how to put all that information into a report which someone with Intelligence Analysis or Tactics can make use of.
Per lets you know that someone is approaching you in the street. Per-based Streetwise can tell you if there are any tells of him being a dangerous criminal. Per-based Psychology might let you know if he is a crazy person. Body Language can real hostile intent. Observation might pick out details like him wearing a coat which seems too heavy for the weather and maybe spot a concealed weapon, or let you judge whether you have time to move to a safer position before he reaches you.
Anonymous No.96766632 [Report] >>96766652 >>96769595
How to behead with swords or use the maul for its intended purpose which is to blow up heads, in GURPS fantasy? Picrel for illustration and proof of value added and cinematic potential.
Anonymous No.96766652 [Report] >>96766919
>>96766632
>How to behead with swords
Aim for the neck with a sword swing, then roll good enough damage to kill.
>Blow up heads with the maul
Aim for the skull with a swing, then roll good enough damage to kill.

These things are more or less purely flavor, you could maybe roll some kind of fear/morale check if someone gets killed in such a fashion, but there's not much mechanical difference.
Anonymous No.96766919 [Report] >>96767030 >>96767266
>>96766652
The only official rules I can find:
'The GM may rule that anyone killed by a cutting blow to the neck is decapitated!' (Basic Set, p.399).
Injury Tolerance: Independent Body Parts (Horror, p.15) with Detachable Head has the head come off when the neck suffers HP damage from a cutting attack. On the other hand, limbs come off at greater than HP/2 with that advantage, while under normal rules limbs are only 'dismembered' at twice the crippling threshold (i.e. HP+1 or HP+2). That suggests that normal decapitation occurs at HP*2 to the neck.
Extra Head prevents damage exceeding 2*HP/(number of heads) which again suggests that 2*HP is the threshold for decapitation on a being with 1 head.
In terms of plausibility most parts of a leg seem like they should be tougher to cut through than the neck (on a human, at least). Although I've dealt with human corpses and killed and butchered livestock, I've never hacked a person or animal apart with a bladed weapon, so I'm just going on the fact that a normal thigh has more muscle than a neck and a solid bone instead of the spine. Shins are less muscular but have two (thinner) bones, so might be a bit easier, while a knee is probably easier to cut through than the neck. There's also an improved wounding modifier to the neck, so the same power of blow will inflict more HP loss there, but it's only *2 instead of *1.5, so you would only expect the neck to need *1.33 the HP loss required to sever a limb with equivalent resistance to the neck.
Overall, I'd say that any killing blow to the neck doing twice HP injury with a cutting attack should sever the neck.
Exploding skulls seems like it would take more force (although Extra Head gives it as an option for maximum injury inflicted on a head). One perspective is that since it is an injury which is impossible to survive, it should do enough damage to kill any normal being instantly i.e. 6*HP. With the wounding multiplier that is only (1.5*HP)+2 damage.
Anonymous No.96767030 [Report] >>96767136 >>96767346
>>96766919
So, on an ordinary 10 HP man:
8 cutting damage (12 HP loss) dismembers a limb.
10 cutting damage (20 HP loss) to the neck results in decapitation if death check is failed.
17 damage (any type except toxic) (60 HP loss) explodes the skull.
Dismemberment can be achieved by a ST 9 man with a good longsword (wielded two-handed) making an all-out-attack (strong).
Decapitation can be done by a ST 10 man with a bastard sword or katana (same circumstances).
Skull-exploding with a maul requires ST 13.
So, it is quite plausible for ordinary people to sever or destroy body parts when using common weapons, but doing so requires good damage rolls or critical hits most of the time. That seems reasonably realistic. Strongmen and cinematic warriors can do it much more reliably, which again seems reasonable.
Anonymous No.96767049 [Report] >>96767331 >>96767448 >>96767452
How do you run a Call of Cthulhu style game?

Do you use the mythos fright check rule from cthulhupunk or just do what the cthulhu lives! Article says and Take max San loss divided by two? This seems like they might be a bit low, given that Horror says attacked by furniture is -5, yet the haunting bed attack is SAN 1/1d4, so -2

If I want to use the stress/derangement rule from Horror for the downward spiral effect, what is a good threshold for causes of stress or derangement, a Fright check -3?
Anonymous No.96767136 [Report]
>>96767030
Note that these damage thresholds are easily met by firearms, so you may want to rule that piercing damage has less dramatic effects, since only heavy machine guns and the like seem likely to actually sever or burst the head.
Against zombies and similar, or in a 'splatterpunk' game, convention is that heads do burst all the time, especially when hit by shotguns, of course.
Grenade fragments can cut off heads and limbs within 10 yards, which seems a bit excessive for strict realism or normal cinematic convention. However, the odds of it actually happening are low, since you have to get hit, roll an appropriate location, and have a worse than average damage roll (and fail the HT check for decapitation).
Anonymous No.96767266 [Report] >>96767463 >>96767517
>>96766919
I'm Reading through Hit Location and Critical Hit Tables to get a baseline of what really happens during one of these aimed hits. Seems like maul to neck has a 1.5x damage modifier or it does a Major Wound to the skull if a crit? My literal head is spinning.
Quick question, how to get a 12 on the critical hit table? Is it from a case like this: attacker does a weapon skill attack roll against 22 effective, and since 22 minus 10 is 12, 12 is the number to look up in the Critical Hit Table??
It gets crunchy.
Anonymous No.96767331 [Report] >>96769605 >>96769953
>>96767049
Strongly consider just using CoC rather than converting to GURPS.
I wouldn't bother using a formula to convert SAN loss to Fright Checks. Just use the guidelines in Horror to assign appropriate modifiers.
I think that the idea of being attacked by furniture giving such a large fright check modifier in Horror is that it is simultaneously an obviously supernatural occurrence and a case of something familiar and safe suddenly becoming threatening. Or Ken just finds killer sofas oddly scary, I guess. A similar argument applies to 'the garden opens up and zombies crawl out': zombies would usually only rate -1 or -2 individually, with another -1 to -3 for a mob of them, but Horror rates this at -7, probably because it also violates your expectations of where human corpses might be found, your concept of gardens as safe, peaceful places, and so on.
>what is a good threshold for causes of stress or derangement, a Fright check -3?
Do you mean at what point should you move from ordinary fright checks (which cause stress) to sanity-blasting ones (which cause derangement)? If so, I'd say it shouldn't be a threshold, but instead the nature of what caused the fright check. Mundane horrors (e.g. brutal violence, dead bodies, falling into a pit filled with maggots) cause ordinary fright checks, as does exposure to monsters and magic you already know about. Things which transform your world-view, such as your first encounter with an alien monster, realising that reality doesn't work as you thought it did (e.g. magic, higher planes of reality, etc. exist for your typical modern materialist), learning mythos lore (or realising that the mythos lore you learnt is actually true), and so on are sanity-blasting events. Either might have a small or large impact, but ordinary threats trigger your disgust or perception of danger, while sanity-blasting ones make you question your assumptions about reality.
Anonymous No.96767346 [Report]
>>96767030
skull exploding should be reserved to maces and other heavy-ended weapons
with a blade you would get a skull slice only, like what happens in Kill Bill
Anonymous No.96767448 [Report] >>96769605
>>96767049
GURPS is generic and could do CoC, but CoC is well tuned for that kind of game and you should use it unless you plan to do something weird .
Anonymous No.96767452 [Report] >>96767499 >>96769605
>>96767049
I despise Sanity Points in games (IMO they tend to do to mental trauma what HP in DnD does to physical trauma, namely remove all tension because you can look at your sheet and see you're still 14.5 mentally scarring encounters before actually facing any consequences), so I just use Fright Checks as-is.
Anonymous No.96767463 [Report] >>96767568
>>96767266
>Seems like maul to neck has a 1.5x damage modifier or it does a Major Wound to the skull if a crit?
A maul (crushing) always gets a *1.5 wounding modifier to the neck (note that in GURPS 'damage' is the amount of damage rolled before deducting DR, 'wounding modifier' is a multiplier applied after DR, and 'injury' is the loss of HP after applying the wounding modifier; mixing this terminology up is common, but can result in confusion). That applies regardless of whether the blow was a critical hit or not. All critical effects are in addition to normal effects. Major wounds aren't a function of critical hits either. They happen when you suffer injury over a certain threshold.
So a single blow could potentially cause HP loss (injury), crippling, a major wound, a roll on the critical hit table, and even other effects like knockback. This means that taking injury can become very unpleasant very quickly, which is why most effective combat 'builds' tend to focus on not being hit rather than 'soaking up' damage.

>Quick question, how to get a 12 on the critical hit table? Is it from a case like this: attacker does a weapon skill attack roll against 22 effective, and since 22 minus 10 is 12, 12 is the number to look up in the Critical Hit Table??
No. The book actually does a really poor job of explaining this, but unless otherwise specified, 'rolling on a table' in GURPS means that you roll 3d and look up the result on said table.
Anonymous No.96767499 [Report]
>>96767452
GURPS Stress and Derangement rules bypass that issue by having the trauma be only part of the effect, keeping the usual rolls on the fright check table.
The Alien RPG has a neat system too, where having any stress at all turns mundane rolls into potential panic situations.
Anonymous No.96767517 [Report]
>>96767266
>Seems like maul to neck has a 1.5x damage modifier
Correct, because a maul deals crushing damage, whatever penetrating damage gets through is multiplied by 1.5x.

>or it does a Major Wound to the skull if a crit?
No, a "Major Wound" is any HP loss that's greater than half a character's total HP. Which forces a stun/knockdown roll, roll vs HT or get stunned. Major wounds to the face or neck impose a penalty on this check, and a major wound to the skull an even more severe penalty. All a critical hit does by default is automatically hit a target.

