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

 No.343641 [Last50 Posts]

>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?

____________________________
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 No.343698

First time GM for 4th Ed. using Magic, High Tech and some bits from After The End using a setting I'm cribbing from a game.

I want to use mutants as a general enemy, but I don't want to use 'lol radiation' or 'not FEV' to explain why they're running around. First idea that came to mind was something related to the spirit of the Wendigo 'changing' those that resorted to cannibalism. Any suggestions on what you guys would use?

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 No.343700

>>343641

What about your favorite supplement?

I like the Japan exclusive, girl wrasslin one, I'll get it one day.

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

Early XX century Eastern-Central Europe.

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 No.343743

>What's your favorite edition of GURPS?

4th.

>What about your favorite supplement?

Martial Arts, for sure. So many options.

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

I'd like to see an expansion of Ritual Path Magic showing alternate paths and options.

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 No.343761

>>343698

I'm also a first time 4th edition GM.

What about a disease that alters human DNA, or chromosomes, making them insane or driven to human flesh, could lead to PCs developing a cure or discovering how far the mutants had gotten before succumbing to their disease.

My favorite supplement has got to be Powers, it really blew my mind.

DOOM, as unoriginal as that may be, is my pick for new supplement.

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 No.343903

File: b5447a8dd52d069⋯.jpg (183.66 KB,863x1280,863:1280,548373_original.jpg)

>>343641

Should've stolen the OP pdf from cuckchan, they have a GURPS trove in there.

Anyway, if anyone wants, I can try statting a real-life vehicle or weapon for you guys, to get the things going. One at first, maybe more if this thread will take off.

Something pre-1980 for military vehicles, please. It's almost impossible to find armor values for modern stuff.

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 No.344018

File: de8cc213694e996⋯.jpg (234.2 KB,1024x768,4:3,Kettenkrad.JPG)

>>343903

Pic related.

Unrelated question, I'm trying to make some cryptids. Would you guys just use the Basic book advantages and such, or use some other supplement?

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 No.344049

File: 57af4db9c53a634⋯.pdf (469.09 KB,1488509234350.pdf)

File: d9792daf3af2321⋯.pdf (258.77 KB,1488523520964.pdf)

>>344018

It is statted already. Let's get this stuff out of the way.

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 No.344055

>>344049

Thanks, never would've known these existed.

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 No.344064

File: d2a98eafd4c791a⋯.jpg (63.31 KB,750x600,5:4,GURPS_zpsvqpu7oqt.jpg)

File: f9036166efebe45⋯.jpg (43.03 KB,307x309,307:309,perfectSystem.jpg)

File: aa1247d1bc66e58⋯.jpg (53.42 KB,600x750,4:5,gurpsPenguin.jpg)

File: d2b7a2e139112ac⋯.jpg (106.76 KB,750x600,5:4,new_gurps_campaign.jpg)

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 No.344065

File: aa6c0718f08bfce⋯.jpg (54.5 KB,750x600,5:4,lobster baby.JPG)

>>344055

Czech'd

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 No.344068

>>344065

>>344064

Careful, guys, we've got memelord over here, and he is defaulting his Shitpost skill off his IQ 8.

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 No.344072

>>344068

Yeah, but in exchange for that IQ he can see in the dark and has a 240 degree field of vision.

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 No.344138

Shitposting: IQ/Average

Defaults: IQ-4, Computers(Internet)-4, Anthropology(Memes)-4, or Herpetology-4

>>344064

More gurps memes plz

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 No.344147

>>344068

Is he wrong, though?

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 No.344158

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 No.344311

>>343903

There is still a trove in the PDF request sections.

Can anyone help me make a MiB amnesia light stick?

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 No.344327

>>344311

Hm, weird, I could've sworn it's in the Ultra-Tech, but it only has heavy-duty memory wiping machines that give you a complete amnesia. Anyway, if I were statting it as character ability, I would've made it as two afflictions, one giving Partial Amnesia(just for memory wipes) and another giving Delusion (to convince witnesses that they saw natural gas reflecting off the Venus). Both should also give stun. The one affliction that is cheaper will be Alternative Attack (cost is 20%, both variants can't be used at the same time). Modifiers should include Sense-Based (Vision), Extended Duration (Permanent), something to give it area of effect, Takes Extra Time and Accessibility for Delusion affliction (you need to talk to them to plant false memory). If it's truly like MiB, it would also require Cosmic (no resist roll). Then you have two ways to go after that - either apply gadget limitations to it, or if it's common in your setting and can be bought with money, you should use Metatronic Generators article from Pyramid 3-46. Now, look at this red light, please. Ah, you were asking about statting amnesia sticks? Sorry, you can't do this in GURPS. Try some other system, maybe. Disperse from the thread, people, nothing to see here.

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 No.344547

>>344327

Thanks, I'm going to use gadget limitations, sunglasses provide immunity to it. Gonna make a MiB/cryptid hunter setting, this will be useful

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 No.344648

>>343641

>What's your favorite edition of GURPS?

Isn't GURPS pretty much 4E central?

>What about your favorite supplement?

GURPS Vehicles. Despite the reputation, like the rest of GURPS, you're not supposed to go overboard just because you're using the book. It just gives you the tools to do whatever vehicle-related stuff you want. For basic stuff you don't even need the book.

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

Empire sim / kingdom running rules, maybe.

>>343698

A wizard did it. Or skip the wizard and just say it's magic. Heck, a monster had a freak mutation like in normal evolution, only it was a magic mutation and the monster became awesome and overran the ecosystem and made a new magic monster race.

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 No.344658

My favorite supplement is http://www.sjgames.com/gurps/books/fairbairn/ because it is an excellent example of misandry in popular culture because there is a Testicle Grab technique but not a Pussy Grab technique.

Being a woman in gurps is 100% advantageous because you are harder to injure for FREE. Men get no free advantages.

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 No.344677

>>344658

>Being a woman in gurps is 100% advantageous because you are harder to injure for FREE. Men get no free advantages.

Yeah, but depending on setting, owning a vagina may get you slapped with obligatory Social Stigma.

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 No.344692

>>344677

To make it fair, I reward female PCs 77% of what a similar male PC would earn.

Alternatively you can limit their strength, or remove the groin rule, but that isn't any fun.

>>344648

>Isn't GURPS 4e central?

mainly yes, but I wouldn't doubt there still being 3rd edition players and GMs who prefer it, for whatever crazy reason.

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 No.344724

GURPS was my first system, I miss playing it.

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 No.344781

File: 738edd88bf8a6f4⋯.jpg (200.49 KB,768x1024,3:4,trump grapes.jpg)

/tg/ should make a better version of GURPS.

Like a Living Rulebook.

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 No.344787

>>344781

I'm legitimately surprised that SJG hasn't released some kind of digital edition that compiles all the books into an easy to search format. You'd think that sort of thing might bring GURPS back into the public eye and make it easier for them to make some money off the license.

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 No.344789

>>344787

I've actually written an email to SJGames, asking about the possibilities of putting GURPS Character Assistant on Steam seeing how OGRE got released on the same platform. Got the "we've got nothing to announce at this time" type reply. Valve should tap into the /tg/ market with pdfs, having the ability to access them via mobile would be nice during sessions.

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 No.344791

>>344789

I once thought about writing them to give them idea to make a separate "Powered by GURPS" game out of Dungeon Fantasy that would attract new players, but I didn't went through with it. But they still have done that

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 No.344792

>>344787

>>344789

>>344791

Y'all already got all these books pirated. You could just condense that shit into a giant book with keywords to sort and filter by.

Like "I want every item and skill and whatever related to cyberpunk and fantasy" when you want to shadowrun

This is totally doable

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 No.344934

>>344792

Yeah, doable for GURPS players.

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 No.345019

SJGames' Warehouse23 is having a 23% discount on all GURPS items (physical and digital) for the holidays.

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 No.345173

File: bec8c8c8afd1151⋯.jpg (132.68 KB,800x600,4:3,800px-2B1_oka.jpg)

>>343903

Anyone else need anything statted?

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 No.345180

>>345173

Just vehicles and firearms right?

Can you make something similar to the revenant launcher from DOOM?

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 No.345183

>>345180

Eh, that's just an Innate Attack with Explosive and Homing modifiers.

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 No.345761

>>344792

Care to upload them? I'm too poor to, buy them

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 No.345870

>>344789

>GCA

>relevant

Stop.

Have you actually used it? I have, it was good like a decade and a half ago. Not now.

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 No.346081

Yes I've used it, and yes it's garbage. Doesn't mean they shouldn't try and fix it or try and get GURPS on Steam somehow.

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 No.346202

>>346081

GCA isn't something that SJ games does. They don't develop it. It's the work of one guy. They endorsed it and made it the "official" one. So no, that won't happen.

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 No.346256

>>346081

>try and get GURPS on Steam somehow

Fantasy Grounds module?

Goddamit this shit has lots of DLC. And I've thought new Paradox games and train simulators were bad.

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 No.347371

Wanted to buy GURPS because of Powers, but I took one look at the PDF and it seemed way to difficult to me. The game system is simple if the GM wants it to be but the whole Powers aspect confused me.

You design an advantage (like innate attack), apply the power modifier, but I don't see an explanation for how to roll any of it in game. Do I need to make a skill for every advantage? A pistol innate attack makes sense using Guns(Pistols) skill but a flame ray or an ice wall would need require me to design a fire ray or icewall skill? Thinking of getting GURPS for Christmas if I think I can actually figure out and run a game, my friend who told me about it months ago did it in jest telling me the game is near impossible to run.

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 No.347481

>>347371

To use Innate Attack (without Malediction modifier), take Innate Attack Skill, it has four specializations (Beam, Breath, Gaze, Projectile). For other advantages, read description to find what kind of stat roll it requires, if any.

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 No.347485

File: 4a74d03279c7a85⋯.jpg (202.61 KB,611x807,611:807,cover_lg.jpg)

Best GURPS book is Atomic Horror. Period. I wanna play trashy b movie horror.

Would like to see a GURPS take a bigger step in uploading pdfs of out of print stuff.

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 No.348048

>>347485

>Best GURPS book is Atomic Horror. Period. I wanna play trashy b movie horror.

How about Mars Attacks book?

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 No.348470

>>344018

GURPS Monsters has some cryptids statted, with multiple different takes on at least some of the creatures, IIRC.

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 No.348907

I am upset that nostrils, ear canals, anuses and vaginas are not hit locations for the finger-poke technique.

Or that there are no rules for using a penis as a less effective finger-poke technique.

>>344677

Yes and the free social stigma means they can spend those negative points on extra advantages.

>>344692

I think women should suffer the same groin rule. King of the Hill was misleading, getting kicked in the pussy hurts too.

If you want to buy it off there's a trait in Biotech for removing that hit location. Buying a limited version of that might reflect how women might be less sensitive there than men, though I honestly doubt it.

Maybe women should just be -1 to hit there (-4 total) because the -3 default assumes the balls are hanging so they're easier to hit (harder than an arm but easier than a hand or a neck or a face! I dunno about you but my face is actually bigger than my balls)

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 No.349052

Does anyone have a quick combat rule guide thing for GMs to use, like a cheat sheet? a couple pages of important things for a quick print and reference?

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 No.349544

>>349052

GM Screen?

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 No.349591

>>349544

If you have a pdf and think its adequate for combat id love that, google cant find me anything other than physical copies

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 No.349592

File: c172fa34533ddcc⋯.pdf (350.13 KB,1513209347622.pdf)

>>349591

Dude, either check the MEGA trove in pdf related, or go grab yourself a rutracker account, it should have most of the books

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 No.351660

holy shit this thread is dead slow, how many people are there here?

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 No.352180

>>351660

There's not that many people ion 8tg to begin with.

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 No.352628

>>352180

Yeah, seems like it. Happy New Years to all GURPS players out there!

