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File: a239cd7e6489ae9⋯.jpg (331.26 KB,950x1074,475:537,gurps_supers_by_stardriv-d….jpg)

 No.343641 [View All]

>Out of breath and bleeding, you turn the corner into the darkened alley. You get only a couple yards farther before it shows itself again, and your body freezes in fear. There, ten yards ahead, it's body illuminated entirely by moonlight, is

GURPS GENERAL THREAD

ITT: GURPS questions, stories, ideas, NPCs, equipments, etc.

What's your favorite edition of GURPS?

What about your favorite supplement?

Any ideas for a supplement you'd like to see?

275 postsand68 image repliesomitted. Click reply to view. ____________________________
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 No.400412

>>400401

Thanks, I don't think the efreet would actually be an ally, per se.

Anyone can use a bit of efreet power if they know how to do the motion (and has the ability to shape the magic, aka, has magery/whatever).

This efreet would simply be the gatekeeper/nexus of fire magic, and so forth.

Has complete control of his domain and everyone else gets to use whatever pleb tier magic the efreet makes public, so to speak.

>>400411

Ah, yeah, sorry I worded that in a confusing manner.

You're right, though, thanks.

I meant that single abilities that could be a part of a power could have several "parents" or power sets but the user would have to decide the source of power the ability uses, and therefore is subject to its limitations.

So, while, hundreds of different power sets could offer enhanced move, all with their own drawbacks and perks, the user of the ability would have to decide on one of those power sets so it can have its counter.

In other words, I think I got it right, sorry for expressing itself in a dumb way.

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 No.400420

>>400412

I'm kinda not sure how efreet fits into the spellcasting. Do you need for him to be physically present during casting? In that case, it's Accessibility limitation. Does Efreet has any say into whether you allowed to use his powers? Then it's a Pact limitation. If you just need to know sigils to use Efreet powers, then there is no limitation needed (and don't forget that you can grant advantages as rewards for adventure just like points and money).

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 No.400539

>>400420

The efreet has to exist for fire magic to work and doesn't have to be present or near the magic user.

He can block access to magic if wanted but I'm not sure if it's pact levels of restriction, but maybe it's fair to put it on.

Also, a question about follow up attacks.

How many follow us can an attack have? And if it's more than one, do they need to be explicitly linked?

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 No.400544

>>400539

You can put any amount of follow-ups to one attack, but follow-up attacks can't have further follow-ups. Follow-up attacks are "attached" to the carrier attack, not to each other.

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 No.402633

File: eb4e447f6e0a4ef⋯.jpg (464.88 KB,1200x1600,3:4,GURPS Ring Dream - Women's….jpg)

>>397352

> a knee strike uses kicking

No it doesn't, they are separate techniques which default to a combat skill. Stomp and Back Kick don't default to Kicking either. It might've worked the way you describe in 3e but not 4e.

>>397365

>can't imagine how it would get folded into a campaign with anything else besides wrestling

I can. See image.

>>400390

You could make a loli wizard using www.sjgames.com/gurps/lite/3e/gurpslite.pdf

if you wanted. Give her Magery and Fireball and Dwarfism and Beautiful and Pitiable, pay for it by lowering ST and HP.

Lite lacks spells in 4e but you could do that using basic set. Magic/Thaumatology aren't necessary they just expand the spell repertoire.

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 No.402635

I've been trying to find a PDF of the latest version of the discworld gurps book but no luck, any tips my fa/tg/uys?

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 No.402684

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 No.402718

>>402633

Good call that was my mistake trying to pull shit from my memory

B229 has the rules for prerequisites and defaults and specialties

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 No.403668

File: 4c8d172accb60c2⋯.mp4 (1.99 MB,508x360,127:90,1457339386214.mp4)

Welp, Pyramid is now officially over.

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 No.404730

Has anyone ever used the invention rules as described on page b473? They don't seem to have any minor or major bugs as examples there except for on the gadgeteering page.