>Quick question, how to get a 12 on the critical hit table?
Whenever you score a crit, roll 3d6 and consult the table.
Anonymous No.96767568 [Report] >>96767596 >>96767995
>>96767463
>'rolling on a table'
Ah, yes, thank you, found it now, (B381)
I think that was towards the end of Combat when my brain was getting fried by the overload of information intake. Due for making myself a cheat sheet on all this soon.
I think I'll rule the maul to cause stun or something, but it should kind of bypass the HT roll too because how would HT keep someone from getting their head blown off by a lucky and calculated maul hit.
Anonymous No.96767596 [Report] >>96767872
>>96767568
>I think I'll rule the maul to cause stun or something, but it should kind of bypass the HT roll too because how would HT keep someone from getting their head blown off by a lucky and calculated maul hit.
You're thinking too literally, a non-lethal blow (making the HT save) could just be abstracted as a blow that isn't solid enough to really aslpode someone's head. Plus, it's really not worth the trouble of dealing with a weapon capable of so much damage that also bypasses a core mechanic like HT saves vs death.
Anonymous No.96767744 [Report]
>oh no, a tentacle! I'm this much closer to insanity!
lmao
Anonymous No.96767872 [Report] >>96767961 >>96768107
>>96767596
>Plus, it's really not worth the trouble of dealing with a weapon capable of so much damage that also bypasses a core mechanic like HT saves vs death.
Sage advice.
However, the maul is unready every other round, until fighter's strength is ST19. Until ST19 a starting fighter wielding a maul will do sw+5 crush damage every other round if hit roll success, or we could say (Sw+5 ) / 2 every round. Doesn't add up when Greatsword can do Sw+3 every round, AND have the nice cut modifier and parry after an attack.
Does the "occasional" Sw+5 of Maul mean much more likely chance to KO? So far apart from its high damage (but similar to a halberd), I can only see that it can cause blunt trauma to chainmail and leather armor in some cases, as an added benefit of use.
I'm running a fight simulation against Greatsword to see what stats say.
Anonymous No.96767961 [Report]
>>96767872
Well the original context is a fantasy game, which doesn't make that ST 19 out of the question. But ultimately, fantasy low tech games are kind of dominated by Sw damage weapons making HP irrelevant even without things like weapon master, you have ST 14+ guys tossing out 2d+3 or 3d damage, which even on body hits is liable to obliterate people through fairly heavy armor.

>Does the "occasional" Sw+5 of Maul mean much more likely chance to KO?
This is kind of more of an argument about whether or not burst damage is more valuable than DPS. The Sw+5 of a maul is enough to get it an extra die over the greatsword (at least, if the character has 12 ST) when using the "modifying dice + adds" rule, which is a lot more potential damage than 2 points of damage would imply
Anonymous No.96767995 [Report]
>>96767568
A maul blow to the skull will almost certainly cause stun anyway. At minimum ST to wield it effectively, you're doing 2d+4 damage, minimum 6. Subtracting 2 for skull DR, you still do (4*4) = 16 HP injury, which is more than enough for a major wound. That means a roll against HT-10 to avoid being stunned and knocked down, which is only possible on a critical success for a normal person with HT 14 or less. Even if they are wearing a helmet, an average damage roll will still be a major wound unless it's a greathelm over a normal helm with extra padding or something.
Anonymous No.96768107 [Report]
>>96767872
>I'm running a fight simulation against Greatsword to see what stats say.
Wins:
Greatsword 13 65%
Maul 7 35%

I'll increase strength to 19 so maul attacks every round...
Anonymous No.96768172 [Report] >>96768395 >>96769037
Drop ‡ from every weapon. It's a retarded legacy thing.
Anonymous No.96768287 [Report]
Oh God, ChatGPT doesn't run fights completely correctly I have to train it. I hope after I train it it will learn and never repeat these mistakes. (miscalculating base swing damage, omitting the +2 damage for Strong attack, and I'm checking the rest there might be more)
Anonymous No.96768395 [Report] >>96768482
>>96768172
Anonymous No.96768482 [Report] >>96768611
>>96768395
Is this from an errata to 4e? This changes everything. Means Maul can attack every round vs every other round.
Anonymous No.96768611 [Report] >>96768874
>>96768482
>Is this from an errata to 4e?
It's a house rule from HTMLfaggot.

>This means the maul can attack every round vs. every other round.
You may be misinterpreting it.

In the vanilla rules:
The maul has ST 13‡.
If you have at least ST 13 (listed ST), you can wield it in two hands, but it becomes unready after each attack.
If you have at least ST 20 (1.5 times listed ST), you can wield it in two hands and it does not become unready after each attack.
If you have at least ST 39 (3 times listed ST), you can wield it in one hand and it does not become unready after each attack.

With this house rule:
The maul has ST 39‡.
If you have at least ST 39 (1/1 times listed ST), you can wield it in one hand and it does not become unready after each attack.
If you have at least ST 26 ((2/3) / 1 times listed ST), you can wield it in one hand, but it becomes unready after each attack.
If you have at least ST 20 (1/2 times listed ST), you can wield it in two hands and it does not become unready after each attack.
If you have at least ST 13 ((2/3) / 2 times listed ST), you can wield it in two hands, but it becomes unready after each attack.
If you have at least ST 13 (1/3 times listed ST), you can wield it in three hands and it does not become unready after each attack.
If you have at least ST 9 ((2/3) / 3 times listed ST), you can wield it in three hands and it does not become unready after each attack.
Et cetera.
Anonymous No.96768874 [Report] >>96768941
>>96768611
>With this house rule:
>The maul has ST 39‡
come again? because 3 hands? gtfo

Also:
>if you have at least (1/N) x listed ST, you can wield the weapon in N hands and the weapon does not become unready after each attack
should instead say "in each of N hands"
otherwise:
Listed ST == 13
N = 2
calculation:
(1/N) x (listed ST) = 0.5 x 13 = 6.5 ST to stay ready after attack
which is kind of an okay rule but might make the maul and a few others devastating weapons

I like the intention of these house rules but:
>Relabel every muscle-powered melee weapon so that its listed ST is the ST required to wield it in one hand without its becoming unready after each attack (Basic Set p. 270). If the weapon has a † or ‡ notation, do not change that notation.
makes zero grammatical sense and is borderline a troll statement
Anonymous No.96768941 [Report]
>>96768874
>come again? because 3 hands? gtfo
It's just relabeling the weapons so that their ST ratings are easier to understand.

>should instead say "in each of N hands"
That's just completely wrong. "You can wield the weapon in each of N hands" means you're wielding N weapons, each in one hand.

>makes zero grammatical sense and is borderline a troll statement
t. ESL
Anonymous No.96769037 [Report] >>96769094 >>96769420
>>96768172
This. It's stupid and just makes certain weapons completely worthless until you have superhuman strength.
The ‡ would only make sense on tools or other clumsy, improvised weapons. No one would wield a weapon that took an entire second to re-grip after every swing.
Anonymous No.96769094 [Report]
>>96769037
t. has never played Dark Souls
Anonymous No.96769350 [Report] >>96769378
My attempt at running a combat simulation resulted in an erroneous round by round report. Instead I had to duel the AI to make it understand at ST13 Thr is 1d, not 1d-1. We're making progress. It seems to take all available sources onlines (checked GURPS Lite as a final try to find out the real official value) so must be careful in the future about inconsistencies in values and/or rules.
Anonymous No.96769378 [Report]
>>96769350
>expecting an LLM to understand numbers
Anonymous No.96769420 [Report]
>>96769037
Most of the weapons that have that issue are in fact weaponised tools, or highly specialised. The maul is basically the mallet/sledgehammer used by medieval soldiers to assemble defences like stakes driven into the ground, which was sometimes used as a weapon. The greataxe is explicitly stated in Low-Tech to be a ridiculous heavy-metal fantasy style axe which would require superhuman strength to use effectively (e.g. Brainbiter from the comic Slaine). The scythe seems to be more like a weaponised version of the agricultural implement with the blade mounted perpendicular to the shaft (often seen wielded by necromancers and skeletons in fantasy art) than a warscythe with the blade mounted in line with the shaft (which I guess would be a duelling bill). The Gada is mostly a ceremonial weapon.
The tetsubo and warhammer are actual weapons, but awkward ones in real life, used mostly by well armoured fighters who wanted to take down opponents in armour and who could afford to take a moment to recover after a strike because normal weapons would bounce off them. Note also that the tetsubo can be used with two-handed sword skill without readying after a swing (but with reduced damage). 'Full-size' polearms are absolutely massive (12-15' long) and would realistically be difficult to control on a swing. This is why they were mostly used to thrust and smaller versions were popular.
The longaxe is just inexcusable though. It should absolutely not require a ready. I don't know what the writer was thinking there.
There should really be a war-club too. You can kind of simulate one with a jo or quarterstaff or by playing weird tricks with wooden-bladed weapons, but it should really just be a big version of the knobbed club which works with two-handed axe/mace and doesn't suck like the maul.
Anonymous No.96769481 [Report] >>96773224
Extra Legs (8 legs) costs 15 points. A wee bit expensive, isn't it?
Unbreakable Bones costs 10 points and it makes you immune to permanent crippling.
Sure, Extra Legs (8 legs) also reduces the penalty for a crippled leg but is it really worth 15 points?
Anonymous No.96769549 [Report] >>96770004 >>96773224
>>96765591
Well it seems very broad even with that consideration. The ways in which a (half competent) security guard observes people is not at all the same way observe would apply to a military scout, or (most of) the way a nurse might observe a number of patients over night, etc.
Anonymous No.96769595 [Report]
>>96766632
Technically, the book says to just treat a killing blow with a Cutting attack to the neck as a decapitating strike. Otherwise, the head remains fixed to the torso as long as he's alive, even if he's at -4xHP.
However, the description of the Extra Head advantage and the rules for Crippling Extra Limbs imply that the crippling threshold for a single head should be 2xHP. So you might rule that a Cutting attack which inflicts over 4xHP in injury causes automatic decapitation. If for some reason you need a specific crippling threshold for the head, then that should probably be fair.
Anonymous No.96769605 [Report] >>96769950 >>96770013 >>96772112
>>96767331
>>96767448
Thank you, I just like GURPS and don't feel like learning another system, although CoC seems pretty easy. I think i'll just guesstimate what's a good modifier and see how it goes. -4 for bed attack and -6 for undead wizard fight maybe? Let's see if my PCs survive it