I've been trying to use Powers for a cinematic comic book style superhero campaign, but now I've been getting really into Star Wars, so I want to use Powers to make a campaign around a similar setting. It's a lot of work, I wanna design some force powers, set it even longer ago in a galaxy even further away, so I can be more creative and add some lightweapons other than lightsabers, get used to some racial templates for basic droids and aliens and intertwine ALL of that with the Superhero theme, removing most of the Jedi/Sith aspect and expanding the powers of the force beyond telekinetic abilities.

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 No.352670

>>352628

> but now I've been getting really into Star Wars

Dude, check out Psi Wars. Do it. It's basically not!Star Wars, GURPS edition.

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 No.352678

>>352670

Nice, I like to try and be as original as possible but I'll take a look for sure.

Was thinking of calling the campaign SpaceAge.

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 No.352777

Anybody get a chance to read the new GURPS: Portal Realms .pdf?

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 No.352999

GURPS Supers and Banestorm are being reprinted via Amazon in January, can't wait to grab that, even if its greyscale.

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 No.353450

Anyone have any interesting parties they'd like to detail? My group of three Supers are still being mostly conceptualized but they still have the basic ideas

>Grizzly Bear with ice abilities and wrestling techniques, more details incoming

>Human with emotion-based light/dark abilities

>Human with natural DR that stores damage taken as 'die' to cap, which he can then use to add as damage to a thrust, height in a jump, move speed etc.

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 No.353562

>>353450

How did you stat the emotion based abilities?

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 No.353602

>>353562

Uncontrollable limitation B116; P106

She wanted to be kind of like DC's Raven, with a demon inside her. GURPS Powers details this in it's entry for Uncontrollable

>Anyone who takes uncontrollable must specify the 'intelligence' score that commandeers his ability: his subconscious or something else.(…)

>If the ability originates from a Demon or implanted AI, or another intelligence the user cannot fully control, it has it's own score and agenda determined by the GM (exactly as for an enemy).

We just need to agree on some sort of disadvantage that'd trigger her, roll a will save while she roleplays her character 'triggering'; should she fail, her 'emotional' powers manifest. A will roll would also be necessary to hold back the demon inside her should, for example, someone try to intercede his influence on the PC via exorcism or whatever.

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 No.353743

File: 825ea4ad8e17df1⋯.png (202.29 KB,1043x451,1043:451,Love Priest.png)

GURPS Dungeon Fantasy has Date Rape Cleric. He also has Holy Warrior of Love with Whip, Knot-Tying and Erotic Arts in skills.

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 No.354001

>>353743

Gonna need to access the trove again soon to see that in more detail. I never touched DF so I dunno exactly how to read this, are these advantages that you get within a certain 'point range' or whatever? PI 1 PI 2 etc

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 No.354044

File: 06f6980600b87ac⋯.png (134.22 KB,1485x495,3:1,Pissed off a mind reader.png)

>>353743

>Shapeshift others

Just imagine, a love god cult made up entirely of furries.

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 No.354093

>>354001

PI is Power Investiture, the advantage that clerics use instead of Magery to cast. Number is which level of PI you need to cast it (default DF cleric starts with 3).

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 No.355407

Anybody have tips for a good 'Horror' NPC? What advantages/disadvantages would a typical slasher monster like Michael Meyers have, and how can I make his entrances/disappearences truly eerie?

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 No.357599

anyone try to run GURPS in tabletop simulator?

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 No.357607

>>357599

No, but what for anyway?

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 No.357632

>>357599

If you're smart enough for GURPS, you're smart enough for MapTool.

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 No.357642

>>355407

Definitely check GURPS Horror. It has pretty cool Psycho Killer stats, with High Pain Threshold and Injury Tolerance (Homogenous), which will give him really unnatural toughness and will throw a curve-ball to any victim character who managed to get his hands on a gun. I personally would've added way more ST, though. High ST+swinging weapons=hilarity. In my campaign, one boss enemy, a high ST vampire, managed to disarm and dis-leg a character in a single turn with a sword, thanks to some very (un)lucky rolls on Hit Location Table.

>how can I make his entrances/disappearences truly eerie

For appearance, nothing beats silently emerging right behind the party, possibly with a mutilated, still living victim in a tow.

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 No.360077

GURPS Supers and BaneStorm reprints are out on Amazon in greyscale, has anyone played a banestorm setting?

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 No.362929

File: 1b58c38be63c0e9⋯.jpg (124.23 KB,1200x800,3:2,DeathBySnooSnoo.jpg)

Guys, let's acknowledge that women are able to grasp objects and lift them using their vaginal muscles. Record appears to be set at 31 pounds: https://www.huffingtonpost.com/2013/03/08/worlds-strongest-vagina_n_2837269.html

Human ST is average 10, so let's say that's ST 9 average for women, ST 11 average for men.

B17: ST 9 is Basic Lift 16, so 1 arm can lift 16 pounds in 1 second, 32 pounds in 2 seconds.

So this woman's vagina appears to be as strong as her arm!

I see two approaches:

1) Extra Mouth (B55) with Temporary Disadvantage: Weak Bite (B161) and Missing Teeth 2 (Pyramid 3/100 pg 32) for -4 to damage.

2) Extra Arm (B53) with "No Physical Attack"

In both cases I would say add "Switchable +10%" because it is basically possible to make it "vanish" by the closing of the legs. In both cases it should also have "Temporary Disadvantage: Bowlegged (B165)" reflecting how the legs are spread to utilize the grappling device.

I'm thinking that "Arm" is the better approach because to reflect normal women having vaginas weaker than their arms, you can take the "Weak" limitation but there is no way to reduce the ST of an Extra Mouth unless you house rule that the "Weak Bite" limitation also reduces Lifting ST and not just striking damage.

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 No.362938

>>348048

I don't have the Mars Attacks book, but I imagine this book and that one would go together like peanut butter and jelly.

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 No.362969

File: e13791cec2e28e9⋯.jpg (49.08 KB,540x720,3:4,jazzstop.jpg)

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 No.363654

File: 71022d58660902c⋯.gif (1.37 MB,500x280,25:14,Trilobite sends out tentac….gif)

File: 3a7f170e98a413a⋯.gif (1.98 MB,540x222,90:37,Trilobite impregnates Last….gif)

>>362938

speaking of aliens, how would GURPS handle tentacles being forced into the mouth of someone who wanted to keep their mouth shut?

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 No.363657

>>363654

For gifs related?

Grapplecheck, then pin check. Might have to homebrew a face impregnation power.

So that would mean:

<First turn ~ Grapple

>Monster has to have at least one hand free, and be in melee range

>Each attempt requires attack, all out attack, or move and attack maneuver.

>Roll against DX or Grappling skill if you got it.

>He then has -4 to DX, and can't move until he breaks grapple.

<2nd turn ~ Pin

>Roll contest of str. Monster should get a +3 mod for each point size bigger.

>fighter with most free hands gets another +3

>If monster wins, proceed with face raep.

>I'd suggest making that another str contest check for the skill.

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 No.363710

File: 5b1237f574b8f70⋯.jpg (180.66 KB,800x557,800:557,mars-991.jpg)

GURPS Mars Attacks! completely bamboozles me. On one hand, it's really well written - lore, stats, everything. On other hand, I just can't see a way to get anyone to take the subject matter even semi-seriously.

>Hey guys, let's run Mars Attacks campai…

<ACK ACK ACK! ACK ACK! ACK? ACK ACK!

If only they were able to get their hands on XCOM franchise instead.

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 No.363726

>>363710

As a Mars Attacks campaign would be tricky. Even serious, it would be a pretty run-and-gun adventure. Plus the cards were pretty cheesy too. But yeah, GURPS XCOM would be amazing.

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 No.363727

>>363710

>>363726

So why not just take the Mars Attacks rules and turn them in to Xcom? Shouldn't be hard.

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 No.363765

>>363726

GURPS version is also quite cheesy, but not as cheesy as Tim Burton's movie. At least they are defeated by reverse-engineering their tech (and some help from yet another aliens who were pissed off by Martians), not by dreadful country music.

>>363727

At this point it would be easier to homebrew your own X-Com. Most of the Mars Attacks stuff is setting specific, though there are plenty of things that can be used.

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 No.363766

File: d75f072bf674e52⋯.png (Spoiler Image,226.44 KB,1064x1768,133:221,809478592037489052.png)

>>363710

<ACK

That is exactly what would happen, yes.

Spoiler for ancient lewd screencap.

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 No.366434

I don't want to see Mars Attacks until we get GURPS stats for Attack of the Killer Tomatoes, including the cartoon and Tara Boumdeay so I can calculate how many Control Points her vaginal grip has.

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 No.366783

File: f5193c3ebb486a5⋯.png (54.39 KB,426x289,426:289,GURPS ST, Mass, Move.png)

>>362929

>Human ST is average 10, so let's say that's ST 9 average for women, ST 11 average for men.

GURPs deals with this already. Page 19 of GURPS characters. If you want a more accurate strength for an average women you buy -1 or -2 ST, but you don't buy +1 to get the accurate strength of an average man.

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 No.366968

File: 9854f215b782478⋯.png (890.51 KB,720x960,3:4,02fba9e4c25074149ede49c027….png)

File: 31d377e4f8d71ea⋯.png (178.82 KB,507x912,169:304,virtuous maid.png)

Gotta love David Pulver. First he made Monster Slaver for DF, a template that specializes in selling catgirls to sexual slavery, and now he gives us this. And then there is Bio-Tech, which is pretty much GURPS Magical Realm.

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 No.367379

>>343761

A better explanation is a mutation or disease that prevents the metabolisation of certain proteins, resulting in a craving and sub-optimal self-control which gets worse over time but can be controlled by taking copious amounts of supplements.

It would introduce a sort of haves/have-nots scenario, with major cities succumbing due to greater population density

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 No.367479

>>366968

>monster slaver

What book is that in?

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 No.367481

>>366968

Nevermind, found it. Pyramid 3-47. You weren't kidding about selling catgirls.

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 No.367584

File: f33a105163942dd⋯.png (70.3 KB,397x317,397:317,CpRdQ56.png)

File: 176a53099ec48fa⋯.png (41.9 KB,336x340,84:85,kUkTRyt.png)

File: 827e191086690b7⋯.png (58.53 KB,604x282,302:141,TNiLKD0.png)

Am I doing this math right for a 10-megaton nuclear warhead?

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 No.367595

File: 231e3aaa2583211⋯.png (634.13 KB,1534x1845,1534:1845,IMG_0564.PNG)

>>367584

No. A 10 megaton nuke is puny compared to what you drew up.

This is a 10 megaton nuke.

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 No.367596

File: bedfcf8d34c3b0c⋯.png (643.61 KB,1535x1841,1535:1841,IMG_0565.PNG)

>>367595

And this is a 100 megaton nuke.

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 No.367597

>>367596

>>367595

You say that, but at the same time, I can't see where my math went wrong. Apparently in GURPS nukes are absurdly powerful…

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 No.367598

>>367595

If a 10 megaton blast goes off in Albany, do the clams get steamed?

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 No.367631

>>367584

no and you need to move the blast radius south. a lot south

like, tacos shitty water and third world shit hole south

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 No.367632

>>367598

No, but the hams do.

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 No.367677

>>367597

I did some calculations using explosion formula from Basic Set, and 10 megaton nuke gave me an explosion radius of 117 kilometers, which is still way too much, but definitely does not covers entire North America. I guess Spaceships is just fucked in the head.

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 No.367681

>>367677

Okay, I checked my math even further, and I got some interesting results. According to BS, 10-megaton nuke has roughly 6d*9000 explosive damage (disregarding other factors). This is roughly 31500 damage at ground zero (3.5*9000), but at 10 kilometers it gives around 1 damage. However, according to nukemap:

> Air blast radius (5 psi): 9.99 km (314 km²)

>At 5 psi overpressure, most residential buildings collapse, injuries are universal, fatalities are widespread. Often used as a standard benchmark for medium damage in cities.

