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GURPS 4e Rules Chat.

Posted by SockpuppetFor group 0
Sockpuppet
GM, 2 posts
And to think I almost
put something witty here.
Wed 15 Nov 2006
at 04:17
  • msg #1

GURPS 4e Rules Chat

This thread is for questions and discussions regarding the GURPS Fourth Edition rules. Though the library of books available may be small, what’s out there is still pretty concise, and the list of books is constantly growing.
Boston_Jp
player, 1 post
Thu 16 Nov 2006
at 12:43
  • msg #2

Re: GURPS 4e Rules Chat

Thanks for posting the Kromm links. They were very helpful.

One thing that I was wondering about is how people like to do bionic limbs.

I dummied up someone with a steampunk equivalent of a bionic limb by making it a mitigator for the one-arm disadvantage, but vulnerable. I then had one-arm with greater striking ST and arm DX but were both vulnerable as well.

How would other people do that?
Lawman
player, 2 posts
Rules Lawyer
Thu 16 Nov 2006
at 13:44
  • msg #3

Re: GURPS 4e Rules Chat

It depends on a lot on the game and how the GM wants to do it, of course. But I think they should cost the same as flesh until modifiers are introduced. A cybernetic arm is inherently no different than a flesh arm. If either a flesh or cybernetic arm is stronger than the base body, you can buy ARM ST or ARM DX the same for both. Then, if you want, you can apply modifiers to simulate the mechanical nature of the body part.

For example, If the cybernetic arm is vulnerable to electric attacks and might short out, you can then apply the Electronic disadvantage. If it is prone to failure, you can apply the Unreliable disadvantage and so forth.

I think this would also apply to things you normally don't have, such as a human with gills. It doesn't matter if their cybernetic or flesh; if they function the same, they cost the same.  If they don't, then you look for the modifier that simulates that affect, such as the Electrical or Unreliable. Common modifiers might include Obvious or Nuisance Effect.

That's how I would do it.
pesterfield
player, 1 post
Sun 19 Nov 2006
at 01:16
  • msg #4

Re: GURPS 4e Rules Chat

Insubstantiality is 80 points and it says magic and psi work at -3, but then it has Affects Substantial for +100% and says you need it for magic and psi to work.

So which is it?
Why not say magic/psi won't work, then direct to the Affects enhancement?
Or does the enhancement just get rid of the -3?
Lawman
player, 4 posts
Rules Lawyer
Mon 20 Nov 2006
at 02:14
  • msg #5

Re: GURPS 4e Rules Chat

There are two Affects Substatial. The one listed under the Insubstantiality is required IF you have any powers that can affect the substatial world, such as magic, psi or a power with the (other more general0 Affects Substantial modifier.

In other words, the Affects Substatial under Insubstantiality (p.62) does not make Psi and Magic affect the material world, it is required if you have psi or magic which already can affect the material world (or any other power than can affect the material world). So Insubstantiality costs more for mages and psis and so forth. Other than being required, it has no effect on any powers.
Bai Shen
player, 1 post
Thu 30 Nov 2006
at 01:41
  • msg #6

Re: GURPS 4e Rules Chat

Here's one for y'all.  I remember seeing this in 3rd ed, an' I'm pretty sure there's somethin' similiar in 4th.  I'm makin' up the numbers for this, but it went somethin' like this.

Tech Level 7 Gun at Tech Level 9 is 50% cheaper and 10% better.  So does that mean the tech 7 version is 50% cheaper and the tech 9 version is the regular cost but 10% better?  Or is it jus' the same gun an' it's 50% cheaper and 10% better?
Lawman
player, 10 posts
Rules Lawyer
Mon 4 Dec 2006
at 10:27
  • msg #7

Re: GURPS 4e Rules Chat

I'm not familiar with that in fourth edition, and I don't have my books here. If I understand your question, I think it's supposed to be both cheaper and better but someone would have to look at it for me. I'm only going from memory here.
Snowmantle
player, 12 posts
Tue 5 Dec 2006
at 01:41
  • msg #8

Re: GURPS 4e Rules Chat

I remember something about that... looking back I find it as a sidebar in GURPS Ultra Tech, 2nd Ed, Page 5.

There's rules for increasing an energy weapon's damage at higher TL's after its introduction, increasing range and number of shots.  Without reading into it, I believe that's all the result of the Power Cells being more efficient... check on it.  There's also things like higher DR for armor and weight reductions for gadgets at higher TL's.

I don't know if this is specifically what you were looking for, or if it applies in 4th edition anywhere.
2l8m8
player, 2 posts
Thu 14 Dec 2006
at 08:32
  • msg #9

Re: GURPS 4e Rules Chat

First, I asked a 3E question in 3e Rules Chat, about 3e/ 4e spell effect that I think would be the same in either edition. Please, take a peek and give me your 2 cents'.