>>96767452
Same, although I do like how CoC mixes SAN, INT, and Cthulhu Mythos. It's thematically good how higher INT makes you more susceptible to accidentally learning something horrible. But I'll just use GURPS fright checks.
Anonymous No.96769950 [Report]
>>96769605
CoC is pretty simple and it's a good enough system, but I've never had any issue running a CoCk adventure in GURPS. They play practically the same (aside from the already discussed Sanity/Fright Check situation) but GURPS has better combat.
Anonymous No.96769953 [Report] >>96770013
>>96767331
>Strongly consider just using CoC rather than converting to GURPS.
NTA but I played CoC for the first time recently and didn't care for it much at all.
Anonymous No.96770004 [Report] >>96770060
>>96769549
The way a samurai swing a katana is not the same as the way a knight would a broadsword, yet they share the same skill.
Anonymous No.96770013 [Report]
>>96769605
>>96769953
Think of it this way.
If you learn CoC, you will be able to game with 99.9% of the Japanese TRPG playing population.
Anonymous No.96770060 [Report] >>96770292
>>96770004
That would be because they're both swinging a sword, but the act of observing people as a security guard is not the same act of observing enemy positions as a soldier.
Anonymous No.96770292 [Report]
>>96770060
Yeah, just swinging a sword, much easier than looking at something.
Anonymous No.96770406 [Report]
Maul Guy statistically kills security guard, army scout and samurai with one blow to the skull, if he has initiative.
Without initiative against shurikens to the eyes, service revolver or scout rifle, it's a different story.
Source:
Wins
Maul Knight 12 60 %
Greatsword Knight 8 40 %
(20 fights average, Weapon-15, ST13, DX12, HP13)
Anonymous No.96770710 [Report] >>96770840 >>96770866 >>96771148 >>96771414
How would I stat a Grineer Lancer in GURPS?
Anonymous No.96770840 [Report] >>96771148 >>96771414
>>96770710
Based on the cross-section of a bisected grineer, their armor is about 8 to 16 inches thick and is solid metal, weighing in about 1 ton. So that's DR 500 to DR 1100, supposing that their armor is hard steel. Although, given the TL of the Grineer Empire and Warframe in general, they probably use some ultra-tech composite material, so it could easily be more than that.
Anyways, to lug around armor that heavy without slowing down, that would require a BL of at least 1 ton, which gives a ST score of 100. That seems about right, given the banter of Grineer crewmates punching dents into starship hulls when they get angry.
As for their weapons, even their weakest guns can punch beachball-sized holes through concrete walls, according to the comics. The Grakata is implied from its ball magazine to use liquid projectiles that solidify upon firing and mushroom or fragment upon impact, so that would explain the huge holes they create. They might be designed this way to reduce the chances of overpenetration when fighting inside a ship in space. Something like 40d pi++ damage would actually be a low estimate.
Their weapons probably also have an incredibly nasty kick, yet they can wield some of them one-handed with hardly any recoil. I'd assign an ST requirement as high as ST 50† for the Grakata. That actually matches up with some of the ETC guns in ultra-tech. A storm carbine does 7d pi++ damage and has ST 10†. Scale that by ×5 and you get a Grakata. Which makes sense, since Grineer Detonite is not far from ETC technology.
Grineer are no fucking joke. Yes, Tenno slaughter 'em en masse. But that tells you more about the Tenno than about the Grineer.
Anonymous No.96770866 [Report]
>>96770710
Well firstly it looks gay so that's immediately a 20 point disad.
Anonymous No.96771148 [Report] >>96771414
>>96770710
IIRC lore wise they're a sturdy-but-dumb parahuman race built by the Orokin for menial and dangerous labor that were pressed into military service during the fall of the empire. To avoid having yet nother of their creations rebel, Grineer were also built with a slavish devotion towards Orokin (now limited to basically just their Queens). Since that time they've also suffered a lot of genetic degradation from repeated clonings.

For an out-of-the-box solution, I'd go with Februus racial template (Biotech 73) with -2 IQ, that race's Bioroid lens, and Susceptible (Pheromones) (Biotech 48). While not actually built with Bioroid limitations, the degradation over the centuries has left them more or less in the same boat, though many high-ranking Grineer can add Mitigators to relevant limitations, representing the cybernetics (or regular applications of fresh cloneflesh) that keep them alive.

>>96770840
>8 to 16 inches thick
What? Seriously?

>ST 100
Tenno are fueled by not!warp devilry and the pinnacle of Orokin-era biotechnology, but Grineer are completely mundane. I don't think you can fit 100 ST into a 6'4" flesh-and-blood body, regardless of what insane shit those blue bastards could do.

Also while the Orokin absolutely had access to bullshit spacemetal composites, the Grineer were, to my knowledge, a hastily slapped together panic solution meant to drown tenno betrayers in bodies. Their armor, whatever its thickness, might not be TL8 hard steel but I'm pretty sure it wouldn't be top-tier TL12^ stuff they use for themselves, simply because it's hard to print out billions of suits of the real primo stuff on short notice.
Anonymous No.96771366 [Report]
Day 06 Arachne / Spider Girl
A bit rushed because I didn't have much time to work on it.
Of special note, instead of paying 15 points for 8 legs, I chose to pay 5 points for 6 legs that can't kick and 2 striker "legs" to impale foes like fantasy spider monsters.
I've also chose to drop Clinging because, while certainly cool, it felt a bit weird for a human sized creature to wall walk like a spider. Instead, I gave the race a nice talent, like the Forest Guardian for Elves, that gives bonus to Camouflage, Climbing, Poisons, Stealth and Traps. Between this talent, Climbing Line and Hands-Free Climbing perk, it should be able to climb well enough.
Anonymous No.96771414 [Report] >>96773224
>>96770710
>>96770840
>>96771148
8 to 16 inches thick around the pauldrons and back/chest plates, which are the thickest parts. Boots and gauntlets are around 4 inches thick. Limb armor is the thinnest, at around 1 to 2 inches thick. That's a huge variance. It might be saner to low-ball it. Give them an overall DR of 60-70 (equivalent to an inch of hard steel) and do what ultra-tech does with battlesuits and add +50% DR to the helmet/torso/boots. Maybe add another +50% to +100% overall DR since Grineer tech is about TL9-10 on average. So their armor will be better than plain steel. But nothing too crazy.
Grineer are shown half-lifting a dead Jackal in one cinematic. Shifting something is a lot easier than lifting it overhead, needing only about half the strength. This was also the pre-rework Jackal, so it was quite a bit smaller than our current Jackal. I'd reckon this Jackal was about 2.5 tons. For grineer ST, you could go with ST 30 (BL 180 lbs.), which is enough to shift the Jackal when spending FP to carry 15xBL as per the rules for Lifting and Moving Things. That's also in line with the ST you can get from TL9-10 battlesuits, so nothing too crazy. Then give them Payload for their armor so they're not slowed down by it. And give them Crushing Striker (Limb; Increased Damage; Swing-Capable) so their punches can dent metal.
Anonymous No.96772112 [Report] >>96773193 >>96775178
>>96769605
Back to report, it went great. I started with Paper Trail instead of The Haunting, I'll do that one next. I thought the scenario would be too simple, but it went excellently: the mystery was just out of grasp, but they got to roleplay well and have fun. They had a couple of fleeting encounters. One of the investigators got some derangement as a souvenir, the other an incomplete mystery.

What I love about GURPS over CoC is how well you can define a character to roleplay as, I made a couple of pregens and they immediately got who they were and used all their tools.
>The alcoholic private eye found clues, followed tracks, and mixed reality, derangement and booze. He almost shot his allies in panic.
>The questionable, greedy lawyer did some research, acted as face, used his law knowledge to obtain a legal exhumation order, and his varied contacts were useful tools.
Mechanically I used fright -4 for the ghouls and it worked perfectly.

Now I have to figure out spells and mythos knowledge since the haunting will give them a tome, and one of my players got enough encounters to learn some mythos knowledge. How would you do it? I think I'll do magic as powers and use FP as the magic points, and cthulhu mythos the skill to use the power.
Anonymous No.96773193 [Report]
>>96772112
It's a bit complicated to track but I always liked mama to be a separate pool from FP, but that both drain during use.
Anonymous No.96773224 [Report]
>>96769481
What's really bad about extra legs is that they become even easier to cripple! It's almost a disadvantage.

>>96769549
I think it works fine as just an 'estimate numbers, distance, speed, size, wind speed, etc.' skill. The two main uses with serious rules are spotting for snipers and acting as an observer for artillery.