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 No.404750

>>404730

I guess they depend too much on the invention in question. A vaccine will have different bugs than a gun or a computer program. This, of course, does not applies to the mad science - steampunk raygun is as likely to blow up in your face or have too much valves and gauges on it as a steampunk computer.

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 No.407898

>>377148

General rule for a 1st time GM: Don't overcomplicate shit unless you actually have to.

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 No.411962

>>384254

Depends how much you want to balance it. Realistic maximum IQ for a human is 16, and that's world-class supergenius level intelligence. The Pyramid article 'Knowing Your Own Strength' suggests adding an Unusual Background cost on top of the attribute itself, so someone with IQ 16 would have to pay both the 20 to raise it from 15 to 16 and an extra 20 for Unusual Background (Peak IQ), to represent being a freak of nature.

If that's too high, the GM is free to set any limit he feels he wants in his game, of course. Yes, it's arbitrary, but sometimes it's the only way to stop players from making a team of incredibly intelligent people that have no training in anything whatsoever and bumble their way through life on defaults.

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 No.413296

I want to try speeding up combat in play-by-post format without losing much detail. So far I've come up with an idea to allow some sort of action queue to resolve 5 seconds or so at a time, possibly with conditions like

"aim for 2 turns and do aoa on closest enemy, then run NE if path is clear, else draw knife and attack closest".

Have anyone tried this or something similar? What else can be done?

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 No.413300

Can someone spoonfeed me the differences between editions of GURPS? Are they improvements on eachother or more subtle changes?

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 No.413332

File: 7352889c1f10ea8⋯.png (73.2 KB,361x468,361:468,3e_wolverine.png)

File: e3135b83c3cad2a⋯.png (13.65 KB,869x65,869:65,4e_t72a.png)

>>413300

I haven't read the previous core books, so take this with a pinch of salt, but mostly they seem to be straight tweaks and improvements, at least from 3e to 4e. Some of the things they dropped for various reasons:

>PD

Armour used to give both PD and DR, the PD representing the inherent chance to deflect a blow, and the DR to absorb it. What this ended up doing was making it completely meaningless to use light armour, because the dodge you lost from encumbrance, you got straight back from the PD of heavy plate. In 4e they just raised everyone's chance to dodge and dropped PD completely, turning it into the shield DB. The randomness of rolling damage already covers variations in straight-on vs angled hits anyway.

>Half-points

3e let you put half-points into skills to get them at a lower level, which was dropped for 4e, for simplicity and balance reasons. It's already a bargain to raise DX or IQ rather than put more points in skills, so effectively doubling the amount of skills someone can get at default+3 for the same point investment is pretty broken.

>Vehicle complexity

The vehicle system in 3e is a meme in its own right, but this is the one I've seen the most of in terms of forum nerds wanting it back. The two images are the stat blocks for the M10 Wolverine from 3e WW2: Dogfaces, and the T-72A from 4e High-Tech. Both have a lot of supplementary information around them, but even without knowing what all the stats do, you can see why they simplified it.

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 No.413412

File: 1a5f34fbc775761⋯.jpg (20.33 KB,245x255,49:51,i_smile_but_i_want_to_hit.jpg)

>>413300

I am not a true expert, but 4th edition is a considerable improvement over 3rd edition. I end up GMing GURPS, and I wish my players were willing to learn more rules, but instead it's mostly GURPS Lite every night for my gang. Sigh.

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 No.413416

>>413412

What kind of additional rules are you thinking of? I've found you can bring in intermediate rules slowly if you make it obvious why there's a benefit for it, like hit location.

Alternatively, you can ask what the players would like to see their characters do individually and introduce the rules for that. I've had players asking if they can do things like leg sweeps and headbutts, for example, so I just asked them to do it at the standard penalties for those techniques from Martial Arts but without actually telling them that techniques exist. The key is to go slowly enough that they see the benefit but don't get bogged down with too many options.