So nukes are actually underpowered in GURPS!

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 No.367718

>>367681

Huh. In GURPS Spaceships a 10-Megaton nuke does 6d*20,000 decade-scale crushing damage in atmosphere, without even getting into the burn damage.

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 No.367758

File: d923359a6c6d66e⋯.jpg (24.37 KB,267x263,267:263,485percent.jpg)

I've been thinking, getting a bunch of Accessibility limitations is a great way to save on costs. You can just stack as many as you need to get to -80% no matter how many enhancements you want. I know Afflictions can get pretty costly if you want to give Advantages to people, so this would be a good strategy instead of taking Costs Fatigue or Limited Use or Preparation Required.

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 No.367762

>>367677

>>367681

>>367718

Disregard that, I fucked up my math by missing three zeroes in my calculations (so I was talking about 10 kiloton bomb instead of 10 megaton). It should actually do 6d*283000 cr ex damage, which means 33 damage on average at 10 kilometers away from ground zero, which is consistent with "injuries are universal, fatalities are widespread". It deals 13 damage on average at 25 kilometers, which is also sort of consistent with nukemap - it mentions light injuries at this radius, however it says that the injuries mostly come from broken windows. So, GURPS more or less wins this round.

>inb4 someone will use this conversation as proof that you need to constantly solve cubic equations while playing GURPS

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 No.367763

>>367758

Accessibility limitation is its own punishment. It's same as with disadvantages in general - it's both a license for GM to fuck your character's shit up, and a handy guide on how to do it.

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 No.367807

>>367763

-485% allows the imparting of 40 CP of advantages for the cost of a 2-point Affliction. As for requirements you can just engineer the situation, pick the proper target. With Permanence +150% you're still looking at 25 points of permanent advantages for your new minions, and you can repeat it! Works better with modular abilities or variable enhancements where you can alter what you Afflict.

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 No.367816

>>367807

>As for requirements you can just engineer the situation

Then how is it different from Costs Fatigue or Limited Use or Preparation Required?

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 No.368073

File: f2a9972d66c76fb⋯.png (92.09 KB,639x427,639:427,Ugh.png)

File: a849c3e920f053b⋯.gif (132.97 KB,311x366,311:366,P6XduSJ.gif)

Problematic.

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 No.368123

>>368073

It says right there not to use it if you don't want to, faggot.

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 No.368129

>>368123

>>368073

Also you get 10 to 20 points which is enough to buy Common Sense.

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 No.368225

>>368073

What more problematic is using proper grammar

>when player does X, HE should Y

Instead of the fucktarded "they"

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 No.368349

>>368123

Ah, but it makes it even more problematic, you see. Not only they are implying that womyn are worse than penis-owners in real life, they are also patronizing them over that fact - "ohoho, you silly girls, don't worry about being shittier than us men in real life, you can still become a fighting fuck toy here in our game". Of course, no girl actually plays GURPS, as it embodies everything that is wrong with the hobby - it is intentionally a rules-heavy system, which means it is made to keep the girls out, it has plenty of problematic content , it squanders its potential to explore the issues of transgenders and genderqueers by treating it as cheap fetish material, they actually condone rape and sex trafficking in the game, and finally, Steve Jackson Games is a disgusting white men's club - do you know any womyn, LGBTQ people or people of color working on GURPS? We will never see more girls in our hobby when such toxic systems still exist, and that's horrible.

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 No.368352

>>368073

>GURPS has sections discussing matriarchy/communism/other leftist shit.

>Doesn't actually promote it as better than da ebil capitalism

>GURPS Cyberpunk flavor text suggests not having corps being the only evil ones, but the social ugliness coming from too many people being able to vote on whatever they want. Yes, it suggests that poorly informed Democrats can fuck the world.

>Social Privilege is an advantage in the game, but it only counts for actual privileges like being a well recognized rock star, related to a well connected politician, or other actual privileges other than being a huwhite male.

>Autistic level of rules ensure it won't become some diceless story-telling circle jerk shit.

Anyone can shit on GURPS if they want. I love it.

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 No.368462

>>368129

females get a free advantage that men need to pay points for

>Injury Tolerance (No Vitals; Partial, Vitals, Groin only, -60%)

see GURPS Bio-Tech page 172.

Men need to pay points for "testicle tuck", it's FREE for women. So women are always better to play.

Men get no free advantages like this.

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 No.368488

>>368462

Or you can just buy a cup in any sporting goods store. And if they don't exist yet, then you can just tell woman Social Stigma (Valuable Property) to stay in the kitchen.

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 No.368493

>>368488

All female PC must have Duty (Kitchen)

All male PC must have Dependant (Sandwich)

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 No.368525

File: f8b5e49605102d2⋯.png (45.98 KB,594x635,594:635,brainwashing_fnyAh6m.png)

>>367758

>Accessibility limitations is a great way to save on costs

They are a great way to give yourself a challenge, but see below.

>>367763

>Accessibility limitation is its own punishment. It's same as with disadvantages in general - it's both a license for GM to fuck your character's shit up, and a handy guide on how to do it.

If the GM respects your character concept, then the GM wants to see your character exercise particular powers, and the GM will not frustrate you from using your agreed-upon powers.

If the GM has severe psychological problems, the GM will promise to respect your character and then break all agreements unilaterally. The only solution is to be on the lookout for severely insane GMs and to be ready to drop their campaigns at the first sign of insanity. RPGs attract some very sick people. Don't be a victim.

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 No.369118

>>368525

If GM allows your limitations, but does not makes sure they come into play, then he's a pushover. Disadvantages and limitations should limit you and put you at disadvantage, not serve as free source of points.

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 No.369121

>>369118

This. If you DM GURPS, make a special note of their disadvantage and make them suffer for it. A disadvantage should be something they want to overcome, if possible, as soon as possible.

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 No.369141

>>369121

Removing a disadvantage is a pretty good plot hook too for experienced PCs. Removing that Dependence(Alcohol) can be more daunting to PCs than any other storyline.

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 No.371155

File: e26af5b9484a407⋯.pdf (73.77 KB,NPCFillable.pdf)

File: 3b9935009b37394⋯.pdf (177.17 KB,NPCs1.pdf)

Anyone wanna create and throw around some NPCs?

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 No.373393

File: 59e5b219737df16⋯.mp4 (4.37 MB,854x720,427:360,59e5b219737df162ebe329a830….mp4)

http://www.sjgames.com/general/guidelines/authors/style.html

>gender/sex. "Gender" refers to social identity; "sex" refers to physical characteristics. Do not confuse these! Phrases such as "both sexes" or "the opposite gender" are beginning to be seen as marginalizing of nonbinary genders; avoid them where possible and acknowledge the oversimplification where it is not. We now accept "they" as an acceptable pronoun for a single person whose gender is unknown or who presents outside the usual gender binary; "they" takes plural constructions even when it refers to a single person. This is a constantly evolving area of language and we are not trying to stay 100% au courant; consult your editor before including something more outré.

Another one bites the dust.

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 No.373396

>>373393

> "they" takes plural constructions even when it refers to a single person.

Why not just use "it". Not only more grammatically correct but also accurate description of xir

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 No.373397

>>373396

"It" is used for inanimate objects and animals in English.

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 No.373400

>>373397

even more reasons to use it.

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 No.373404

>>373393

Maybe gurps will accurately simulate taking HRT and have rolls for dilation and resisting suicide urges?

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 No.373417

>>373393

Well, at least we now know the stopping point for anything from steve jackson.

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 No.376344

File: cc3deeb56c2db9e⋯.jpg (83.5 KB,600x488,75:61,gurps_hitler.jpg)

What power level do you guys prefer to run your games at? 250 points seems broken beyond all measure to me, so I usually run starting at 100.

I'm interested in running a high-tech game on 50 points but I'm worried that would turn it into a game of points-cheesing for the kind of people I play with. They'd probably all end up as murderhobos, but just really ineffective ones.

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 No.376373

>>373417

What a shame.

I wanted to one day assemble a collection of every GURPS book.

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 No.376409

File: a90d0ff4a64e6f6⋯.jpg (96.84 KB,500x333,500:333,cheetalel12.jpg)

>>373393

its reassuring in a way

>Im going to write a rpg with all male pronouns and enjoy the fuck out of the free advertisment.

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 No.376464

I'm assuming DFRPG is acceptable here

DFRPG removes shield DR and HP, and the only way I can find to damage or destroy a shield is to set it on fire. This gives a moderate penalty to the wielder, but it takes weight seconds to destroy it. Thus, unless I'm mistaken, a simple wooden shield can block anything with no issue unless it sets it on fire. I already thought shields were a little too strong in GURPS, but this makes them even better. The way this is balanced, only allowing one block per turn, I also dislike as it doesn't make any sense logically. For the most part I like DFRPG, but this seems to be a purely negative change.

Can you folks think of any reason not to simply include shield damage from GURPS? Shields are still extremely useful, but you can't block beams of intense heat or blows from giants forever.

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 No.376538

>>376464

As an alternative to ST/HP curbing shield strength can be done by giving a penalty depending on damage taken porpotionally to the blocker's strength. The formula could be the same as knockback, with a -1 or -2 to blocking on the next turn to simulate a shield being knocked away.

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 No.376623

>>376538

How would shields interact with projectiles, magical or otherwise?

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 No.376656

>>376623

That's a harder thing to answer, or at least provide an original solution. You can QC DX before the block to represent placing your shield in the right area, or just assign a skill penalty depending on the speed/range of the projectile. Another GM solution is simple and effective to deal with shields, flaming arrows. Roll damage for the arrows on a block, and if it's above a certain amount the shield will catch. Let players try and put it out if you think it's too much of a cheese, though.

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 No.376660

>>376464

A lot of the fiddliness with the shield damage rule from the Basic Set comes from the fact that you have to keep track of whether the difference in success or failure was made by the shield's DB. Maybe just apply shield damage on a successful Block (and only on blocks), regardless of margin of success?

I don't use shield damage in my games, but that's because I use the much more sensible shield values in Low-Tech rather than the ones in the Basic Set. The lightest shield in the Basic Set has more DR than the heaviest in Low-Tech, it's bananas. If I used shield damage, the shield would be torn to shreds after one good scrap. Realistic, but kind of disrupts the flow of the campaign if they need to go back to town to buy a new plank after every fight.

As an aside, if you think blocking only one attack per turn is unrealistic, Martial Arts suggests allowing multiple blocks at -5 per block after the first. It's only slightly harder than parrying more than one attack with the same weapon (which increments in -4's), presumably because the shield is slower to shift in the same timeframe.

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 No.376684

File: f4991b3dc85aa11⋯.jpeg (39.42 KB,602x452,301:226,churchcatgirl.jpeg)

>>368462

>Men need to pay points for "testicle tuck", it's FREE for women. So women are always better to play.

However, I have yet to see a GURPS campaign with catboys.

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 No.376751

>>376464

I'd say, just use shield damage, but ignore damage from piercing/impaling attacks so you don't have to bother with multipliers (can't remember if shields are Unliving or Homogenous). Maybe just say that piercing/impaling attacks deal straight 1 point of damage.

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 No.376753

>>376464

>The way this is balanced, only allowing one block per turn, I also dislike as it doesn't make any sense logically.

Isnt the logic that actively blocking is bashing the incoming attack and the shield otherwise just passively boosts your other defenses?

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 No.376781

>>376753

Yes, DB applies to all active defenses.

>>376751

This is a good solution, you can also apply BFT to his arms for strong enough cr attacks.

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 No.376782

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 No.376783

>>376782

Blunt Force Trauma

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 No.376785

>>376783

Ah.

I like the damage but not for piercing/impaling idea.

How should large amounts of say, fire damage effect wooden shields?

There's already a burning thing as mentioned earlier, but what if the blocked damage is something really high, say 20+? This would imply an extremely hot fire. Now I have to find the effects of blowtorches on wooden boards, I guess.