Second, in 3E Ultratech, gadgets get 1/2 price and 1/2 weight for each TL after they're introduced, up to a maximum of 2 TLs. Weapons, armor, vacc suits, and some other things do not. All energy cell using things get 50% more energy (shots if a cell-using weapon) for unlimited TLs, energy weapons get +1 / die damage and +10% range for 3TLs, the rest (mostly armor) that recieve improvements are mentioned in the descriptions (mostly lots more DR).

Note that wouldn't even affect TL7 arms like in the original question, as they're energy cell weapons.

I think what you mean is, in order to get the higher TL bonuses, you have to pay full price. To get the price discount, you're stuck with lower (introduction TL) TL stats. You don't get the bonuses, and the cost breaks. Is that what the question was for?
This message was last edited by the player at 08:47, Thu 14 Dec 2006.
Bai Shen
player, 2 posts
Thu 14 Dec 2006
at 16:09
  • msg #10

Re: GURPS 4e Rules Chat

2l8m8:
Note that wouldn't even affect TL7 arms like in the original question, as they're energy cell weapons.

I think what you mean is, in order to get the higher TL bonuses, you have to pay full price. To get the price discount, you're stuck with lower (introduction TL) TL stats. You don't get the bonuses, and the cost breaks. Is that what the question was for?


The TL7 bit was just an example.  And yes, that's what I meant and how I took it.  Jus' wanted to get others opinions.
WordSmythe
player, 2 posts
I came.  I saw.
I role-played.
Sun 17 Dec 2006
at 20:26
  • msg #11

Re: GURPS 4e Rules Chat

Question about twins ...

     Even Identical twins shouldn't literally be identical, that would be boring.  Growing up in different bodies they're likely to go through different experiences.  But when building them in GURPS, how different can you make them and still be logical?

     Can they have different Attributes?  I would assume that ST, DX and even HT could be slightly different, but IQ should be the same.

     Can they have different Physical Adv/Dis?  Of course one can have one arm or one eye, but can one be Fit and the other not?  Can one be Ambidextrous and the other not?  What about Honest Face?

     And should Mental Adv/Dis be the same?  Is Kleptomania learned or genetic?
Sockpuppet
GM, 10 posts
And to think I almost
put something witty here.
Sun 17 Dec 2006
at 21:11
  • msg #12

Re: GURPS 4e Rules Chat

The short answer to all those questions; however much your GM will allow. :)

Okay, that’s probably a cop-out answer. As far as attributes go, you should probably determine a base for both of them and not vary them by much more than a point or two. It wouldn’t be realistic for one twin to have an 8 ST and the other an 18...but, if you decide on a base of 12, and give one twin an 11 and the other one a 14 it’s believable. There could be extreme possibilities, like if one’s a bodybuilder and the other a shiftless lay-about, but beyond that the attributes should be close. Even IQ could vary by a point or two without being unbelievable.

Physical advantage can vary, and some can’t, for obvious reasons. Appearance, obviously, should be the same. Unless one has had some permanent scarring or such. Or, in a modern or later setting, plastic surgery to improve their looks. But, again, those are extreme circumstances -- generally, identical twins should look, well, identical. As for other physical advantages/disadvantages? As a rule of thumb, I’d say if it can be picked up after character creation, it would be something that could vary between them. Most GM’s would probably allow you to buy Fit later on, but few would allow Ambidextrous, for example.

Metal ads and disads? Again, I’d say if it can be picked up after character creation, go for it. I dunno about Kleptomania; but it can be cured, so if one twin has it and not the other, you could probably get away with saying the latter got it cured with therapy. Things like phobia’s, obviously can vary; and I’d say character traits (impulsive, honest, stubborn, etc.) can definitely vary.
pesterfield
player, 5 posts
Sun 17 Dec 2006
at 21:53
  • msg #13

Re: GURPS 4e Rules Chat

Mental ads/disads may vary, but if they've had the same life experiences they should have quite a few of them in common. On the other hand a trip to the zoo could give one arachnaphobia while the doesn't care.

So basically I agree with Sock.
WordSmythe
player, 3 posts
I came.  I saw.
I role-played.
Sun 17 Dec 2006
at 22:01
  • msg #14

Re: GURPS 4e Rules Chat

     That's what I figured.  I just wanted a second opinion.  Thanks!
Snowmantle
player, 13 posts
Mon 18 Dec 2006
at 00:16
  • msg #15

Re: GURPS 4e Rules Chat

Remember that identical twins are only truly identical until the zygote has split.  From that point on, even in the womb, there may be different environmental circumstances that can alter a person.  Their genetic code may forever be identical, but that doesn't mean that one isn't different from another - my cousins seldom agree on many things, and their personalities are quite different.