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 No.413447

>>413416

>What kind of additional rules are you thinking of?

Example: I don't actually remember or understand the rules for concussions in GURPS. So of course the fighter/samurai gets a massive head injury and I rule it's a concussion - then I can't find the damn rule in the first few seconds and I have to wing it. It would have been nice if my players had enough mental energy to read the rulebooks on their own, but we go to war with the army we've got.

>I've found you can bring in intermediate rules slowly

Sounds like a plan. I should try it.

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 No.413457

>>413447

GURPS has so many optional rules that you need to be fairly flexible in applying them in the moment. Best practice is to do whatever the hell you want when the problem first arises then bring that into line with the official rules the next time you have a session.

My first response in that situation would be to apply the standard penalty for being tipsy, or even drunk (-2/4 to DX and IQ). I think RAW, a concussion would just be a major wound to the skull, so if they've taken more than half their hit points in damage to the skull, roll HT to see the time the damage would take to heal and pick an appropriate penalty from the extended major wound table in Martial Arts, like being hit so hard you develop Low Empathy/autism. -4 to DX and IQ is hard to justify on a longer time scale, so dropping that penalty to -1 IQ if it's more than temporary crippling would be fair.

Failing that, discuss it with your player. What does he think would be fun to have as a penalty for being hit hard in the back of the head? It can be fun to play a temporary disadvantage like Bad Temper, but concussions have so many possible effects that nearly anything is reasonable.

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 No.413473

File: 9ed3b4f2f123ba8⋯.jpg (128.14 KB,442x460,221:230,Reaction - I Smile But I W….jpg)

>>413412

>tiny res

Here, take a bigger one on the house.

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 No.414976

File: 4515baa04e52c05⋯.png (333.56 KB,573x849,191:283,leechPowers.PNG)

File: 42b4c7df52538a4⋯.png (203.8 KB,469x925,469:925,thaumatology.PNG)

>>343641

>What about your favorite supplement?

Thaumatology and Powers are both strong contenders for my favorite.

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 No.415416

File: dcb4cc46a61b94d⋯.jpeg (89.94 KB,551x640,551:640,pyewacket-familiar-spirit….jpeg)

Ally for a 200-point character.

insubstantial 80 points base

can affect substantial +100%

always on -50%

Final: 120

Leech 10 61 points base

only heals FP -20%

Final: 49

Energy Reserve 100 points (only refilled special -70%):

Dinal: 30

Total 199 point ally

Having access to this Ally works out as a 45-point advantage.

Ally usually available (roll 15 or less) x3

Ally comparable 5 points base

Minion, Summonable, Special Abilities +200%

Total: 45 points

The player character would probably benefit from some form of Telesend so that he can talk to the spirit plane conveniently. The intended style of play is for the player character to call up the ally in combat, and then allow the ally to use Leech-10 on designated targets.

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 No.415424

File: eaf886b03237878⋯.jpg (69.99 KB,750x756,125:126,atticusFinchProof.jpg)

>>415416

>Energy Reserve 100 points (only refilled special -70%):

>Dinal: 30

>Total 199 point ally

It would be vastly more efficient to put 80 points into Innate Attack. There is no point using Leech and you don't need an energy reserve.

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 No.415428

File: 26bfac550c49198⋯.png (549.85 KB,529x888,529:888,thirstyBlade.PNG)

>>415424

> There is no point using Leech and you don't need an energy reserve.

Leech 10 drains 10 Health per second and returns 1 FP per 3 Health to the Energy Reserve. The minion shares the "Special Abilities" because it shares fatigue from the energy reserve to the player character.

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 No.415637

>>415416

Have any of you guys actually run Allies in play? How easy is it to keep track of what they're doing and what they want over and above what their players want?

The only time I've ever run an Ally was in a DF game with a druid that liked to summon familiars, and I just let him treat the ally as an extra character rather than playing it myself, but I imagine that's harder when they're sentient.