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 No.376790

>>376785

You can do things however you want, but I'd say flaming arrows do their damage as a follow-up or linked ability, the arrow does as much damage as it does (as a normal arrow) and depending on where it hit and how much damage it did, the flame could snuff out immediately (let's say, lowest damage rolls) it could begin to catch at the arrow shaft (low to medium damage rolls, requires a ready or free action to break the shaft or pull out the arrow), the shield could begin to catch (medium dmg rolls, requires a full turn to pat out), or the shield can completely enflame (highest dmg rolls, need to remove shield or it'll spread to the arm if you cant snuff it out, to snuff out you need enough water poured onto it, or a large enough cloth, shield is practically ruined even after thr slame is snuffed, maybe a -1 to DB and/or describing it as brittle with an arbitrary amount of damage that it can block before it outright breaks.) Do things however you want, I'm just putting things out there. Sidestepping archery however, you can add shieldbreakers: NPCs with bearded axes that can "grab and pull" somebody's shield from a yard away and onto the ground. Hell, after years of dealing with adventurers some monsters might have oils to coat their weapons with. Even the smallest wick can turn deadly with propellant.

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 No.376800

>>376751

Shields are Homogeneous. Unliving is only for things that aren't alive but still have components that differ in function - Cars are Unliving, a steel block is Homogeneous.

>>376790

You can also bring in grapplers and close combat fighters to make the players take DX penalties while wielding the shield in close combat. Grabbing a shield is at -4 plus the shield's DB - anyone with their shield grabbed can't add the DB to their defences and can't block until they break free.

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 No.376851

>>376800

Yes, it is -4+DB to grab the shield, but can't you grab the arm at -2+DB which causes the same penalty to use it and you can still wrest control of it next turn?

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 No.376896

>>376851

I can't find anything about adding the DB to grabbing the arm itself. The penalty to hit an arm with a shield on it is -4, according to B399, presumably halved to -2 because it's easier to grapple than strike (B370). You take a -4 to DX on the body part being grappled, which would only translate into a -2 to Block, whereas grabbing the shield directly prevents blocking at all and negates the shield's DB. As far as I can tell, the arm's easier to hit (unless it's a large shield), but you're forcing less penalties. You could house rule that having your arm grabbed prevents the use of the DB, I suppose, but I can't find anything in the Basic Set or MA to support that.

I'd extend the +4 for having the shield strapped to your arm in the Quick Contest to break free to the Regular Contest to try and take the shield off you. Same applies to being forced to drop it.

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 No.376970

File: 1df75ddbf13a0b8⋯.jpg (471.82 KB,620x877,620:877,extraAttack.jpg)

Let's talk a little bit about extra attack. Suppose you have some twitchy cyberpunk street warrior who can attack twice per second. Does he need "enhanced tracking" from page B53? I would say, yes, give him level 1, and let him blast away with a gun in each hand.

>Enhanced Tracking

>5 points/level

>You can “track” more than one tar-

>get – whether with a built-in sensor

>array or eyes that can swivel inde-

>pendently, like those of a chameleon.

>An Aim (p. 364) or Evaluate (p. 364)

>maneuver normally applies to a single

>target. Each level of Enhanced

>Tracking allows your maneuver to

>apply to one additional target. You can

>only track targets that you can detect,

>and you cannot Aim at more targets

>than you have ready weapons to Aim

>with.

But let's go deeper. A cyberpunk *might* have innate attack - an implanted laser cannon that discharges through the left eye, for example - but most street punks are just going to fight with their hands. A hardcore cyberninja might have three extra attacks (right hand, left hand, right foot, left foot) but they might all be melee. I would hate to have a character pay for extra attacks and then not get a chance to use them. No point having three extra attacks when you can only fight with a right-hand gun, a left-hand gun, and a skull-mounted laser.

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 No.376975

File: c16baab81acb063⋯.png (401.08 KB,966x799,966:799,ripsnakeScreenshot from 20….png)

>>376970

I might be reasonable to have a cyborg with four arms for four gun attacks. Certainly the Ripsnake is well-known to Walter Jon Williams fans (as the "Weasel" from _Hardwired_).

>Accelerated Reflexes (TL10)

>A system of electronic nerves and computer

>hardware

>that replaces large sections of the nervous >system.

>Statistics: Extra Attack 1 (Temporary >Disadvantage,

>Electrical, -20%) [20]. 20 points.

>Availability: Radical procedure (major at TL12).

>$50,000. LC2.

UltraTech p. 212

>Ripsnake

>Statistics: Extra Attack 1 (Ripsnake Only, -20%) [20];

>Impaling Striker (Cannot Parry, -40%; Long, +1 SM, +100%;

>Temporary Disadvantage, Electrical, -20%) [12]. 32 points.

>Availability: Major procedure. $26,000. LC2.

UltraTech, p.214

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 No.376978

File: e0aab3256e4e27a⋯.gif (19.97 KB,192x192,1:1,German science is the best….gif)

File: 5c53d61ec87dc23⋯.png (284.27 KB,640x321,640:321,Wolfenstein3D mutant.png)

>>376970

Dude, Extra Arms (-80%, Weapon Mount) costs 2 points. So now you can mount additional guns in your wrists, or even in a chest!

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 No.376989

>>376970

Enhanced Tracking is only for Aiming at two targets at once. If I was making a twitchy cyberpunk street warrior I wouldn't Aim unless I absolutely had to. I'd save the 5 points from Enhanced Tracking and pump them into Dual-Weapon Attack, which would buy off the -4 for attacking with two weapons at once. Add an extra point for Off-Hand Weapon Training (or Ambidexterity), and you're firing two guns at two different targets at no penalty. If you've got Gunslinger, you're even adding Acc to that, but let's keep this 'realistic' for the giggles - Extra Attack 1 is purchasable by a normal human, representing "unusually good co-ordination."

A DWA counts as a single attack, so doing that frees up your other attacks. Extra Attack 1 might mean firing a machine pistol in each hand at separate targets at no penalty, followed up by chest laser, or double side kick (Rapid Strike + Telegraphic Attack means two kicks with the same leg at -2), or ripsnake, or whatever other nasty cybertricks you have up your sleeve.

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 No.376990

File: d45de8a87baa48e⋯.jpg (23.08 KB,250x250,1:1,1361880585007.jpg)

>>376989

>Telegraphic Attack

I seriously hope you DO NOT use it outside of punishing All-Out Attacks and attacking unaware enemies.

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 No.376992

>>376990

The mooks in my action games go for AOAs pretty much all the time, both to give low-skill goons a fighting chance at touching the PCs and to allow sweet Telegraphic followups. Of course, if you've got the skills or the technique to soak the -6 for a Rapid Strike you're golden.

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 No.376999

Do magical staffs reduce the range to a target by two meters, or the range penalty by two steps? DFRPG literally says both, and I think GURPS magic says both as well

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 No.377000

>>376999

Regular-type spells do not use range penalty table, instead their range penalty equals the distance to target in yards.

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 No.377002

>>377000

So do they not affect the innate attack (projectile) or (beam) skills at all?

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 No.377003

>>377002

From Basic Set:

>Pointing with a staff reduces the range to a distant subject by the length of the staff.

It affects any spells, but effect is less drastic with projectile spells - it may reduce range penalty by 1, while for regular spells it always reduces penalty by 2.

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 No.377006

>>377003

From DFRPG Spells

>Pointing with a staff reduces the range to a distant subject by the length of the staff. This is valuable for Regular and Area spells: A one-yard version (e.g., baton) shaves ‑1 off distance penalties, while a two-yard one (e.g., quarterstaff) eliminates ‑2.

It gives two different definitions in the same paragraph.

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 No.377007

>>377006

I don't see any contradictions.

>Pointing with a staff reduces the range to a distant subject by the length of the staff

For regular and area spells it means eliminating -1/-2 to range penalties. For projectile spells, it may push it into the closer range band. For melee spells it gives Reach 2.

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 No.377009

>>377007

This is because the spell originates from the baton or staff itself, held out from the caster.

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 No.377011

>>377007

>For projectile spells, it may push it into the closer range band

But it doesn't say that, it says distance penalties. If they eliminated the word "penalties" from the third sentence it would be clear, but there are cases as you say when it's inaccurate to say it shaves "-1 off distance penalties" if the first sentence is accurate.

Regardless, I think it's clearly meant to be -1/2 to range, and I'll treat it that way, but the inclusion of "penalties" there is bizarre.

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 No.377013

>>377011

>This is valuable for Regular and Area spells: A one-yard version (e.g., baton) shaves ‑1 off distance penalties, while a two-yard one (e.g., quarterstaff) eliminates ‑2.

They are talking specifically about regular and area spells here. Note the colon.

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 No.377014

>>377013

Ah, you're right. Thanks for the clarification!

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 No.377048

File: 26ac4f4e110e22d⋯.jpg (181.54 KB,500x650,10:13,transhumanspace.jpg)

>>376978

>mount additional guns in your wrists

I never would have thought of that. It is extremely transhuman. And extremely affordable - good for gritty street-level campaigns.

>>376989

>Enhanced Tracking is only for Aiming at two targets at once. If I was making a twitchy cyberpunk street warrior I wouldn't Aim unless I absolutely had to. I'd save the 5 points from Enhanced Tracking and pump them into Dual-Weapon Attack, which would buy off the -4 for attacking with two weapons at once. Add an extra point for Off-Hand Weapon Training (or Ambidexterity), and you're firing two guns at two different targets at no penalty. If you've got Gunslinger, you're even adding Acc to that, but let's keep this 'realistic' for the giggles - Extra Attack 1 is purchasable by a normal human, representing "unusually good co-ordination."

That response shows me how shallow my understanding of GURPS truly is. I should have learned GURPS combat better before presuming to design this. But you have shown me the way.

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 No.377148

first time GM here: I want to make a Kelpi but am having trouble working out one key aspect, i want the waterballs it spits to leave water where it hits. I've already worked out the waterball innate attack, but i'm unsure if I should Link (Create: Water) or simply make it a nuisance effect, or not even bother doing anything but the waterball

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 No.377155

>>377148

Nuisance look good, though unless your players will be seeing the stats, you should just take "it just werks" approach to designing your monsters.

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 No.377330

>>377148

What is the water going to do when it hits the floor? If it's just going to make the floor slippery then I wouldn't even bother statting it out, just put a note by the stat block that it makes bad footing in a certain radius wherever it hits.

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 No.377821

>>377330

Well, one my PCs have a surge weapon so I was planning on it added 1d of damage hitting a wet target. Should also add that the Kelpi is his steed, albeit temporarily.

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 No.377941

>>349592

Mega trove is unavailable

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 No.377971

Check the share thread for updates on troves. Just snagged a copy of Mars Attacks! for 5 bucks at Half Price Books. Cover was damaged a bit but the pages are fuckin' pristine. It's a decent world supplement and seems like a fun adventure setting. The entire book is really campy with great artwork (Topps probably provided the artwork) and some fun ideas, my favorite being how the Martians were fascinated with Earth insects and experimented on them, sending them to terrorize the humans with Martian control collars and an unlucky Martian "handler" that's there to keep the bugs focused. Either the handler (who uses a remote controller for the bug collar) or the collar itself can be targeted to possibly turn the insects against the Martians.

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 No.379527

File: dba2a1e6602505d⋯.pdf (649.5 KB,1528764827890.pdf)

File: a90366292d8da4d⋯.png (53.52 KB,361x361,1:1,14173612928000.png)

PULVER DOES IT AGAIN

And yes, they have lamias as well.

>>377941

There's a new one.