>>96771414
Ultra-Tech materials can easily be less strong that steel by volume but lighter for the same strength.
Anonymous No.96773348 [Report] >>96773458
I just noticed Christopher sneaked in a "make enemy poop himself" effect on Wail in Pyramid #3-29 for some reason lmao
Anonymous No.96773458 [Report] >>96773809
>>96773348
To be fair, that's copied from Ultra-Tech sonic weapons.
Anonymous No.96773809 [Report]
>>96773458
Ah, so it's David Pulver making up a weapon for him to use against catgirls.
Anonymous No.96773912 [Report] >>96774016
Are there additional rules for breaking weapons somewhere? I'd like something for weapons breaking for hitting platemail for example, not just when parrying.
Anonymous No.96774016 [Report] >>96774105
>>96773912
Low-Tech Companion 2 has expanded rules for weapons and armor breaking. There’s also a Pyramid article called “The Broken Blade” that introduces a very in-depth system for weapon durability; it might be a bit overkill for what you’re looking for, but it’s still worth a glance.
Anonymous No.96774105 [Report] >>96774208
>>96774016
Which pyramid?
Anonymous No.96774175 [Report] >>96774200 >>96774208
>>96739253
>Rapid Strike is not restricted to melee attacks.
It's literally in the first line, anon...
Anonymous No.96774200 [Report]
>>96774175
Tactical Shooting has Ranged Rapid Strike
Anonymous No.96774208 [Report]
>>96774105
#3/87

>>96774175
Later books reversed that decision; High-Tech, Gun Fu, and Tactical Shooting all discuss it, and even Martial Arts has a bit on it (albeit in the context of thrown weapons rather than firearms).

It's like how Off-Hand Training went from a technique to a perk.
Anonymous No.96775134 [Report] >>96775283
I've always assumed that all critical hits get a roll on the critical hit table, but actually checking the rules the phrasing is slightly ambiguous and it might only be for critical hits which are a result of rolling 3 or 4. Does anyone know if this has been clarified anywhere?
Anonymous No.96775178 [Report]
>>96772112
magic as powers fits CoC more I think. Might be worth looking at power-up: limitations so you can have various side-effects of using "knowledge men was not meant to know".
You could also use threshold magic instead of FP, but the standard threshold table is a bit too drastic in its effects.
Anonymous No.96775283 [Report] >>96775512
>>96775134
I also find it ambiguous because
(B326)
"On an attack roll of 3, you do not
roll for damage – your blow automati-
cally does the maximum damage."
and
(B381)
"Whenever you roll a natural 3 or 4
when attacking, you get a critical hit
and you rol"

But if we combine these paragraphs we can interpret as such:
attack roll 3 does maximum damage, no defense roll, no damage roll, no crit table roll, DR is used
attack roll of 4,5,6 means roll on the Critical Hit Table (5 is crit only if your level is 15 and 6 if 16), no defense roll, damage roll and DR use dictated by the table
Anonymous No.96775512 [Report] >>96776135
>>96775283
I think that the intent of the rules on p. 326 is to entirely replace the 'full' rules on p. 381. The rules in 'combat lite' are meant to be a simplified version rather than the first chapter of the combat rules.
Anonymous No.96775519 [Report] >>96775736
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.
Anonymous No.96775736 [Report]
>>96775519
I feel like this guy doesn't like realm management.
Anonymous No.96776135 [Report]
>>96775512
fair
Anonymous No.96776338 [Report]
If I have natural weapon (from the pyramid article) and say that weapon are the characters legs, does that character 4 parries before getting penalties (2 hands, 2 legs)?
Anonymous No.96777475 [Report]
>SJGames forums has an actual thread about defining trannies
https://forums.sjgames.com/showthread.php?t=68057
Anonymous No.96777839 [Report] >>96777917 >>96778764
The final draft of GURPS Ring of Fire is underway!
Anonymous No.96777917 [Report] >>96778465
>>96777839
mission x when
Anonymous No.96778402 [Report] >>96778812
So for clarification, if my character suffers a crippling injury to his arm or leg. Assuming average HP of 10, that's 6 damage which also counts as a regular major wound. Do they need to roll two HT rolls to save vs stun/knockdown or only 1?
Anonymous No.96778465 [Report] >>96778624
>>96777917
SOON (TM)
Anonymous No.96778592 [Report]
Day 7 Treant onee-san
Anonymous No.96778624 [Report] >>96778656
>>96778465
not soon enough!!!
>stomps foot
Anonymous No.96778656 [Report] >>96778768
>>96778624
I can only slack off so much at
work without raising alarms.
Please understand.
Anonymous No.96778764 [Report]
>>96777839
Pulver working on more catgirls?
Anonymous No.96778768 [Report]
>>96778656
Just quit your job to make more GURPS content wtf is wrong with you
Anonymous No.96778812 [Report]
>>96778402
Only one I would think. It's not like you're eating two separate injuries in that case after all. The attack was enough to knockdown and stun check, and enough to cripple check.
Anonymous No.96779673 [Report] >>96780028
Wait, what exactly is the timing for stuff like stunning, shock and knockdown?

Say A and B are fighting, A is significantly faster than B and goes first. He clubs B with a mace in his face, causing shock and forces a Knockdown roll. B fails, from what I can tell RAW he's stunned and knocked prone immediately. But he can still act on this turn normally and without any shock (albeit, maybe with the prone penalty). Come next turn however, he must do nothing at the start of his turn and his shock penalties kick in (irrelevant, because he's stunned and must do nothing) then at the end he can roll vs HT to act normally in subsequent turns; assuming he passes his check.

Did I get that right?
Anonymous No.96779848 [Report]
>>96742264
Nice meme.
Anonymous No.96780028 [Report] >>96782162
>>96779673
All effects are immediately applied upon receiving damage, shock lasts for the entirety of the hurt combatants NEXT TURN. Someone with Altered Time Rate has this penalty for both maneuvers on their next turn, while someone with Decreased Time Rate suffers the decrease for 2 seconds.
There's some edge cases like what if the hurt combatant parries an unarmed attack, the free attack they get due to that is not on THEIR turn, but I'd say common sense suggests that yes they strike with a penalty.

Stun is independent of turns.
Anonymous No.96780784 [Report] >>96780840
Would going lower in the turn order mid fight be all that much of a problem, generally? It feels like it wouldn't really matter to me in any fight my characters have been in.
Anonymous No.96780840 [Report] >>96780856
>>96780784
If that was possible a character could go twice after an enemy. Of course the character could also just go later in the turn order, but then it comes down to who gives in first to keep the game going. I think the Wait system is fine.
Anonymous No.96780856 [Report] >>96781306
>>96780840
i don't mean it as a maneuver. just wondering what kind of detriments it would bring a player of their character's position in the turn order went from 2 to 3 or 3 to 4 or something
Anonymous No.96780988 [Report] >>96781013 >>96781965 >>96784956 >>96787833 >>96794161
Work in progress, still need attack and defence icons and maybe more info into Concentrate for mages
Anonymous No.96781013 [Report] >>96781045
>>96780988
>adding a retarded background for absolutely zero reason
Anonymous No.96781045 [Report] >>96781113
>>96781013
change background, got it, what else?
text too small maybe?
Anonymous No.96781113 [Report] >>96781677 >>96790059
>>96781045
>change background
*delete background
Changing a clean white page to a grungy mess is the most retarded thing ever. I cannot imagine why people do it. (See also the phenomenon of "grunge flags".)
One cool thing about the ACKS 2 PDFs is that the author kept the layers separated when he exported the file from InDesign to PDF, so you can actually turn off the stupid background image. See pic related.
Anonymous No.96781306 [Report]
>>96780856
You mean for the duration of a combat lower a character's speed at the beginning of that combat?
It'd mean they don't get the first strike off, otherwise not much.
Anonymous No.96781677 [Report] >>96781990 >>96783278 >>96783737
>>96781113
>I cannot imagine why people do it
So people can't print it. The original dungeon maps on TSR modules were on blue ink simply because they were impossible to scan at the time. Any black page white font in books is made this way because the publisher hates you.
Nowadays is still either because of malice or to pump the collection value of a book. This still bloats file size and turns it unwieldy on common terrible pdf readers.
I wish GURPS PDFs were as compact as they used to be. I stick to the previous basic set printing solely because it's a much better PDF.
Anonymous No.96781965 [Report] >>96783737
>>96780988
Besides the issue of it having a background (while I do think it's cool a version without it would be most appreciated), I really think it needs divider lines between all the maneuvers themselves and the movement icons. Also, each movement icon should probably be different from one another. You're already doing this with "no move" having a different icon so I think it would really help to give "one step" and "half move" unique icons too. Maybe a foot for one step and the running guy sliced in half vertically for half move (make the other half of the slice a faded color).
Anonymous No.96781984 [Report] >>96784922
Day 8 Octomaid
Extra Arms/Tentacles are one of those annoying things in GURPS. If you don't add Ham-Fisted or something similar, you could theoretically type as fast as a human with 5 fingers with the tip of a tentacle, yet if you do, then you get penalties on skills that could feasibly done with a tentacle like artist (calligraphy, sure, but illusion and interior decoration?) and pickpocketing (suction cap on your wallet).
Anyway, I thought the default -10% for Ham-Fisted on Extra Arms was too little so I reverse calculated from the Ham-Fisted disadvantage and made it -50%, feels fairer.
Also she ended up really sexy, the Succubus will have a strong contender.
Anonymous No.96781990 [Report]
>>96781677
>I stick to the previous basic set printing solely because it's a much better PDF.
Don't worry, soon HTMLfaggot will publish HTML/EPUB versions of all GURPS books, with no art at all. They'll probably be like 50 kB each.
Anonymous No.96782162 [Report]
>>96780028
Well the book is clear all this stuff happens on their NEXT turn. Shock for example says you only suffer the penalties for the next turn only, stunning says you're only forced to do the "Do Nothing" maneuver next turn only. Hell, things like the foundry game aid only applies the shock penalty on the following round by default, which is supposed to be following the RAW approach.
Anonymous No.96783278 [Report] >>96783308 >>96784956
>>96781677
>Nowadays is still either because of malice or to pump the collection value of a book.
Has it entered your mind that it could be being done for purely aesthetic reasons, and the publisher merely doesn't give a shit about whether or not you can print it at home?
Anonymous No.96783308 [Report]
>>96783278
Never attribute to indifference what can be adequately explained by malice.
;-)
Anonymous No.96783737 [Report] >>96783798 >>96784879 >>96784956
>>96781677
>I stick to the previous basic set printing solely because it's a much better PDF.
Like, 3e?
>>96781965
I can sweat on the icons a little more. About the divider lines, can you explain more? Originally I didn't want this to be a boring ass spreadsheet-looking document. So icons, maneuver and rule text are each a group, separated from the next group by a divider line? And also within each group the maneuver and the text rule is a sub-group which is separated from its icons by a divider line as well?
Anonymous No.96783798 [Report] >>96790059
>>96783737
>Like, 3e?
No, that's the older edition. Anon is talking about the older printing of the same edition.
Specifically, SJ Games has published multiple different PDFs (printings) of the same books. Different printings typically look practically identical, but minor changes may be made to them.