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 No.415831

>>415637

> How easy is it to keep track of what they're doing and what they want over and above what their players want?

It depends how you, as a GM, feel about the role of NPCs. Some GMs will permit this kind of thing and others will not.

If a guy blows 45 character points on the Ally, and also builds the rest of his character around it, he's spent enough points to get a pretty big superpower. I don't mind that an Ally can be played as a huge advantage, so long as it fits the theme of the campaign. In my opinion, a minion spirit with one big superpower (Leech) and one important support power (share "Special Abilities") is no more complicated than giving those two abilities to a super-powered character.

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 No.416026

I want to have mechs and mech battles like battletech in my gurps game. What do? (other than just use battletech rules. Im not interested in using the battletech setting and its mechs for what Im cooking.)

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 No.416030

File: 423382a4b8f27a1⋯.jpg (49.27 KB,400x400,1:1,nge_shiggy.jpg)

>>416026

I would imagine it depends where on the scale of "battlesuit" to "tank" your mecha lie. If you're leaning towards "battlesuit", just treat it as specialised armour with the character's effective DX limited by the Battlesuit skill, maybe with some arbitrary maximum DX on the more awkward models. Give them d-scale rifles and treat them like regular characters, essentially. Assign ST and HT like a vehicle, so probably starting around 200 and 10 or 11, respectively. That would let you have incredibly anime mecha swordfights and punchups and would probably be the easier option,

The other way is to make them proper vehicles in their own right and make the player characters use the skills individually. Driving (Mecha) for general moving about/dodging, Gunner for onboard weaponry, and so on. That opens it up for having multiple people in the same robot, which might be fun. Making the mecha like a vehicle would take you into sci-fi Fury territory rather than Gundam or Evangelion, and it's possible to combine the two approaches. Perhaps the newest generation of robots is more in line with human motion, or something like that, so the players and important NPCs can have the latest tech to do giant robot kung fu while the rank and file have more traditional walking tanks.

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 No.416062

>>416030

Thanks. I like the tank Idea more and allowing more than one occupant as my setting is going to be science fantasy with wizards piloting giant robots.

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 No.416433

File: 9bb37f79c1b1435⋯.png (523.45 KB,800x800,1:1,jotaro_point.png)

I'm making a Dungeon Fantasy martial artist. Using DF templates, how many punches can I throw per second?

I've started with DX 17 and Karate at DX+1, meaning I can do a 3-hit Rapid Strike at skill 12 (the suggested limit in Martial Arts), although if I make them all Telegraphic I can make that four hits. An AOA (Double) lets me replace one attack with that Rapid Strike, so that brings it up to 5. Can I pull that even higher, ideally without brute forcing it and buying Karate up to 21? I'm disappointed Martial Artist doesn't get Extra Attack in its power-up list in DF3. It seems like if Knights and Swashbucklers have it, a Martial Artist should too.

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 No.416552

>>416433

Check on page 22 of DF1. Extra Attack is covered by the Chi power so they can buy up to Extra Attack 2 even cheaper than the others.

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 No.416553

>>416552

Hot dang, you're right. If I take those points out of the extra DX and blow all my Chi/advantage/quirk points, I can buy Extra Attack 2. That gives me three attacks as standard, four with an AOA (Double), and a cool 7 if I trade one for a Telegraphic, four-hit Rapid Strike. 1d6 crushing x7 right out of the gate is pretty much exactly what I was looking for. Thanks!

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 No.416554

>>373393

>>373417

Transfaggotry aside it might not be thst bad

>"Editorializing. Frankly, we don't care about your politics, past or present. If you hate the Russians, the Republicans, the Albigensians, or the Red Eye Orcs, you're entitled to your opinion, but we're not paying for a forum. Nobody wants to buy a game that interrupts itself to make speeches, or even cute asides, about the writer's pet love or hate."