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 No.379528

File: 1c5bf9637a74c63⋯.png (237.23 KB,729x908,729:908,Безымянный.png)

>>379527

Whoops, forgot pic

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 No.381226

Help me not be a munchkin

I'm playing a wizard in DFRPG and the template makes eidetic/photographic memory (one of them, obviously) mandatory. This is VERY munchkiny in my opinion, and my GM and I are discussing how to go forward after I asked to see a spellbook to ensure the spells I wanted were there before I rented it and I simply memorized the text to learn later as well as memorized a significant portion of the NotNecronomicon as it burnt (with my create fire spell) with the aid of resist fire.

I don't want to be a munchkin and ruin other's fun, but the former made sense from every angle (in character I am broke, likely to leave town soon and thus would need to study on the move, and have a low opinion of the organization whose book I used) and the latter I found to be hysterical. I'm encouraging him to ignore RAW (which pretty plainly state details can't be forgotten) and have it do whatever he thinks would be best, but he seems to be conflicted.

Any advice?

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 No.381534

>>379528

what pyramid is it in?

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 No.381553

File: f66a09886a0415a⋯.webm (3.66 MB,1920x1080,16:9,tfw_no_lamia_gf.webm)

>>381534

PY 3-115: Technomancer

>>379527

The half snakes are more like medusae rather than lamias; they don't have the tail.

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 No.382774

Holy shit I just discovered Gurps Calculator and it's fucking amazing. Why doesn't something like this exist for every system? With near zero effort if you already use GCS you can let your GM import all the sheets there and have one page where he can see and roll against anything they have, making secret rolls trivially easy.

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 No.382780

>>382774

It's also very mobile friendly.

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 No.382825

File: 6df9f9b43095b11⋯.png (817.44 KB,1600x1300,16:13,__wyrm_monster_girl_encycl….png)

>>381553

Pulver half-assed it again. There's a hit location table for lamias in Basic Set, for fuck's sake.

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 No.382826

>>381226

If all wizards have Eidetic/photographic memory, mage guilds would know it, and take appropriate measures. GM should have said, "The table of contents is listed on the cover. The book is magically sealed until you pay the deposit fee." On the other hand, going full munchkin is in-genre. I'd start giving your character quirks or disadvantages for reading the the Necronomicon and having a photographic memory.

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 No.382827

>>382826

>The table of contents is listed on the cover. The book is magically sealed until you pay the deposit fee.

>magical DRM

Are there ransomware curses too?

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 No.382829

>>382827

I think it could be done, yeah.

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 No.382830

File: f0b448d305a5877⋯.jpg (195.04 KB,760x596,190:149,penpals.jpg)

>>382827

First of all, the only mandatory advantage in Wizard template is Magery (and Energy Reserve in DFRPG). Also, nothing in Eidetic Memory description says that it allows you to perfectly memorize the text just by skimming through it while the book owner is standing right next to you and getting progressively angrier. How much you recall from it still depends on IQ roll - granted, you have IQ 15 at very least, but it is still to GM's interpretation. I would personally rule that it's like recalling an obfuscated source code after looking at it once.

>>382827

As you open your spellbook, you see that the pages are pitch black, with red words scribbled on it in foreign language: "This book was magically encrypted because it contains verboten magic and sonnets about sodomy. To decrypt it, send three hundred gold coins to the hoard of the dragon named IKHihIILhokjOI896HKkjhukjkhlknklhHIUONHiukbiuH879HKh69Hih8HJOh".

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 No.382831

There's a Kickstarter going on right now for a third-party DFRPG module. Douglas Cole, the author of Martial Arts: Technical Grappling, The Deadly Spring, The Last Gasp, and some other Pyramid articles, is converting a 5e module to DFRPG. It has already reached the funding goal, but more sales are always good. https://www.kickstarter.com/projects/2101297466/hall-of-judgment-a-dungeon-fantasy-rpg-supplement

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 No.383482

>>376990

>not using 2 setup attacks to compensate for the +2 to enemy defensive so you can then Committed Telegraphic attack the enemy's skull.

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 No.383606

>>383482

Honestly, there's so many options in MA, and so few people I know who play, that I have no clue what the 'optimal' tactics are. I suppose that's kind of a good thing. Up till now all of my characters have known techniques and combat skills based on what fits with their character, and I don't know if I could keep that up if I knew that there were inherently better ways to fight. I'm kind of a power gamer like that.

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 No.383677

>>343761

>What about a disease that alters human DNA, or chromosomes

Up to that point, you've got FEV (or the strain of it used in hyperconcentration at Mariposa to produce Super Mutants).

>making them insane

Add in that part, and you've (more or less) got the most prominent effect of trying to apply that hyperconcentration of FEV to someone who's already got another strain of FEV in their body.

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 No.383678

What do you do to take out the way that any time your character gets anything that mechanically disadvantages him, it's essentially a level drain, and that any time your character gets anything that gives him a mechanical advantage, potentially even just including buying new equipment or making friends, it has to be paid for with XP and is generally treated as part of your character's level?

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 No.383756

>>383606

The closest thing GURPS has to optimal tactics is TL5 gun combat, where the combination of high dodge and a basic armor makes you extremely hard to hit, and Winchester rifles and Colt SAA cavalry revolvers are pretty much a must have weapons. Melee combat has so many factors and variables that it is impossible to have optimal tactics - different enemies require different approach, different characters require different playstyles, tactic that works against knight in plate armor will likely not help you against several unarmored zombies, and a duel between two swashbucklers will be drastically different from the fight between a swashbuckler and a barbarian.

>>383678

What's the point of taking it away? That's just how the system works. It's like asking how to remove classes and levels in D&D.

>it has to be paid for with XP

It is not. If you picked up a sword in a dungeon, do you have to pay for it out of your pocket? No, it just means that the overall "worth" of your character has increased. Same here. If GM wants to bestow your character with a new contact or ally or ability, it means he also increased your character's point cost. If your character had lost his leg, it is exactly the same as losing the money gambling - tough titties.

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 No.383768

>>383756

Oh, well "it has to be paid for with XP" was really the key thing.

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 No.383827

>>383768

Not him, but I'm not really sure where you're getting GM-assigned disadvantages being level drains, either. The point value doesn't really mean anything in terms of game balance. A 250 point barbarian with Gigantism and ST 20 is going to beat the piss out of a 250 point merchant with all his points in IQ, Wealth and Contacts.

If said merchant gets his leg cut off in the fight, he's now a 230-point character for having Missing Leg, but it's not really a level drain.

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 No.383843

I just realized that Ethereal Body at SL 30 lets you be effectively invulnerable and nocliping indefinitely except in the case of metoric iron or mages capable of using mind/spirit effecting spells.

Aside from those two things a no mana zone would also put a stop to it.

Should I feel bad if I abuse this fact? Is glee the correct way to feel when your GM says he'd just throw metoric iron at you because you know stealing shit with CF 19 would be very lucrative?

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 No.383861

>>383843

Can't you just buy Insubstantiality at this point?

>Is glee the correct way to feel when your GM says he'd just throw metoric iron at you because you know stealing shit with CF 19 would be very lucrative?

If I were your GM, I would've thrown one of two things:

1. Your charsheet into trashbin for having so many points in one skill;

2. Enemy wizards with mind control and necromancy spells at your character. Have fun resisting them at -2.

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 No.383991

>>383861

>1. Your charsheet into trashbin for having so many points in one skill;

It's Dungeon Fantasy, I don't have many points into it just a goal.

It isn't as if it's hard to resist shit as a wizard, you start with will fucking 15 and it's only 5/pt.

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 No.384001

File: e0e3b3e35ba6b1c⋯.jpg (193.43 KB,960x720,4:3,telegram_fuck_you.jpg)

>>383843

The fact of the matter is, if you're doing something specifically designed to suck the fun out of the game, the GM is within his rights to come up with whatever he wants to stop you. If your wizard did it, someone else probably did it as well. If so, there's almost certainly an in-universe counter for it. If there isn't one, there must be a reason why the most autistic of mages hasn't done it yet and gotten his shit pushed in by a whole gang of equally autistic mages.

Failing that, of course, your GM could just say "no, Ethereal Body doesn't fit my campaign," and be perfectly legitimate. It's part of the job description to shut down that one faggot that thinks TTRPGs aren't a co-operative exercise.

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 No.384187

So in DFRPG it seems that it's very important to require 20 points for IQ (so no reducing will/per by 1 as you do it for 10 points). However, will is listed as having a maximum of 20 for those classes that don't have an exceptional ability to have higher. I assume perception is the same. At IQ 20, will will be 20 if you don't raise it separately. At that point would you #1 let will go higher (to do a soft nerf to IQ), not let will go higher and have it cost 15 points (seems closest to RAW), or something else (charge 20 points and not raise will as a fuck you to powergamers). Some for perception at IQ 23, it's 20 and thus 24 and 25 should be 10 points each.

What's your view on this?

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 No.384189

>>384187

Forgot to say: This assumes the wizard class.

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 No.384249

>>384187

Honestly, if there will ever be another edition of GURPS, they should just officially divorce Per and Will from IQ.

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 No.384254

>>384249

How do you balance IQ? As it is if you have 5 IQ skills you use it's better to raise IQ than a skill. Would you suggest you just raise the base cost?

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 No.384351

Besides the skill penalty for having too little strength is there anything limited arbitrarily strong bows? It's 1:1 and a point of bows is less than half a point of strength. Why would you ever increase strength for bows, then?

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 No.384357

>>384351

BS270 - you cannot use a bow at all unless you have enough ST to draw it.

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 No.384359

>>384357

It's Dungeon Fantasy, should have specified but I assumed it would be the same.

>Bows, Crossbows, and ST: Bows, crossbows, and prodds have their own rated ST, which you must specify when you buy such a weapon. The minimum ST in the table is the lowest possible value. Use the weapon’s rated ST instead of your ST to determine range and damage. You can always use a weapon

that’s weaker than you. You can use a stronger crossbow or prodd at no skill penalty, but it will take longer to cock (see Shots, p. 97). A stronger bow penalizes skill and costs FP, like any weapon you’re too weak for.

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 No.384363

Don't forget ST is important for reloading crossbows, and would be important for a harpoon gun as well.

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 No.384582

File: 0dd1447342f18a9⋯.png (19.82 KB,288x190,144:95,Screenshot from 2018-07-19….png)

Anyone willing to help me with a grappling question?

People can combine their ST in an attempt to takedown or pin. Would it be reasonable to extend that to attempts to break free? Say Vince the villain has grappled Alice. If Bob then grapples Vince, could Alice take advantage of the strength combining rules to get a bonus to breaking free, to represent Bob pulling Vince off her?

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 No.386898

File: 17f52a831cf9ff0⋯.png (27.98 KB,365x140,73:28,BreakingFree.png)

>>384582

I don't see why not. I couldn't find anything in GURPS martial arts about it specifically and GURPS technical grappling makes breaking free of a grapple into an attack rather than a quick contest. Here's some options.

Vince - Grappling Alice

Alice - Grappled

Bob - Helping Alice

1. Bob grapples Vince.

2. Quick contest of Strength between Vince and Bob, but not Allice. Vince doesn't have the +5 advantage if grappling with two hands or +10 if pinning Alice.

1. Bob grapples Vince.

2. Quick contest of Strength between Vince, Alice, and Bob. Vince has the +5/+10 advantage to maintain the grapple, but some portion of Bob's strength is added to Alice's. This could be a flat 1/5 rounded down or it could depend on how Bob is grappling Vince.

1. Bob grapples Vince.

2. As above but a regular contest.

Depending on how Bob is grappling Vince, the grapple between the two may break the moment the grapple between Vince and Alice breaks, or Bob may be able to maintain the grapple after the fact. For example Bob may wedge his arms between the two and pry them apart (grapple breaks), or he may grab Vince and Alice and pull them apart (Bob can maintain a one handed grapple on Vince).

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 No.388449

File: f579738faeb1338⋯.jpg (159.8 KB,900x691,900:691,f57.jpg)

If anyone missed it, SJG is shutting down the Pyramid.