Here's a fan-made list of the changes that were made in the seventh printing of the Basic Set: https://forums.sjgames.com/showpost.php?p=2312074&postcount=16
And here's an alert that the Warehouse 23 download has been updated to the tenth printing: https://forums.sjgames.com/showpost.php?p=2523774&postcount=138

For Basic Set: Characters, the tenth printing is 31 MiB, which is rather unnecessary in comparison to the third printing's 10 MiB. Presumably, this bloating was accomplished by increasing the resolution of the art.
Anonymous No.96784879 [Report] >>96790059
>>96783737
really could use divider lines horizontally between each maneuver at the minimum, that would help a bunch
Anonymous No.96784922 [Report]
>>96781984
By the way, does Invertebrate affect grappling?
Technical Grappling mentions nothing.
Anonymous No.96784956 [Report] >>96790059 >>96793550
>>96783278
>purely aesthetic reasons
>not to inflate the value of a product
Publishers are irredeemably evil. Editors and writers have no artistic license. The book's looks is solely marketing's role because that's "the brand's image".
>>96783737
Perhaps I could've referred to it as the chimpanzee update.
>>96780988
For the record, I wasn't talking about you anon. Sharing is caring so here's your (you).
I think the move icons are innovative and the most helpful visualization of the rules I've seen. However, you repeated the information in every single maneuver description so one of the two is redundant. I don't think this is solely because you're not confident in your work im projecting here, but necessary since you can't look any of the maneuvers whole... that's a big problem.
Also, some situations are much more complex than one box can explain. All-Out Defense (Dodge) allows for a Half Move, while the parry and block versions don't.
The feint description "grants a bonus" communicates the wrong idea if you don't know what it does and could cause confusion for a newfriend.
You got stun recovery under Do Nothing wrong. The way it works is that if you're stunned you must take Do Nothing on that turn. If allowed, this is the moment where you roll. On a success, you recover once your turn has ended. Your defenses following your turn are normal, but you don't get to stand up, use your Extra Attacks, or Altered Time Rate.
I've only glanced at it so I won't catch any further mistakes. But be careful!
Anonymous No.96785277 [Report] >>96785360 >>96785555 >>96787842 >>96788586
So, I'm having a bit of trouble getting the balance right on mook style enemies. I want them to be a bit sturdier than just 1-hit kills, but also not like the RAW "Keep fighting as you make HT rolls". I'm thinking I should have mooks die (or at least be mortally wounded) as soon as they hit 0 HP, but the big issue I'm having is their defense numbers. Letting them parry makes them feel a bit tougher than I'd like, while only letting them dodge means they might as well be dead the moment they hit reeling.
Anonymous No.96785360 [Report] >>96785420
>>96785277
Dying as soon as they hit 0HP is fine if you want them to be a bit tougher. You could give them a generic defense roll for parrying, dodging, and blocking (if applicable) that's not too hard to overcome but will still have an effect on the battle when they do properly defend.
If you're still worried about too many mooks being a problem with these changes, then you could make them more prone to running away whenever the players kill a good amount of them in a short timeframe. Could pick a few remaining around their suddenly killed comrades and roll against their will to see if they run, or make one roll for all of them and force some to flee based on the margin of failure if there's too many mooks to track.
Anonymous No.96785420 [Report] >>96785509 >>96785554 >>96786507
>>96785360
Yeah, the exact number is what I'm having trouble hammering down. A parry of 9 feels okay at first, but when a guy is at 1 HP and keeps making parries it can feel maybe a bit too durable?

Granted I'm only doing white room tests to brush back up on the actual combat rules, I fully intend to handle enemy morale in my actual game. Just at the moment everyone is a robot.
Anonymous No.96785435 [Report] >>96785516 >>96785567 >>96786483 >>96791004
What is the social skill of a bland, uninteresting middle class person?
Rich people have Savoir-Faire (High Society), poor people in rough neighborhood tends to have Streetwise, but what about the accountant that has a friendly relationship with his neighbors and colleagues at job?
Anonymous No.96785509 [Report]
>>96785420
reminder that after every parry you have -4. It's entirely fine to say that a guy with parry 9 only has one parry per round.
Anonymous No.96785516 [Report]
>>96785435
Savoir Faire (urbanite)
Anonymous No.96785554 [Report] >>96785648 >>96788679
>>96785420
>white room tests
What are the stats of the weakest PC?
What are the stats of the NPC and how often will they surround the PC?
Anonymous No.96785555 [Report]
>>96785277
How I run mooks is that they auto-fail HT checks for Knockdown, Stunning, and Unconscious. This includes recovery rolls for Stunning. Thus, any Major Wound, hit to the skull or vitals for over HP/10, or injury adequate to bring the mook down to 0 HP will immediately take him out of the fight. Also, they never make normal attacks. They always go on All-Out Attack or All-Out Defense. I find this strikes a good balance between the usual Minion rules and the normal combat rules, while still saving on a whole lot of dice rolls.
Anonymous No.96785567 [Report]
>>96785435
White Knight heh
Anonymous No.96785648 [Report] >>96785819 >>96790527
>>96785554
>What are the stats of the weakest PC?
200 point 1 on 1 game; so he's got 13 ST, 13 DX, 12 IQ and 10 HT. Best weapon skill is Broadsword at 16. He's got backup in the from a handful 150 pt NPCs though.

>What are the stats of the NPC and how often will they surround the PC?
Most basic guy is just 10 in every stat, 12 skill with a weapon of whatever I feel like giving them. I'm planning on the party being outnumbered at 2:1 on a regular basis, 3:1 at most. So they'll probably be fighting off 2 or 3 guys at once.
Anonymous No.96785819 [Report] >>96785875 >>96787284
>>96785648
1v2:
90% win rate in normal conditions
60% win rate for the PC if the NPCs manage to surround the PC within 2 rounds of combat
2v4:
55% win rate for the PCs
Anonymous No.96785875 [Report] >>96787284
>>96785819
100% win rate in 2v4 using back to back formation so as not to be surrounded by the NPCs
45% win rate in a 2v6 in back to back formation so they cannot get surrounded by the NPCs
Anonymous No.96786274 [Report] >>96788325
Where's the rules for using melee weapon while driving?
B469 is about attacks but mostly ranged ones, the only mention about melee weapons is about those wielded by the vehicle/mecha. Martial Arts has Cavalry Training, Combat Riding and Mounted Shooting but those are either for mounts or ranged attacks.
Action 2 includes in the Chase rules but not for normal combat.
I guess it's just a Move and Attack, perhaps limited by Driving skill? What about penalties for driving without one or both hands? Does Hands-Free perk replaces the Hands-Free Riding (and perhaps Driving) technique?
Anonymous No.96786483 [Report] >>96786487
>>96785435
Choosing Faces (Social Engineering p. 20; pic related) claims that an ordinary person often doesn't have any Influence skills (Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, or Streetwise). But Template Toolkit 1 p. 17 clarifies that every person should have at least one Influence skill.
Therefore: IMO, Choosing Faces is too restrictive, and a normal middle-class person knows both Diplomacy and Savoir-Faire ([Culture] Middle Class), since "[Culture] Middle Class" is "a subculture that has an established code of conduct" (Basic Set p. 218).
Anonymous No.96786487 [Report]
>>96786483
When I say "[Culture]" I mean as defined under Cultural Familiarity (Basic Set p. 23)--or perhaps a bit more specific than that, since middle-class urban Americans and middle-class rural Frenchmen probably should have different Savoir-Faire skills.
Anonymous No.96786506 [Report] >>96786549 >>96787825
I just want to listen to a good GURPS podcast.
Anonymous No.96786507 [Report] >>96790527
>>96785420
I think we established last thread that It's a Threat (in Pyramid vol. 3 iss. 77) can be used as a reasonable yardstick for character comparisons in melee combat, without having to run through laborious simulations.
>>96710770
>>96710936
Anonymous No.96786549 [Report]
>>96786506
ehh, im new to the scene but there's this, he takes a newish DnD campaign and runs it solo using GURPS, it's like 3 parts or something
https://www.youtube.com/watch?v=GNWlOL1bA28
Anonymous No.96787018 [Report] >>96787027
Day 9 Demon
Hello nurrrrse
Anonymous No.96787027 [Report] >>96789551
>>96787018
Thers a campan for this?
Anonymous No.96787284 [Report] >>96787515 >>96790184
>>96785819
>>96785875
Do you actually run these combats or are you the retard trying to use gpt for a niche ttrpg?
Anonymous No.96787515 [Report]
>>96787284
I'm assuming he used GPT, given how quickly he gave me a turn around and somehow manage to "run" these without asking about any advantages, weapons or what armor the PC is wearing.
Anonymous No.96787825 [Report]
>>96786506
Podcast or actual play
Anonymous No.96787833 [Report] >>96790059
>>96780988
Cool background anon
Anonymous No.96787842 [Report] >>96787940 >>96788335
>>96785277
>Letting them parry makes them feel a bit tougher than I'd like
Isn't parry skill/2+3? At skill 14 (which is very high but reasonable standard) that's effective parry of 10. Is that really such a big deal?
Anonymous No.96787940 [Report]
>>96787842
>which is very high but reasonable standard
by reasonable standard*
Anonymous No.96788325 [Report] >>96789519
>>96786274
If shooting a gun while driving doesn't use the move and attack, using a melee weapon while driving also doesn't use move and attack.
Anonymous No.96788335 [Report] >>96788616
>>96787842
50% of attacks being parried without deceptive strikes can be frustrating for new players, and slows down combat if used for mooks.
Anonymous No.96788586 [Report]
>>96785277
My rule of thumb is:

>Fodder swarms
Die in one hit. Don't defend.
>Weak enemies
Die at 0 HP.
>Relevant threats
Make HT rolls but die at -1xHP.
>Major foes
Make HT rolls all the way to -5xHP
Anonymous No.96788616 [Report] >>96788663 >>96788679
>>96788335
>50% of attacks being parried without deceptive strikes can be frustrating for new players
Luckily, my player is actually more experienced than I am with GURPS; at least in terms of actual play time. But the latter problem is the thing I'm worried about. If there's 8 enemies on the field and they all have a 50-60 something percent chance to avoid all damage it can really drag combat out and make them a lot more threatening than they're intended to be.
Anonymous No.96788663 [Report]
>>96788616
this is a case where you could either make sure they all do All-out attacks, or just give them lower attack skills.
Anonymous No.96788679 [Report] >>96789187
>>96788616
>8 enemies on the field
Even with one-and-down mooks with no defense rolls, that can be a very lethal number of opponents my man*. Also what did you mean by "1 on 1 game" in >>96785554? How many PCs are there going to be? Are there multiple PCs for the single player or supporting NPCs to stop the one player from getting swarmed and hacked to death?

*Assuming they're all fighting at once and you're not doing the cinematic "enemies form a big circle around the hero(s) and cheer as they send in one or two to fight you at a time" shtick; if you're doing that then superior numbers don't really matter.
Anonymous No.96788690 [Report] >>96788787 >>96788973 >>96791004
Silly question: How would a "human" with IQ 30 and Perception 40 function?

Can he by the book listen to conversations miles away? Or would the background noise penalties be so huge it would be impossible to do so? I suppose it would be different in a city and in a forest.
What about IQ rolls to make out what he is hearing?
On that note assume he has no special traits like parabolic hearing or discriminatory hearing.
Anonymous No.96788787 [Report] >>96789879
>>96788690
Annoyingly, GURPS has never really gone into how background noises affect rolls to detect or understand, beyond the "GMs can make this roll harder or easier depending on circumstances" and "Parabolic Hearing should let you ignore some background noise penalties (whatever they are)" in Basic Set. Given the complexities involved, I guess that makes sense, but it's still annoying.

But generally speaking, yeah insane scores allow for insane feats. Putting 400 points in IQ and then another 50 into PER probably should let you clock a whisper from 100 miles away, with no more penalty for noise than you'd normally have to deal with. To do otherwise would be to devalue the points spent on those scores, and ignores the easier solution of just not letting your players buy IQ 30 and PER 40 if you don't want them doing that.
Anonymous No.96788973 [Report] >>96789879
>>96788690
Discriminatory Hearing gives a bonus of +4 to overhearing a conversation. This is equivalent to dividing distance by 2^4 = 16.
If you're trying to hear a conversation, Perception 40 without Discriminatory Hearing has the same hearing ability as Perception 36 with Discriminatory Hearing.

Per 10: You can overhear a conversation at 1 yard in a quiet area or 2.2 inches in a loud area
Per 20: You can overhear a conversation at 1000 yards in a quiet area or 64 yards in a loud area
Per 30: You can overhear a conversation at 600 miles in a quiet area or 37 miles in a loud area
Per 40: You can overhear a conversation at 610,000 miles in a quiet area or 38,000 miles in a loud area (the circumference of the earth is only 25,000 miles, so this doesn't really make sense)
Anonymous No.96789097 [Report]
So how does the Low TL Disadvantage work with weapons?
I’ve been told it only affects IQ skills, but if you are playing say Infinite Worlds and give the caveman a machine gun, he’ll be eating the Default Skill penalty but otherwise shooting the same.
Anonymous No.96789187 [Report] >>96789322
>>96788679
1 PC, but they have a party of supporting NPCs to offset the numbers yes. As an example, there's gonna be 1 200 point PC and 3 150 point NPCs in the party.
Anonymous No.96789322 [Report]
>>96789187
>1 200 point PC and 3 150 point NPCs
*one 200-point PC and three 150-point NPCs
Anonymous No.96789519 [Report] >>96789560
>>96788325
But anon, it uses move and attack!
>If the operator fires a handheld weapon, he must take a Move and Attack maneuver. This gives him -2 to hit or a penalty equal to his weapon’s Bulk, whichever is worse – his attention is divided between driving and shooting. Do not apply this penalty to mounted weapon attacks, ramming attempts, or vehicular melee attacks.
I'm pretty sure "vehicular melee attacks" means using melee weapons mounted on the vehicle, given the context of the section.
Anonymous No.96789551 [Report]
>>96787027
No, just something I'm doing for fun.
But as for my assumptions for creating those, it's a TL 8 world with monster girls. It's more chaotic/violent than real world but in a more non-lethal, PG13 way. Probably uses Stun Points.
Anonymous No.96789560 [Report]
>>96789519
I thought it didn't, nevermind lol
Anonymous No.96789719 [Report] >>96790024 >>96790063
A character shouldn't get points for a disadvantage that doesn't matter right?
I'm statting some undead for the necromancer in the party to create, and I realized that all the templates around give "Mute [-25]". But there has never been a case in a campagin where a summon has ever spoken.
Getting 25pts when the creature will never speak just feel cheap, so I'm thinking of leaving "mute" as a 0pt feature.

I do realize that theoretically, having a skeleton guard that can talk could be useful in order to get it to scream or something when an intruder appears but it's not worth 25 points, surely.
Anonymous No.96789879 [Report]
>>96788973
>>96788787
Thank you for answering. I think I will simply increase the "background noise" penalty depending on the distance and what exists in between. To keep things in more sane if nothing else.
Anonymous No.96790024 [Report]
>>96789719
>A character shouldn't get points for a disadvantage that doesn't matter right?
Correct, just like you shouldn't pay for advantages that are more or less purely fluff; disadvantages that don't matter should be reduced in value or be treated as 0 point features.
Anonymous No.96790059 [Report] >>96790182 >>96794380
>>96781113
>the author kept the layers separated
I'll have 2 versions then, I love the background
>I cannot imagine why people do it
looks better when printed out and protected in a thermoplastic sleeve, as a game aid, maybe have 2 on the ttrpg table at any one time, other than the other misc tables that should be on the ttrpg table as well
>>96783798
thanks, useful to know, I have 4e, 3rd printing
>>96784879
i got you anon, just need to start organizing my elements in inkscape because it's starting to become hard to align everything every time I change one litte thing such as adding a line to a rule text and changing icons and whatnot
>>96784956
Invaluable post, I don't know how I missed those points, I think it's in some rules I haven't gotten to read yet, will correct and add
>But be careful!
Yes that's why I put "work in progress in og post", I hope people won't use this sheet yet
>>96787833
10% appreciation rate for my cheatsheet lol, thans fren, even though I think you were being ironic
Anonymous No.96790063 [Report]
>>96789719
It limits their use as scouts, guards, servants, interrogators, and basically being anything other than disposable meatshields. If that's all they're meant to be, then they *should* be cheaper than more broadly competent summonable allies, because actual allies can do so much more.
Anonymous No.96790182 [Report] >>96790210
>>96790059
>I just need to start organizing my elements in Inkscape, because it's starting to become hard to align everything every time I change one little thing.
I don't see how Inkscape would help. Try Scribus or HTML.
Anonymous No.96790184 [Report] >>96790226 >>96790234
>>96787284
>not using computers to craft proper rpg PC to NPC encounters
Okay please roll dice to simulate a 1v2, 1v3m 2v2, 2v3, 2v4, 2v6
Do it when NPCs try to surround and when they don't.
Do it with a random weapon for each NPC for each fight
Do each scenario 20 times at least to get significant statistical accuracy

I'll wait

TL; DR: trust the Gurps system and craft your encounters carefully to be able to prepare for that 10% chance TPK that you and your players will not like to see happen
Anonymous No.96790210 [Report]
>>96790182
>I don't see how Inkscape would help
for starters, using the "Distribute" option, I can have it distribute all my rule texts equally for the same white space between each paragraph, but aligning the maneuver boxes and icons to the rules text, for now I do it manually
I'm too deep into Inkscape to move to another tool I think
Anonymous No.96790226 [Report]
>>96790184
You aren't doing any of those things either dipshit, you're throwing prompts at HalucinationBot9000 and it spits out a pseudo-random result you have no way of confirming or double-checking, because it's an algorithmic blackbox you've convinced yourself can "think."

Please start using LLMs for therapy so it can help speed up your suicide.
Anonymous No.96790234 [Report] >>96790471 >>96790527
>>96790184
What... what are you talking about? Do you think asking a LLM to "simulate" this has any higher chance of being accuracte than me pulling some random numbers out of my ass?
Why do you so confidently use LLM without even understanding how they work?
Are you retarded or underage?
Anonymous No.96790471 [Report]
>>96790234
He's more than likely just retarded, he doesn't even know my PC's weapon of choice, his level of armor or what advantages he has. He's just comparing 16 skill (and 11 parry) to 12 skill and 9 parry.