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 No.416988

test

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 No.417025

File: ae48a655890454f⋯.png (60.83 KB,1200x800,3:2,STICKY NO.png)

File: d9ade10fd20af92⋯.png (28.65 KB,448x472,56:59,best character.png)

File: cfc061d9b37a2ca⋯.png (21.78 KB,852x592,213:148,BUZZDDD.png)

>>391844

During the early days of the lisa community someone made this

Is a very early draft

https://www.hispachan.org/r/src/1456346969968.pdf

And here's another one

https://docs.google.com/document/d/1mNDjJ-C_XH9hzDHPre9uE6RzJrppqdKcsvO1Q5i5UeA/edit

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 No.417606

>>416988

So ... here's a GURPS question.

Suppose you have some form of invisibility that only works some of the time. And when it doesn't work it defaults to "Obscure."

Start with "Unreliable," B116, applied to Invisibility. But then add "Uncontrollable," B116, applied to "Obscure." Whenever the player fails to activate invisibility properly, the GM rules that the "Obscure" activates.

Kind of a crappy build in terms of optimization, but somehow I see it as being interesting for roleplay.

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 No.417607

>>417606

>So ... here's a GURPS question.

Correction, not really a question. More like a rambling discussion.

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 No.417696

File: 326c8243ec9d0c6⋯.jpg (45.49 KB,498x558,83:93,326.jpg)

Pic mostly unrelated.

I am going to be running one of many potential settings in a weekly campaign soon, and one of the most likely ones is Star Wars. I've looked a bit into how people have represented Jedi before with GURPS, but I think they are missing something key.

The thing that seems to be missed is Jedi, with the exception of corruption from the dark side, don't seem to grow tired from using the force, or have any limitations except concentration and their 'power level'. They can essentially use them at will. Every interpretation I've seen so far has either fatigue points or uses 'force points'. I guess this meshes with the games, but not with what appears to be the case in the movies or what books I've read in the distant past.

So, before I delve hours into the webs or a day into making everything myself, does anyone know of any representation of Star wars force powers that only requires concentration to use/maintain?

Has anyone tried to represent Star Wars with GURPS before? I expect some issues with equipment, but I have a few work around ideas.

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 No.423496

File: e5027c76937dc96⋯.png (996.06 KB,720x895,144:179,FantasticDungeonGrappling.png)

When I view the catalog here it's 7 columns per row, and this was at the end of the 18th row. GURPS was in 126th place as of this bump. That's fucking ridiculous.

A lot of the time I even resort to halfchan's TG and while they do have regular GURPS threads, they often don't even show up in the catalog because of all the activity so I can't even complain about it.

I went and made >>>/gurps/ months ago and we really ought to just move our discussions there so we can actually have various conversations there as an alternative to SJGames forums or Reddit. Fuck 'general' threads, we should have threads about specific issues.

BTW a couple times people have been bragging about Cole's new book...

Feb

https://archive.4plebs.org/tg/thread/64494188/#64507681

>Hall of Judgment's Fantastic Dungeon Grappling rules looked really, really nice. I have a set of grappling house rules I've been using for a very long time and my players don't want to change what they're used to mid-game. The next game I start will use these.

July

https://archive.4plebs.org/tg/thread/67011605/#67074059

>Fantastic Dungeon Grappling (the simplified rewrite of Technical Grappling) lets you pull foes onto your knife more easily.

Anyone here had a look at it? I loved Technical Grappling and I'd like to know what new stuff it has. Apparently something about throwing people you've grappled into enemy attacks to take the damage.

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 No.423497

>>417606

You're doing it wrong. Keep in mind that Obscure 10 basically IS invisibility. What you're looking for is applying Margin-Based to Obscure.

That's an idea I've been mulling over. For example what if I want an Innate Attack which does dice equal to my margin of success on an IQ roll? Same concept.

Margin-Based is designed as a modifier for Affliction which modifies leveled enhancements. It's based on MOF for a resistance roll, but it can also apply to MOV on a Quick Contest (for Malediction Afflictions) meaning you should be able to apply it to any advantage which involves a quick contest between you and an enemy, if perhaps not anything with a success roll.