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 No.388670

>>363726

You could homebrew up something, read GURPS Horror for some inspiration for alien threats, and the 3rd edition GURPS Robot Armageddon (but make them aliums instead of roberts)

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 No.388682

>>388449

Honestly, I'm surprised they tried to keep the magazine format going for so long when a digital stream of articles would have been the smarter way to go.

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 No.388684

>>388670

GURPS Monster Hunters has actual fucking Chrysalids statted (they are probably meant to represent xenomorphs as well, seeing how there is not-Predator there as well, but they work exactly just like chrysalids). And yes, they will cause the "Brazil can go fuck itself" reaction in you.

>>388682

>a digital stream of articles would have been the smarter way to go

Pyramid 2 was literally that. Apparently it didn't worked out for them either. However, I am noticing that some of the GURPS bloggers having more and more Patreon-exclusive content on their blogs. Seems to me like they decided to take matters in their own hands.

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 No.391844

File: 1a0349cbc5abff8⋯.jpg (47.82 KB,500x500,1:1,IMG_1874.JPG)

File: bbf2bb4d49d54b0⋯.jpg (49.85 KB,275x546,275:546,IMG_1873.JPG)

How would you guys run a lisa campaign?

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 No.391846

>>391844

A heavy emphasis on martial arts, high lethality, back up characters, and scavenging for useful gear.

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 No.391941

>>391844

Well, I probably wouldn't use GURPS. The series is so bizarre and unusual in a lot of ways that it almost warrants a system of its own...

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 No.391942

>>382825

Not really. The definition of Vermiform on top of B553 appears to include them:

>Any slithering creature (snake, worm, etc.) or variant (winged serpent, snake-man with arms but not legs, etc.).

The column for Vermiform is for basic snakes, it just has a special note:

>For snake-men, treat 7-8 as Right Arm (-2), 13-14 as Left Arm (-2), and 17-18 as Hand (-4).

So it's not so much a table just for lamias as much as a table which can be modified for Lamia use. Plus "hand" is half-assed, it should be left/right specific just like RA/LA. I guess flip a coin.

Fuck the bullshit of One Hand always being the loss of your off-hand. You should have a chance of loosing your on had. Disadvantages don't reflect that possibility.

Ambidexterity should be the default and "off hand" should be a disadvantage. That way it would layer with One Hand just fine.

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 No.393335

Any special rules on how nunchucks would work in GURPS? Maybe they have less penalty for multiple parries in the same round? Any intersting nunchaku like variants people would like to share?

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 No.395693

I'm trying to get a Ghostbusters game running, anybody ever try playing it and have any tips?

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 No.396435

>>384582

>>386898

You should just get Technical Grappling, it's much easier to use Control Points and resolve Break Free attempts independently.

I think it has better rules for collective takedowns as well.

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 No.396561

>>396435

With respect, I have taken a look at Technical Grappling and it's a level of autism that my players wouldn't deal with. Hell, I'd struggle. I was looking for more of a semi-quick fix in case it comes up in a fight, rather than a way to stretch the wrestling out to a full three hours.

Another question that came up in one of my games, just wanted to ask if my ruling was reasonable - several hit locations state that a miss by 1 hits the torso, like the face and vitals. Does this apply to misses caused by the Rcl stat as well? So a weapon with Rcl 1, like a shotgun loaded with shot, would always get a bonus hit on the torso if you hit the face, because the next pellet missed the face by 1.

Same thing for higher Rcl weapons as well, of course, so if you get a face hit with a weapon with Rcl 3 and succeed by 2, you get one hit for the face and one for the torso because the second shot missed by one.

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 No.396575

>>343641

>GURPS

Over the years I have had a subtle desire to learn and use GURPS, but now that I think about it, I don't get it.

GURPS is generic, right?

If you don't have an RPG of something, you can make it with GURPS, yes?

But it seems that you're not allowed to publish your work, or anything.

So, how the hell does all of this work?

Let's say I want to make a game based on some HEMA stuff, etc.

How the hell does it work with GURPS?

Is it personal use only? I don't get it.

Sorry if this this is a dumb question, but I htought it was like the open game license et cetera, you buy the core and then add something like "made with gurps" and then publish that.

But that seems to be not the case.

I don't get it.

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 No.396782

I have a question.

How is "accumulated xyz" handled?

For a Hulk like character, maybe they have a rage threshold.

For a Claymore (anime/manga) character, they have Yoki.

Self control, etc, sanity.

I think I can use fright checks to deal with it, but how to track the attribute itself?

Is there a standard way for it? Something that already exists?

Thanks.

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 No.396785

>>396782

(same guy here)

>For a Hulk like character, maybe they have a rage threshold.

I have read through fright tables some more, and saw that seldf control numbers can get changed down and up.

This might be a good way to use as much of baseline rules as possible.

Have a disability like "become hulk" that starts out with a high self control level, and during stressful events both this self control thing would be rolled, and if something really really really bad happens, the self control level becomes worse.

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 No.396815

>>396785

Have you tried looking at the disadvantages Berserk, Bloodlust, and Regressive(might be semiregressive)? combined together with an increased ST advantage with the limitation(only when berserk) it could give you what you are looking for.

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 No.396816

>>396575

To what kind of extent are you talking about 'making a game', exactly? Do you mean writing a campaign, or adding homebrew rules, or throwing out the Basic Set completely and starting over from 'roll 3d6'?

Publishing new rules online is allowed, I think, according to the online policy. You just can't make any money off of it, and you have to be sure that it's not reprinting the rules that are already in the book. So it's okay to post homebrew stats for a kriegsmesser, but not to explain those stats in a way that would allow someone without the book to play the game. Again, that's all non-profit. If you want to make money off of it, you're probably out of luck, unless you can convince them that you should be the guy that writes GURPS Martial Arts: Codex Wallerstein.

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 No.397078

>>396816

Well, I got the notion that GURPS is the go to thing if there isn't a game made for the universe or whatever you want a game of.

(Unless you just love GURPS so much that its the only thing you use.)

But what good is creating this "game that doesn't exist" with GURPS if its just for homebrew?

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 No.397117

>>393335

>Any special rules on how nunchucks would work in GURPS?

There are rules for nunchaku right in the Basic Set. They use Flail skill but give halved penalties to enemy parries and blocks.

>Maybe they have less penalty for multiple parries in the same round?

Why would they? Nunchaku are not good at parrying.

>Any intersting nunchaku like variants people would like to share

MA has sword-chucks in Silly Weapons.

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 No.397145

>>397078

I mean, GURPS is intended to be its own game. It's better than some other games for adapting other settings because it tries to create generic, comparable baselines (like 20d = 70 DR = 1 inch of RHA steel), but that's not what it's designed to do, necessarily.

I can see where you got the idea that GURPS is designed for adapting other settings, but I'm not sure where this 'what's the point' mentality is coming from.

>What's the point in people writing their own campaigns in D&D, or in any other game, if it's only for homebrew?

>Only a tiny proportion of them will ever publish their work (Good thing too, because 90% of campaigns are shit)

>Why bother?

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 No.397147

File: b265b7d6ed40afd⋯.png (329.6 KB,1088x816,4:3,risitas heatenings.png)

I want to run a contemporary themed campaign (1975-2018) that involves ayyliums, psychics, spooky ghosts and some other weird paranormal stuff. What's the best GURPS setup for such a thing?

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 No.397152

>>397147

As in good books to use? High-Tech, obviously. Tactical Shooting for gunsperging, if you're into that. The Monster Hunters series is a good starting point for coming up with modern paranormal adventures, although the 400 point templates provided are intentionally hardcore. They give more of a Blade or Hellboy feel than anything actually spooky, so you'd probably want to dial the power level right down to the 100, 200 point range if you want something more grounded in reality. I'd especially recommend doing so if you're not all that experienced with running GURPS. High-level characters are a handful.

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 No.397153

>>397147

Thaumaturgy, or maybe Illuminati?

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 No.397154

>>397153

>>397147

Scratch that, Black Ops or Cabal sound better than Illuminati

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 No.397160

>>397154

>>397153

Please refrain from recommending 3e books.

>>397147

If you want to keep things simple, take High-Tech for delicious gun porn, look into Action for rules (I especially like chase rules in it), and as for weird paranormal shit, it cam be easily built with just Basic Set.

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 No.397161

File: 52e16d68c344d2f⋯.jpg (231.29 KB,510x768,85:128,quality metal gear 3 cospl….jpg)

File: d6a0bb2d6c7d00d⋯.jpg (49.28 KB,500x756,125:189,not even mad.jpg)

>>397154

>>397153

>>397152

Characters aren't going to be super soldier dudes for the most part, some civvies could be involved (redneck character, ufologist assburger dude, average joe, highschool jock, that ugly bully no-one liked, that nerd kid, old baby boomer guy, maybe some cops and a soldier around). I also want melee combat to be available AND viable in some way. It's not meant to be too serious and more in a hee hee ha ha style. I would also appreciate it if it was more on the simple and flexible side, I have never ever GM'ed in my fucking life and all I have played is a few simple, number light pen and paper homebrew RPGs.

tl;dr: I want a GURPS system/setup that's flexible and simple for the most part, and that also let's me do some customization of my own.

>>397160

Hmm, maybe the basic set is all I really need... Got any download PDF links for all the stuff I might need? I'm not American and I don't feel like importing books right now.

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 No.397162

>>397161

>Characters aren't going to be super soldier dudes for the most part, some civvies could be involved

Monster Hunters is definitely out then. Waaay too powerful.

>I would also appreciate it if it was more on the simple and flexible side

If you starting points low and don't allow PCs to have supernatural stuff, it will simplify things a lot.

>I have never ever GM'ed in my fucking life

Read "How to be a GURPS GM". It's a good read in general.

>I also want melee combat to be available AND viable in some way

Use Injury Tolerance (Unliving) for your enemies whenever possible. It is fitting for paranormal stuff, and it shits all over firearms.

>Hmm, maybe the basic set is all I really need

When in doubt, pick "less books" over "more books". Yep, I can definitely see such a campaign working with Basic Set alone.

>Got any download PDF links for all the stuff I might need? I

Either torrent them off Rutracker, or go to /gurpsgen/ on halfchan's /tg/ and go to the link from OP pdf.

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 No.397163

>>397161

>Characters

Definitely sounds like you'll want to run a fairly low powered game, then. I'd stick to the 100 points region, personally, but don't feel pressured to force all the characters to have a certain point total.

>melee combat

The easiest way to make that viable is to make a lot of enemies Unliving, which makes guns way less viable against them. As for making it available, Zombies suggests letting baseball bats and golf clubs be used to fight at full Sports (Baseball) and (Golf) skill. It's not realistic, but it's fun, in-genre, and makes more sense than giving the jock Two-Handed Axe/Mace because you want him to be functional in combat.

>download links

For a start, check out the GURPS Lite PDF on the SJ website. Give it a few rolls, make a character, see if it works for you. If you like it, and if you're not an idiot, you can find the PDF trove via halfchan, last I checked. Spoon feeding and direct links get troves taken down.

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 No.397164

File: 19f81abad45e9a3⋯.jpg (65.54 KB,1100x619,1100:619,160524194515-01-tbt-john-w….jpg)

>>397163

Should I make the Ufologist Nut character work as some kind of lore-master? He knows about supernatural stuff and it's properties, conspiracy theories, the enemies and it's weaknesses and knows how psychics and ayylium technology kind of work, making him the high wisdom "class". Is this a good thing or am I just a shit ideas-guy? I am so clueless to all of this, I feel lost as fuck. Guess I'll just check the basic set for now and give it a read.

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 No.397165

>>397164

Personally, I like the idea, sounds like he'd be fun to play. Sorry if it's all a bit daunting, most people who turn to GURPS are already pretty invested in rules-heavy RPGs so it's easy to forget how much time I've spent reading these books. Tell me if I'm being too technical.