I personally doubt a 16 skill character with complete DR 2 coverage, with 2d cut has a 10% chance of dying to 2 guys with 12 skill, 0 DR and 1d cut or 1d+1 cr
Anonymous No.96790527 [Report] >>96790548
>>96790234
>Do you think asking a LLM to "simulate" this has any higher chance of being accuracte than me pulling some random numbers out of my ass?
By a large margin yes but I'm not 100% sure, you may be some kind of game designer genius or top-tier computer scientist mathematician for all we know.
>Why do you so confidently use LLM without even understanding how they work?
Because I can read the fight report dice roll by dice roll after you are done pouncing the bot until it consistently uses the rules correctly, it is often/always accurate. I've spent many hours training my bot instance to use the rules correctly and the right tables.
The LLM part you use so you can just speak gibberish and the bot will still understand what you meant. After, the bot actually uses regular programs and algorithms to compute the outcomes.
>>96786507
I have yet to read this anon's post
>>96785648
for context, running this anon's request, the PC and NPC stats were kept constant and the NPC weapons were randomly changed per NPC and per fight. The PCs had chain DR4 and the NPCs had leather DR3.
Anonymous No.96790548 [Report] >>96790791
>>96790527
90% sure it's a troll but what does a fight report look like? Post one
Anonymous No.96790791 [Report] >>96790880 >>96790940
>>96790548
>Post one
here
i ran the 2v6 until one side wins and the other side wins too, that created 3 fights
Anonymous No.96790880 [Report] >>96790940
>>96790791
Oh so this is just an automatic dice roller for you? Your """sim""" is just doing repeated dice checks for you, no movement or action other than a standard attack and standard parry (and just a parry).

I guess good job on finding a task you can safely hand off to an LLM? You could have just done that in a handful of lines in Python without taking "many hours training [your] bot," but props to you, I suppose; after many hours of dedicated training you have managed to get it to generate 3 random numbers between 1 and 6 inclusive, sum them, and compare to a target number. I am in awe of the future scifi tech that is here today.
Anonymous No.96790940 [Report] >>96792668
>>96790880
No he hasn't lmao, look at the numbers, they're wildly improbable. That you don't understand that LLMs can't be rngs is worrisome as well.

>>96790791
It also doesn't apply stun or shock correctly and as the guy said the chars are just standing there whacking at each other. If that's all you want (utterly insufficient for a gurps simulation btw you dumbfuck) you could have instead invested the hours into writing an actual simulation in python or something.
Anonymous No.96791004 [Report]
>>96785435
Middle-class culture is usually pretty much just aping upper-class culture, so Savoir-Fair (High Society) at low levels might be appropriate.
If you're talking American definition of 'middle class' which includes anyone who isn't poor but also isn't wealthy, then Carousing might be more appropriate, or simply lacking disadvantages such as low status, odious personal habits, etc.

>>96788690
Powers: Enhanced Senses suggests that would be equivalent to about 300 dB amplification and allow you to hear normal conversation at 2^30 yards or over half a million miles. The rules in P:ES seem to account for clutter and background noise (each doubling of distance is -10 dB rather than the theoretical limit, which I think is -6 dB) but at a certain point this obviously becomes absurd. Being able to hear a pin drop on the other side of the planet seems likely to be impossible regardless of how good your hearing is.

IQ 30 might be possible (at least for post-human entities and the like), but would be very difficult for a normal person to portray in a convincing fashion. See basically every depiction of supposedly clever characters in media for examples of how to fail at this, then account for the fact that those characters are generally only supposed to be about what GURPS would call IQ 20. An actual retard (GURPS IQ 7) trying to portray a genius (IQ 15 or so) would be closer than a genius trying to portray an IQ 30 character.
Anonymous No.96792183 [Report] >>96792977 >>96793550
cheat sheet Anon here
can you double check my Do Nothing rule text?
>Move: no move
>Defense: Any
>if you are stunned or surprised you must do the Do Nothing maneuver on that turn
>if stunned you defend at -4
>to recover from stunned, roll immediately for HT for physical stun or IQ for mental stun
>with a success roll you recover only at the beginning of your next turn
>with a failure roll you roll again to recover at the end of your next turn

and All-Out Defense?

>Move: 1 step/hex/yard
>Defense:
Increased Defense to add +2 to roll of Dodge, Parry or Block for this round
OR:
Double Defense to do 2 different of the following: Dodge, Parry, Block, or 2 blocks/parries with different hands
>Increased Dodge: during a Dodge, move away up to half of Basic Move (rounded up)
each back, side, front move costs 2 steps if you keep your facing direction
at the end of the turn you may change your facing towards any direction
>Retreat (DURING ANY MANEUVER that allows defense except in Move and Attack):
walk backwards one step while defending only one time this turn and +3 to Dodge, +1 to Parry, +1 to Block
Anonymous No.96792668 [Report]
>>96790940
>It also doesn't apply stun or shock correctly and as the guy said the chars are just standing there whacking at each other. If that's all you want (utterly insufficient for a gurps simulation btw you dumbfuck) you could have instead invested the hours into writing an actual simulation in python or something.
It's also not accounting for reach (the PCs might be able to get a wait attack off, especially on the knife wielding guys) nor is it accounting for unbalanced weapons. There's people with axes making an attack, and then immediately making a parry next round.
Anonymous No.96792977 [Report] >>96792997 >>96793171
>>96792183
>and All-Out Defense?
>>Move: 1 step/hex/yard
wrong
all-out defense dodge gives you the same move as all-out attack, half your basic move, not as part of the retreat, you can just move on your turn.

Unrelated but personally I have house-ruled All-out Defense to give +2 to all defenses instead of +2 to one defense.
Anonymous No.96792997 [Report] >>96793025 >>96793171
>>96792977
>Unrelated but personally I have house-ruled All-out Defense to give +2 to all defenses instead of +2 to one defense.
That's pretty strong, any particular reason why?
Anonymous No.96793025 [Report]
>>96792997
2 reasons: Almost no one ever used All-Out Defense before that change, since giving up your attack is really counter-intuitive in a turn-based game.
And secondly because having to remember which defense got the boost was annoying to me personally.

I have also buffed Evaluate (from +1 per turn to +2 per turn), and I also allow All-out Ready so you can ready twice in the same turn.
Anonymous No.96793126 [Report]
How can I make a binding advantage that lasts only a few seconds? By default binding has infinite duration, and the Maximum Duration limitation is "only for switchable, beneficial abilities", so binding doesn't fit.
Anonymous No.96793171 [Report]
>>96792977
>>96792997
The rules are confusing (B366) because it says >"You must specify one of the following two options:"(Inc Def or Double Def)
, then
>"If you chose Increased Dodge..."

To me that means pick between increased def and double def, and add increased dodge on top of that, and retreat on top of that too. For instance you could get +2 to your dodge for Increased Defense, +3 to it again for Retreat, and move up to your half move(which is a better move than Retreat) because also choosing Increased Dodge.
This is what the text in the cheat sheet is trying to convey. I think.
Anonymous No.96793244 [Report] >>96793394 >>96795543
Okay I think they mean Increased Dodge is if you do Increased Defence and dodge.
Now to try and work out what happens if you increased dodge and retreat
Anonymous No.96793352 [Report]
Day 10 Succubus
Managed to beat Octomaid.
Not sure which direction to go with True Monster. Bona fide evil monster somewhat out of place in the cheeful monster girl world, or just a natural born edge lord?
Anonymous No.96793394 [Report] >>96795543
>>96793244
>Now to try and work out what happens if you increased dodge and retreat
Exactly what you think happens, you can move up to half your move (so 1 back or 2 forwards for the average person) and if someone attacks you, you can also retreat in response to boost your dodge defense even further.
Anonymous No.96793396 [Report]
Paragraph is like this now