This floats better to leveled enhancements (like Area Effect, or Accurate) but there should be some way to apply this to leveled traits too.

We have some version of this with Declining Enhancements.

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 No.423499

>>417696

>Jedi, with the exception of corruption from the dark side, don't seem to grow tired from using the force, or have any limitations except concentration and their 'power level'. They can essentially use them at will.

Bullshit, I could see Vader spending some FP when he was holding up the building that Ezra+Kanan dropped on him in Rebels. Although that might just be spending FP using Powers' "Extra Effort" rules, I guess it didn't seem like an FP's worth when he was doing casual TK stuff like nearly causing Ezra to decapitate himself.

On the other hand, Jedi just might have crazy Energy Reserves + Regeneration so that they can spend FP every second without running out easily.

If we had to pick a guide, I would just go by the video games. KOTR and Force Unleashed both used "Force Points" so just copy those as FP and you're set.

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 No.423518

>>423496

>I went and made /gurps/ months ago

Try to get Chrow to stick it up top with the other sister boards. It will help some with the traffic.

Polite sage because meta

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 No.423676

File: c955fa7e6a2fe09⋯.png (160.08 KB,1483x769,1483:769,received_607774876409932.png)

>>423496

There's not much activity in the thread, so you want to move to an even less active board? /tg/ is niche. 8/tg/ is a niche of a niche. GURPS on 8/tg/ is a niche of a niche of a niche. Splitting the discussion into multiple threads would be even worse, especially when threads about a specific topic rarely break 50 posts even on this board. At least this way, we have people coming in to give free bumps by complaining about GURPSfags.

As for GURPS on halfchan... let's play "what's wrong with this post". I'll start:

>drug lord has 7, count 'em, 7 hit points

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 No.423682

File: baf749896aae7a1⋯.jpg (56.5 KB,548x554,274:277,02dcc6e14c700765fd9a990056….jpg)

>>423676

>his husband

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 No.423683

File: 54bf59f92e753db⋯.mp4 (89.46 KB,400x250,8:5,what the fuck ru.mp4)

>>423676

>only 3 skills

>Cinematic skill "gunslinger" in a "private detective game"

>first time GURPS GM

>his husband

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 No.423684

File: 4ca6d8c05883694⋯.jpg (19.5 KB,200x435,40:87,hans_get_the_gas.jpg)

>>423676

>an advantage that lets him fire each weapon twice making him fire four shots per turn

<semi-auto shotguns can fire three times a turn for anyone

<pump/lever-action shotguns can fire twice a turn, One-Armed Bandit gives them RoF 1 in one hand, so only two shots per turn

>20. Fucking. Damage

<4x9x(1d6+1) only did 20 damage

<average of one pellet per round hit the target

<in a house

<including Acc bonus

<rolls less on the second turn

He's got one skill, and he's not even fucking good at it.

>>423682

ST 7 is probably about right for an AIDS-riddled twink.

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 No.423728

>>423676

He is most likely a redditor. It feels weird knowing that this is the state half/tg/ is in.

Other than the things that anons mentioned the greentext's style and his word choices are both atrocious even if the faggot lurked two more years it wouldn't be enough.

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 No.424130

The Japan book in the trove is missing page 90.

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 No.424411

Has anyone tried any of the ideas people have come up with for rebalancing swing and thrust damage? I like the concept but I doubt I'll be in a position to rejigger any rules in my games for a while yet, so I'm looking for opinions from adventurous GMs/players.

<Langsdorf theory

>Give swing +1 every two levels of ST, like thrust

<Douglas Cole theory

>Give pointed, thrusting weapons a (2) armour divisor

<Kromm theory (KYOS)

>Rebalance ST completely around a log scale and make swing = thr+2, like Langsdorf but more complicated/mathematically consistent

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