For now, I'd say you should write down ideas like that in a notebook or a text file or something so you don't lose track of them. Then, when you're reading through the Basic Set, note down traits and skills that would suit those characters as you see them. I'd associate UFO nuts with the Paranoia disadvantage, for example, and the Hidden Lore (Conspiracies) skill. More than a few names in the book are kind of misleading, so feel free to ask what they do, exactly.

For example, in my first GURPS game, I was handed a list of skills and told to make a cyberpunk superspy. I ended up with an obsolete civilian revolver, an intricate knowledge of magical herbs and remedies that didn't exist, and world-class Fishing skill.

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 No.397166

File: af12d711297e2b6⋯.png (432.86 KB,1031x1570,1031:1570,Безымянный.png)

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 No.397198

>>397165

Alright man, thanks for the help. I'll checked it out as soon as possible.

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 No.397264

>GURPS lite uses cumbersome triple d6 instead of just d20 and d100

>no armor types (fire armor, slash armor, boolet armor...)

Anyone knows a GURPS ruleset that's simple yet to this gay?

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 No.397285

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 No.397308

File: 730b955ee89802b⋯.jpg (131.23 KB,754x692,377:346,1539700869181-0.jpg)

>>397285

I've been reading GURPS Lite and instead of the convenient d20 it uses different ammounts of d6, maybe so that "anyone" can play without getting autistic equipment, but it's a bit cumbersome. Also skill rolls instead of working as a "get a 10 or higher, or you are fucked" it's "throw 3 d6 and get a number lower than your start, also here's a bunch of bullshit crítical error and crítical success that are always there". Defense is just defense, even though there are like 7 types of different damages. Attacks are divided into "Swing" and "Thrust", and weapons don't use their own die, just the "swn" or "thr" from the strength chart, a damage bonus and further bonae depending on your character's skill. Also a huge lack of ST based skills, because there are fucking none. Do these problems go away in the basic set? Cause if they are that's one book to buy.

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 No.397310

>>397308

Why is it so troublesome to roll under a target number instead of over? It's not hard. You roll critical hits only on an attack roll of 3 or 4, and critical fails on 17 and 18. The margin can expand or contract depending on your skill, any roll with a margin of failure by 10 is a critical miss as well, a margin of victory by 10 is a critical hit as well.

>defense is just defense.

What do you think itd be? there are three different active defenses to take in combat, and damage resistance is a true catch all for armor. The seven types of damage are important for determining the damage it does to your armor and person if injury occurs.

The reason for sw and thrust is simple, a stronger person can swing a club harder than a weaker one, the bonuses from skills arent to damage at all but to the attack roll, so one who is stronger with a club isnt nearly as accurate as someone trained with the club.

The only strength based skill in the basic set is Power Lifting, afaik. Most skills in the game, and in life, are based around dexterity and intelligence. Who knew? Though it's fair to substitute ST for IQ or DX during some skill checks, like a scientist operating heavy equipment by himself, or a mechanic moving large parts around. The design of the system you call problems isnt different in the basic set.

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 No.397323

>>397310

Is there a way to play with other kind of dice? I just don't like to throw 5 dice at once, and I like the d20 and d100.

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 No.397326

File: 99c73b9a4084634⋯.png (44.28 KB,756x734,378:367,1499486461128.png)

>>397264

>>GURPS lite uses cumbersome triple d6 instead of just d20 and d100

Come on anon, at least put some real bait on that hook.

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 No.397334

File: 04964322d1a5974⋯.png (566.51 KB,680x510,4:3,1540271003063-0.png)

> >397326

>I haven't read GURPS lite.

Cool bait man.

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 No.397346

I have a question regarding techniques.

Let's take knee strike for example.

Knee Strike

Average

Defaults: Brawling-1 or Karate-1.

Prerequisite: Brawling or Karate;

cannot exceed prerequisite skill.

This technique lets you “buy off”

the -1 penalty to strike with the knee –

see Knee Strike (p. 404).

>cannot exceed prerequisite skill.

So let's say I have karate at 14 and attempt a knee strike, which is done at a -1, so I'd have to roll a 13 or below, right?

Now I buy one rank of knee strike, the technique and I can now knee strike at 14 or lower, right?

What if I bought knee strike 10, would I then have a knee strike of 13 + 10?

Or would I just have the effective +1 which karate and co have on knee strikes?

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 No.397352

>>397346

Techniques are just like skills, but using other skills instead of attributes.

>So let's say I have karate at 14 and attempt a knee strike, which is done at a -1, so I'd have to roll a 13 or below, right?

Yes

>Now I buy one rank of knee strike, the technique and I can now knee strike at 14 or lower, right?

yes, as you are buying it at Attribute+0 (or in this case, kicking+0)

What if I bought knee strike 10, would I then have a knee strike of 13 + 10?

No, then it would exceed your kicking skill. If you wanted it to be that high, youd increase your kicking skill instead, since a knee strike uses kicking, skill with the technique increases alongside the skill it uses. Kicking skill of Dex+11 might equal 23 for a shaolin monk, for example. If that monk paid to learn knee strike at Kicking+0 it would be equal to its kicking skill and remove the -1 penalty.

If the basic set says Karate users get +1 to those kicks then that would apply as well, yes.

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 No.397358

Is there a GURPS "expansion" that adds wrestling and more in-depth unarmed combat?

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 No.397365

>>397358

Oh boy, is there. Martial Arts adds a lot of combat techniques for unarmed combat, like knee drops and push kicks, in addition to introducing a lot of optional rules for combat in general.

If you're looking for proper wrestling spergery, Technical Grappling takes the flat "is grappled/is not grappled" binary and swaps it out for a pseudo-damage handling of how good a grip you have on your opponent, called Control Points. Those points can then be used to influence rolls from either you or your opponent. I can't imagine how it would get folded into a campaign with anything else besides wrestling in it, but it's certainly in-depth.

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 No.397379

>>397358

If you know Japanese there's Idol Wrestling expansion: GURPS Ring Dream ガープス・リング★ドリーム

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 No.397412

>>397308

>Defense is just defense, even though there are like 7 types of different damages

What are you talking about? If you're talking about DR, damage-specific DR exists (like kevlar vest that has larger DR against piercing damage), it just wasn't included in Lite because it is Lite. And if you're talking about active defenses, why should they depend on damage?

>and weapons don't use their own die

Guns use their own dice. Melee weapons deal damage that depends on your strength. How is that a problem?

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 No.397422

>>397334

>he thinks 3d6 is cumbersome

Anon, I don't think you are in the right on this one.

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 No.397448

>>397422

When people say that they don't like GURPS because of complicated math, it usually means that they can't add together single-digit numbers in their head.

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 No.397462

>>397448

Or they're just repeating the meme. You do have to wonder what the fuck they were thinking with Vehicles for 3E. You're just asking for people to take it out of context when you include rules for making vehicles with transcendental equations and shit.

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 No.397470

>>397462

I skimmed through Vehicles, and it seems to me that "transcendental equations" is a meme as well. The worst they have is a cube root, and it is still used even in 4e.

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 No.397475

Would anyone want to try running a play by post games on threads at >>>/gurps/ ? I've enabled a die roller like on TG. It's less active so there's a lower likelihood of losing a PBP thread compared to here where you have to compete with other products for space and can get slid off.

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 No.397587

>>397352

>explanation about techniques

Thanks!

At first I thought you were trolling me, though.

>you can't raise knee strike to level 10 because then it would exceed the kicking skill

It made me think:

"Is this guy serious? If my kicking is 14, why can't I raise knee strike to 10? The limit is 14, after all!"

But I forgot that techniques gain the level of the skill they are derived from for free when the skill is raised.

So, yeah, thanks for the explanation, you saved me some egg on the face cause I would have totally fucked that detail up.

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 No.397601

>>397587

No problem, sorry if it came out so jumbled. Posting on mobile at work while also trying to exactly remember the details from the Basic Set. I'm sure there might be more details on Techniques in the Martial Arts books and trained by a master, but I haven't read it.

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 No.397630

>>397601

It's cool, Im sick at the moment so I'm extra dumb.

You did explain the skill thing in your post, too, after all.

I get it now, though. Thanks.

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 No.397733

I just had a look at GURPS lite (4th edition) because a blogpost used it as refence.

http://www.themook.net/gamegeekery/?p=1604

It referred to influence skills on lite, and I noticed that the defaults are different.

Lite has a default for intimidation at IQ-5 (p. 15 on lite)

Full has a default for intimidation at WILL -5 or Acting - 3(B202)

Is this intentional, as in, did they change this for lite?

I suppose it is, but I am super new (but also extremely interested and hyped to play) so I'm asking for confirmation.

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 No.397739

File: 38e7c4addf37eb0⋯.jpg (610.49 KB,1832x1768,229:221,parrying_a_miss_clarified.jpg)

Also, I have to say, GURPS melee combat is fucking genius.

Especially with added riposte and stuff from Martial Arts.

Still even deceptive attack is fucking genius and seemingly the way to go if you are battling another character with equally high skill in weapons and stuff, because the defense is usually much lower than the offense.

Anyway, I had the same question in my mind "would it make sense to parry a miss" and after scouring the forum, which had a huge discussion about it, it was summarized and clarified with this.

And it makes so much damn sense. So good!

Glorious neckbeard saving the day.

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 No.397775

Hmm. I think some rewrites of the books are in order, a few of them are straight up jew based.

I ain't gonna use no rabbinic qabbalah magic. Fuck that shit.

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 No.397785

>>397775

>not wanting to play in an futuristic apocalypse where jews, christians, muslims and hindus have supernatural abilities and are fighting a never ending conflict sustained by dark jewish magic

Realistically though, yes. Having a reprinted 4th edition Basic Set would be great. GURPS On Demand is popular enough right now and I believe the revised those books before reprinting

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 No.397906

>>397739

I actually really like the guy's point about how dangerous it is to allow a high-Parry enemy to utilise that for Ripostes. You're basically forced to keep applying pressure with Feints and Deceptive Attacks or else you're setting yourself up to get royally fucked if they try the Feint/Riposte combo.

It also cements Telegraphic Attack as being firmly in the realm of low-skill jobbers. If they don't absolutely need that +2 to defend themselves, they're going to pump it into a Riposte and punish you with it.

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 No.398381

YouTube embed. Click thumbnail to play.

Is there a disadvantage out there that emulates wheelers from Oz?

Basically, they're humanoids with wheels for hands and feet.

No legs - wheels is kinda unfitting.

Lame is also kinda unfitting, imho.

Klutz and no fine manipulators and semi upright/horizontal, et cetera, are all part of the package, too.

Maybe parts of that already emulate it, like klutz, but maybe there is something better out there, or maybe any of you have an idea for it.

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 No.398386

>>398381

>No legs - wheels is kinda unfitting

Why, though? No Legs (Wheeled) and some Enhanced Move sounds perfect.

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 No.398473

>>398386

>Why, though?

They could probably theoretically grapple you with their legs and arms, really.

I mean why else would they be menacing, anyway.

If all they can do is roll around on all fours then that isn't exactly dangerous. Kick em in the face and they're done.

On the other hands, they do seem rather stiff.

I think for now I'll just give them no fine manipulators and horizontal and handwave the rest.

Thanks, though.

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 No.398772

Blunt trauma has to be cumulative across attacks, right? Or am I being stupid?

The Basic Set (B379) says that for every 10 basic damage you take in flexible armour, you take 1 HP of actual injury. So consider a hapless warrior in a 4/2* mail hauberk, taking an endless string of sword slashes doing 4 cut each. If blunt trauma isn't cumulative, then every one of them pings and he can go about his daily life untroubled. For it to matter at all, it has to build up, so he takes 1HP after the third hit, another after the fifth, and so on at every multiple of 10. Or have I missed something? It seems strange to have to keep track of cumulative damage for blunt trauma purposes but to make cumulative crippling damage optional.

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 No.398782

>>398772

I'd love others to chime in on this, but no I don't think it's cumulative. You utilize the damage as is to find BFT, and if a single point of injury occurs from the attack through the armor normally, there's no BFT at all.