-Move: 1 step/hex/yard or up to half of Basic Move if used Increased Defense with a dodge
-Defense: Pick one or the other at the beginning of your turn
Increased Defense to add +2 to all rolls of Dodge, Parry, Block for this round
You may move up to half of Basic Move if you dodged this round
Each back, side, front move costs 2 steps if you keep your facing direction
At the end of the turn you may change your facing towards any direction
Double Defense to do 2 different of the following against each attack:
Dodge, Parry, Block, or 2 blocks/parries with different hands
-Retreat (DURING ANY MANEUVER that allows defense except in Move and Attack), cumulative:
walk backwards one step only one time this turn while defending and +3 to Dodge, +1 to Parry, +1 to Block
Anonymous No.96793550 [Report]
>>96792183
>Do Nothing
did you read my post >>96784956
is this elaborate bait?
Your double defense text is ass.
>Retreat
>Only one time this turn
>not once per turn
If you want to be pedantic, Boxing, Judo, Karate, and all Fencing skills benefit of +3 to Parry.
No more (you)s anon.
Anonymous No.96794161 [Report] >>96794171 >>96795547
>>96780988
V2
Work in progress
Anonymous No.96794171 [Report]
>>96794161
I don't think orange people can run faster than black people, anon.
Anonymous No.96794380 [Report] >>96794406
>>96790059
>even though I think you were being ironic
I was not, and I think those other anons are fags and should kill themselves
Anonymous No.96794406 [Report]
>>96794380
>should kill themselves
God, I wish I had a gun and courage to do it
Anonymous No.96795322 [Report] >>96795350 >>96795576
Is it a bad idea to double the DR stat of armors in Dungeon Fantasy RPG?
Checking the bestiary, a troll deals 2d6+1 damage, for an average 8 damage or maximum 13.
The best armor in the game, Epic Plate, can barely stop the average damage of this attack, much less the maximum damage, which can't be stopped even with the +2 enchantment.
And Troll aren't even the most damaging monsters. Several monsters deals 4d6+ damage.
As is, armor feels usless, almost a liability as it might reduce Dodge.
Anonymous No.96795350 [Report] >>96795392 >>96795576
>>96795322
That's been kind of how I feel about GURPS LT in general. Feels like armor DR is balanced around characters with 10-12 ST and relatively weak weapons. My only particular qualm is that it might make weapons that deal Thr damage completely irrelevant if you do double DR or something like that.
Anonymous No.96795392 [Report] >>96795472 >>96795551
>>96795350
>Thr damage completely irrelevant
KYOS
Anonymous No.96795472 [Report]
>>96795392
Well, that'll help with scores of 13+, at least if they're wielding a spear or something of the sort.
Anonymous No.96795543 [Report]
>>96793244
>>96793394
I don't think that's how it works
it's
>if you pick increased parry, increased block, or double defense, you get to step.
>if you pick increased dodge, you get to move half your speed
And when you do a dodge and retreat you still only move 1 step. The movement on your turn is not the one talked about in the "& Retreat" option.
Anonymous No.96795547 [Report]
>>96794161
You cannot move your full speed on a wait maneuver. You can only move a step.
Anonymous No.96795551 [Report] >>96795573 >>96795597
>>96795392
The average KYOS enjoyer has at most 13ST, the average "just nerf swing instead and lower ST cost" enjoyer has 20ST.
Anonymous No.96795573 [Report] >>96795584
>>96795551
>"just nerf swing instead and lower ST cost" enjoyer has 20ST.
Nerf it to what though? If it's like "Sw = Thr+2" that feels like it just makes combat more miserable, especially with decent armor and natural DR in play.
Anonymous No.96795576 [Report]
>>96795322
>>96795350
Just use better fantasy armor
https://noschoolgrognard.blogspot.com/p/better-fantasy-armor.html
Plate armor gets to 10 DR without being to bulky for SM+0. And if you have armor mastery you can layer some DR 3 chain armor under it without any penalty.
Anonymous No.96795584 [Report] >>96795613 >>96795863 >>96795954
>>96795573
>"Sw = Thr+2" that feels like it just makes combat more miserable
It doesn't. Instead it makes armor actually worth using, and makes the damage modifier of weapons important.
I've been using this for the last year and it's been working great.
Buffing thrust (KYOS) leaves armor just as bad as it was before, if not worse.
Anonymous No.96795597 [Report] >>96795619
>>96795551
>making ST even worse deal
Anonymous No.96795613 [Report] >>96795638
>>96795584
>Instead it makes armor actually worth using,
Does it? Because from what it sounds like, everyone's rolling with over 15 ST (and HP) at least if they want to be a decent melee fighter. But even then, you have guys throwing 2d+1 base Sw damage with the (now much cheaper) 20 ST. Give them a decent weapon and that's now more like 2d+2 or even 3d damage and then multiplied. Which is exactly why LT armor is so bad, average swing damage cuts through easily and then wallops you with a major wound quite reliably thanks to cutting damage modifiers.
Anonymous No.96795619 [Report] >>96795655
>>96795597
You missed the "lower ST cost" part
Anonymous No.96795638 [Report] >>96795764
>>96795613
You only get 2d+1 at 20ST if you nerf swing so it's thrust +2. Plate armor is DR 6.
A 20ST dude with a broadsword is suddenly doing 2 (3 with the wound modifier) damage on average (and it's going to be crushing damage so no wound modifier if you're using the optional rule), instead of 7 (10 with the wound modifier).
This is why nerfing swing is better than just buffing thrust so it's similar to swing.
Anonymous No.96795655 [Report] >>96795695
>>96795619
Making ST cost anything but 10 or 20 is a nerf.
But I guess you can just use KYOS lifting ST.
Besides, damage control on KYOS is not done by lowing the progression but capping it.
The default soft cap for KYOS ST is 15, giving thr 2d-1, sw 2d+1, the same as "sw = thr+2" at ST 20.
Anonymous No.96795695 [Report] >>96795863
>>96795655
Fair point, the cost of cheaper ST 20 is similar to non-nerfed ST 15.
The problem with that is that while PCs are capped to 15, the NPCs aren't, meaning using KYOS suddenly makes all the already statted animals able to bite through armor with ease.
It's just easier to nerf swing than it is to adjust every statted animal and monster so they're using KYOS properly.
Anonymous No.96795764 [Report] >>96795811 >>96795887
>>96795638
Right, but what it feels like to me is that people now need like 16+ ST to even be competitive and actual threats while light armor is still bad, because people NEED so much ST to even think about threatening heavy armor. Especially since ST is tied to HP. Our example has a guy dealing 3 damage on average with a broadsword, even with the optional rule in effect (2d+1 Sw, broadsword does Sw+1 damage, so our average is 9 damage - 6 from the plate). Even if he thrusts (Thr+2 damage, so equal to our Sw damage functionally) it's only 4 points compared to his target's ~20 HP pool. Meanwhile all the guys running around in chain or leather are still getting hit for about half their HP, and if they have a more modest 16 ST, they can't even hurt people in plate. Why invest in DX to target chinks in the armor with Th attacks when you can buy multiple levels of ST for the same price and unga through the armor and get more suitability to boot?
Anonymous No.96795811 [Report]
>>96795764
>more suitability to boot?
Meant to say, more "survivability to boot"
Anonymous No.96795863 [Report] >>96795899
>>96795584
Each system has its merits.
>Instead it makes armor actually worth using, and makes the damage modifier of weapons important.
I agree this is true, but
>Buffing thrust (KYOS) leaves armor just as bad as it was before, if not worse.
Not so much. As I said, KYOS caps ST at a lower level, making the maximum damage similar to what you'd get from slowing down swing progression. If you're reducing the point cost of ST, then the dealta of the required points to reach the cap should be a wash as well.
Not so important but pleasing, ST being capped at 15/16 puts it on par with the rest of the attributes that rarely go above those numbers.

>>96795695
>using KYOS suddenly makes all the already statted animals able to bite through armor with ease.
I see your point but needing to restat existing NPCs iss not a problem limited to KYOS. Nerfing swing would also require restatting several weapon using NPCs, like the Lizard Man, Minotaurs, Draugs, Golems, Sword Spirits and so on.
But even if you don't do that, it's not so bad.
Tigers are ST 17 according to B456. KYOS puts its at 5x average human and just above the human hard cap. I feel it's actually fitting, if anything the Basic had it too weak to begin with. There's a video of a tiger easily winning a tug of war against The Mountain.
Damage would be around 2d+3 which might be a bit high but not unreasonably so. A man can't expect to survive a tiger's thrashing by being in a plate armor, which reflects in game terms: A DR 9 plate would let a bit of damage through most of the time and even when it does completely block the damage, it would still receive knockback.
Anonymous No.96795887 [Report] >>96795962
>>96795764
First of all, not every enemy is going to be walking around in plate. Second of all, a DX dude with a dagger should not be able to stab through plate, that is a feature not a bug. The solution to high DR is still the same: pile on control points, use them to offset the cost of chink in armor or to give yourself extra damage with the control points.

And finally, DX is vastly more useful than ST in general.
Anonymous No.96795899 [Report]
>>96795863
>Nerfing swing would also require restatting several weapon u
Nerfing swing requires changing a single stat while leaving point costs the same.
KYOS changes basic lift, and, if you intend to use them as allies (for a druid for example) the point cost changes too since it doesn't have the discount for big SM.
Anonymous No.96795954 [Report] >>96796144
>>96795584
I tried KYOS for a couple sessions and I felt the shift was much too dramatic. There was virtually no reason to ever use Swing damage, since Thrust and Swing dealt very nearly the same damage, but Swing still gets more harshly penalized in niche combat situations (close combat, confined spaces, picks, underwater, who attacks first, etc.) and has far fewer attack options. Swing definitely should not be 2x Thrust. But it definitely shouldn't be Thr+2 either. From my testing, I felt that a ratio somewhere between 1.5x and 2x was the best.
Also, since damage is supposed to correlate with the square root of kinetic energy, for BL to scale exponentially but for the energy of a strike to scale only quadratically, just feels incongruous. They should both be scaling at the same rate.
Anonymous No.96795962 [Report]
>>96795887
>First of all, not every enemy is going to be walking around in plate.
That's exactly my point? People who are not in plate (IE: most people) might as well be naked, because we're back to vanilla issues of DR 3 being fine for guys throwing 1d or 1d+1 damage around, but basically useless for people throwing 2d+1 or higher damage at them. If ST is significantly cheaper, then players are gonna be incentivized to spend the 50 points getting that ST 20 minimum bench mark (especially in a fantasy game) and ending up with tons of HP, BL and good damage.

I also fail to see how it levels out the damage modifiers. Thr weapons are still poor at dealing damage compared to Sw weapons even with imp damage, because damage is scaling slowly and it's still difficult to penetrate armor with them and cr weapons might as well not exist because now they can't even rely on quickly scaling Sw damage to compensate for a lack of a damage modifier.
Anonymous No.96796144 [Report]
>>96795954
>Also, since damage is supposed to correlate with the square root of kinetic energy, for BL to scale exponentially but for the energy of a strike to scale only quadratically, just feels incongruous. They should both be scaling at the same rate.
Basic Lift = force = mass * acceleration
Damage = sqrt(energy) = sqrt(mass * speed^2) = sqrt(mass) * speed = sqrt(mass) * acceleration^2
Therefore, Basic Lift and damage should not scale at the same rate.