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 No.398803

Guys if it is possible to do a 1-handed crush after grappling the neck, shouldn't I be able to handed-crush a hand since hands are smaller than necks?

Why not just apply standard strangulation rules except without suffocation and with the standard "maximum HP you can lose is that needed to cripple the extremity" issue?

Also we need to know what fraction of HP you should exceed to cripple or sever a penis.

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 No.398817

>>398782

Normally I'd agree, but there's no DR 10+ flexible armour until TL8, at least, and mail has halved effectiveness against crushing damage, so blunt trauma is extremely unlikely to come up in Low-Tech games unless you keep track of it across multiple hits. 4 damage isn't small, it's an average shortsword swing. It's likely to leave a bruise through mail at the very least, and I imagine that's what the blunt trauma rules are supposed to do.

>>398803

MA: Fairbairn Systems says that taking 4+HP worth of damage from the Testicle Grab technique causes the agony affliction, which is over HP/3 on the average person, so I reckon that's a good crippling threshold. Puts it in line with hands and feet, which sounds about right.

As for crushing other people's hands with your own, it sounds fair to use normal strangling rules. You're at enough of a disadvantage unless you have pretty high ST, thanks to the -5 for a one-handed crush, that I don't think it would be unbalanced.

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 No.398833

>>398817

>blunt trauma is extremely unlikely to come up in Low-Tech games unless you keep track of it in multiple hits

That's true, and I believe it's intended. Paraphrasing the BFT rules on B379:

>An attack that does crushing, cutting, impaling, or piercing damage may inflict 'blunt trauma' if it fails to penetrate DR.

It mentions only a single attack, I suppose you could make your own house-ruling doing what you are thinking but I think it's kind of goofy.

4 damage IS small, that's the point. 4 points of injury however, to an average human is. Even if the swing would truly leave a bruise, that's negligible combat-wise apart for roleplaying. Maybe if an flex-armored bamf removed his armor and clothing he'd find himself heavily bruised but uninjured.

>>398803

A penis should take at max probably 1/3, if you wanna have it a real threat make it 1/10th damage to sever, testicles can be the same I suppose, also you have to take into account the angle of attack. Most sword swipes that would cross the penis to 'decapitate' would also be hitting the legs/waist, usually. Maybe focus crushing damage on the testicles and cutting damage on the penis? There isn't much to really do about the current rules, don't bother rolling if your players are just running around cutting the penises off unconscious men (or whatever else is endowed in your magical realm)

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 No.399441

>>398833

Yeah, it is goofy, and I certainly wouldn't use a rule like that with my players, given how rules-averse they are. I was mostly looking for a way to represent general bruises and bumps during combat without causing especially threatening damage. Something to get across the flavour of 'that one guy jabbing at my thigh with a spear didn't actually break through my armour, but boy, I'm going to feel that tomorrow' from personal experience, without just defining certain hits in a fight as 'bruising' and applying Moderate Pain on principle.

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 No.400161

Uhh, so, how are energy reserves notated on the sheet?

I assume when you buy a level of an energy reserve flavor advantage at 3 points per level, those are your power specific FP and you don't also add FP to the FP section of your basic attribute thing?

Or do you?

Why do these books don't give example sheets whenever they introduce something new and fundamental.

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 No.400165

>>400161

You can include it within the "other notes"

section of the sheet, it would be confusing but possible to combine it with FP. Why not just use another blank sheet of paper? If you've got innate attacks designed plenty of them might not fit in complete detail on the character sheet, they advise to name it something distinct, Laser Eyes for example, and keep all the advantages, modifiers and limitations on a seperate thing. If you wanna make it easy for yourself with energy reserves, use a counter or just another sheet, or write it in a blank space on the character sheet.

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 No.400170

>>400165

Thanks. I realize it was kind of a dumb question, but the "everything in GURPS is connected and balanced with points and rules" gives me a bit of analysis paralysis sometimes.

Especially while I'm still this much of a noob. I want the (fundamental) details to be as proper as possible, etc.

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 No.400253

So, after looking at the Proton Pack rules in the Ghostbusters supplement (GB052), I've come up with my own rules that aren't so vague, these rules apply to both the Proton Packs and Bio-Electric Packs

Proton Packs

Proton Packs 'output' 5d damage and have a 'power setting' (1-10) that it's operator selects from that influence the intensity of the proton stream's output. After rolling for Beam Weapons (Projector) and hitting the target, roll for damage as normal to represent the Proton Pack's output, and multiply that output using a percentage defined by the power setting (1 - 10, i.e.10% - 100%) to represent the intensity. The resulting total is what's used for damage.

The resulting damage remains consistent and can damage the target every second for as long as the proton stream remains firing, but if the stream stops firing a Ghostbuster must roll for the output then multiply it by the power setting for the stream's new damage.

A Ghostbuster can also roll damage again by choice while maintaining a stream; this represents quickly pressing/depressing the wands trigger to achieve a different output. The user can change the power setting while firing a proton stream (requires both hands on the wand) without stopping the stream, as well. Purposefully changing the output or intensity can be done at the same time or in any order once per maneuver, but the resulting stream will only apply on the following attack roll.

A Proton Pack on average outputs 16-17 damage on a power setting of 10.

Containment Stream

A Proton Pack firing a containment stream uses the same rules as attacking, instead the damage derived from the output and intensity becomes the 'field power' of the containment stream. Multiple proton packs can attempt to contain the same target, adding their field power together into a total.

A ghost can escape the field and containment stream by winning a quick-contest of Will OR Strength against the Ghostbuster's Beam Weapons (Projector Skill). The ghost must win this contest against every containment stream adding to the field power total to escape, failing even once keeps it trapped within the field. If the field power reaches a total greater than the ghost's ST + Will, it cannot escape the field at all, and at least two Ghostbusters can maneuver the ghost into a given position with a Beam Weapons (Projector) roll at +4.

Containment Field Collapse

However, if the field's power is too great and out-totals the ghost's ST+Will by 10(?) or more, it causes a containment field collapse. The containment stream almost completely engulfs the ghost, doing the field's power total to the ghost as damage, surely dispelling but the strongest of spooks.

Many things can happen after this (or nothing, as far as the players are aware) at the GM's discretion. The resulting rapid compression and dissipation of ectoplasm, PKE energy, and positrons could cause anything from a rapid expulsion of slime that sprays all the Ghostbusters (and anything else nearby), a large shockwave of energy that shakes the ground itself, rumbling buildings and knocking people close by on their feet, or each Proton Pack apart of the field burns out. A biological being over-powered or destroyed by a Bio-Electric containment field should be as crushed/eviscerated as is fitting,

a werewolf or zombie would be shredded and messy, while something like toxic ooze or blobs might splatter everywhere, damaging the Ghostbusters or causing greater problems as the blob splits into greater, albeit smaller, numbers!

If the entity survives the collapse, it'll surely have been forcefully pushed through a gap in the containment stream and catapulted in whatever direction very quickly. If the phantasm is a focused one, it'll more ricochet off the boundaries of it's focused area until it reaches a stop, but if it's a free floater it can be thrown very far away, very quickly. Either way, the surviving ghost is especially irate/confused.

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 No.400257

File: efba3de5e40011b⋯.png (4.94 KB,408x134,204:67,proton power settings.PNG)

Here's a table and examples I made if the power settings weren't explained well enough.

>Attacking Example:

Egon Spengler succeeds in his attack roll and he rolls for the damage, or output, of his Proton Pack. Rolling 5d, he gets 22, and having previously set his Proton Pack on Power Setting 8, blasts the ghost for 17 damage to it's FP. (22 x 80% = 17.6, rounded down to 17)

Should Egon and Winston both attempt to contain the ghost, they'd each roll for an attack roll as described above but instead of damaging the ghost it'd begin forming a containment field.

>Containment Example:

Winston and Egon both fire their proton pack's containment stream together, and both succeed. Winston rolls an 18 from 5d for his damage, and on his Power Setting of 5 adds 9 to the field's power total.

Egon rolls a 27! And with his Power Setting of 8, adds 27 to the field's power total, for a 'running total' of 36.

Should the field power total be too strong for the spectre, a Containment Field Collapse can occur. If the field power total is too weak, the Ghostbuster's can use subsequent turns to change their power settings and use the following result. If Winston wanted to on his next turn, he could change his power setting to 10 while maintaining the damage output, changing the fields power from 36 to 45.

Moving a ghost that cannot escape from the containment field can be treated as a concentrate maneuver. Teamwork, communication and coordination is surely required to pull off the containment of ghosts, especially when property damage, civilians, and other ghosts are a factor during that particular job.

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 No.400259

>>400257

Fuck, I made a mistake in the Containment Example, what it should say is:

>Egon rolls a 27! And with his Power Setting of 10, adds 27 to the field's power total, for a 'running total' of 36.

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 No.400358

I’m building a character that is supposed to be good at basically everything, due to his immortality. This is the whole character sheet so far.

Unaging [15] talent: everything 4 [60] Regrowth [40] Regeneration (slow) [10]

Is there anything else you guys would add?

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 No.400364

What's a good magic framework to model fast (low cast time) symbol magic where the symbols are lesser powers bestowed by spirits, which themselves aren't that powerful.

Think something like an efreet that has access to super powerful fire magic but those who know the sigils that are bound to the efreet would be able to cast minor fire spells through the efreet.

Low casting time would be a thing for all mages of that kind since the spirit does all the work basically instantly (there are exceptions but this is the regular use case)

Magery and co seem to usually be very time constrained, as in, a lot of things have long cast times and low skills actually make it even worse.

I think it can probably be done with powers, but maybe there is something more flavorful out there?

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 No.400367

>>400358

>Is there anything else you guys would add?

Look into unkillable.

Anyway.

I have a bit of trouble understanding power modifiers.

Let's say enhanced move (ground )is an ability that gets turned into a power.

For the sake of argument, and not balance or whatever, enhanced move (ground) is available to, I dunno, 10 different 'power groups'.

Run faster by channeling chi.

Run faster by magic.

Run faster by psionically meddling with your own body chemistry.

Run faster by being in sunlight.

That's all fine and dandy, yes?

The user just has to declare that, no matter how many shared "shools" have access to this power, that they are choosing only a specific school as the sole modifier of that school.

(elemental and super stacking being the exception, of course)

I know, kind of a "duh" question, but a "yeah, that's how it works" is all I need.

Or a "nope, that's not how it works" with an explanation why I'm wrong.

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 No.400390

File: 16de313b8b384dd⋯.jpg (204.81 KB,413x485,413:485,fantasyknight.jpg)

What supplements are needed to play a loli wizard?

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 No.400401

>>400390

Basic Set, Magic. That's it.

>>400364

For fastest casting times, you need Magic as Powers. I think it's in Thaumatology, but you can just build stuff with advantages from BS and slap -10% Magical limitation on them - don't forget to use Alternative Attacks to save on points. For "Granted by efreet" part, also check out Ally advantage in BS36, it explains how to build familiars that grant powers.

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 No.400402

>>400390

>>400401 beat me to it. Thaumatology expands on GURPS Magic. There's also a Death Spells and a Plant Spells Supplement. Death Spells gives death spells for each existing school in Magic, whereas Plant Spells is it's own school entirely.

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 No.400411

>>400367

You're basically right, but there might be a bit of confusion as to what 'power' means. A capital-P Power in GURPS usage refers to a single source of power that grants you a collection of (usually related) advantages, so like chi or psionics in your example. A power modifier is a discount you can take on those advantages to represent them being dependent on something, usually -10% but ranging from +0% to -20%.

Enhanced Move is still an advantage, but it becomes part of a Power. You can actually buy it multiple times for different Powers at a discount if you want redundancy. There's no reason why you couldn't get both Enhanced Move (Chi, -10%) and Enhanced Move (Bioenhancement, -10%), aside from it making your character a little all over the place.

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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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