As for nature vs nurture, I don't think anyone's definitively proven which types of personality types or disorders are positively genetic and which are learned... have they?  If so, I may have to stop blaming my parents for all my shortcomings!
2l8m8
player, 5 posts
Mon 18 Dec 2006
at 04:02
  • msg #16

Re: GURPS 4e Rules Chat

Nature vs. nurture is a very argued-about thing; in the game, basically, you can decide which one wins. My opinion is that you can do whatever you want. Look at the movie 'Twins' for example, where Arnold Swarzenager and Danny Devito are identical twins, and you get the idea. Of course, this was a comedy, and if you want to keep it even a little bit serious, they should be a lot more alike, to a minimum of appearance. But, ambidexterity can be learned IRL; so can a lot of the advan tages I wouldn't let PCs take after creation. It's just real, real, hard. My wife taught herself to be ambidextrous, but she's been doing it consciously from about the time she started writing, and (despite her claims) still isn't perfectly ambidextrous. Perhaps it's more along the lines of the off-hand training maneuver...
Snowmantle
player, 14 posts
Mon 18 Dec 2006
at 04:15
  • msg #17

Re: GURPS 4e Rules Chat

An even better cinematic example might be Raising Cain, with Jon Lithgow.  He played identical twin brothers whose father had raised them in an experiment to see how far he could differentiate them from each other through extreme environmental influences.
Rahn
player, 2 posts
I seem to have lost my
mind.  Have you seen it?
Sun 31 Dec 2006
at 02:44
  • msg #18

Monetary units

This is not specifically 4e but I'll post it here anyway.. lol

We'll say this is for a fantasy setting just to be specific.  What are your opinions on using monetary units (such as farthing, crown, and others such as that) instead of using the default dollars and cents?  It seems to be a minor detail but I can see where it would bring a certain feel to a game if they were used.  On the other hand, I can see where they could be distraction, albeit a minor one I think.
Snowmantle
player, 18 posts
Sun 31 Dec 2006
at 04:38
  • msg #19

Re: Monetary units

I like the idea of getting away from calling money by dollars and cents - or even "gold pieces" games like DnD - but you're right, it can be a pain IF you have to convert things as opposed to just remember a different name for them.  The best examples of this that I've seen were very simple and fairly obvious for the players.

Of course, it only makes a difference to me in a game that is focused on a high level of detail and incorporates a number of elements to try and envelope the player in the setting.  In a more action oriented game it makes no difference to me.
Lawman
player, 12 posts
Rules Lawyer
Sun 31 Dec 2006
at 06:55
  • msg #20

Re: Monetary units

If I wanted to make a detailed game setting like that, my first question would be if the players would get into it and enjoy it. Assuming they would, the real question is the conversion factor. An easy conversion is to $1 is 1 Gold Piece and run with it.

A more difficult conversion can be seen in GURPS Swashbucklers, where money is listed for each of five different countries, and the all have strange numbers, such as 1 Silver Real (pronounced ray-all) = $2.50, and some smaller denominations equaled $.08, and so forth. It would be great fun for some groups to track what kind of coins they have in the different currencies and worry about how to convert it- or if their money would be accepted in the next town. For other groups, it might be a pain in the butt.

I tend to favor that kind of detail on a play-by-post game like RPoL more than I do at the table, due to how much it can slow down tabletop play.

So my opinion is find out how much detail you and your players like and then build a system that suits you.
Snowmantle
player, 19 posts
Sun 31 Dec 2006
at 15:48
  • msg #21

Re: Monetary units

Again, GURPS comes up with the most complicated... ah, I mean, realistic way to handle something!
Pat
player, 1 post
Sun 31 Dec 2006
at 16:36
  • msg #22

Re: Monetary units

Only because FGU is out of business . . . (Aftermath, Flashing Blades, Bushido, etc.)
WordSmythe
player, 4 posts
I came.  I saw.
I role-played.
Sun 31 Dec 2006
at 18:34
  • msg #23

Critical Rolls

     I have dozens of GURPS books but I've never REALLY played a full game in GURPS yet (pathetic, I know), so maybe this is an old, simple question.

     In craps (using 2d6) when someone rolls two '1's they call it snake-eyes.  When they roll two '6's they call it boxcars.

     So the question is; Do any of you have a term for rolling three '1's or three '6's?

     Boxcars still kinda works for 18, but since that's already used then maybe it could be something like 'Full Train'.
Snowmantle
player, 20 posts
Mon 1 Jan 2007
at 04:27
  • msg #24

Re: Critical Rolls

I don't know - I've always just called three 1's 'damn lucky' and three 6's a 'damn shame'... but I'm sure there's something more imaginative out there.
2l8m8
player, 9 posts
Tue 2 Jan 2007
at 05:09
  • msg #25

Re: Critical Rolls

Called three 1's 'mutant eyes' in some of my groups, but that's just a house thing and never really heard it anywhere else... Three 6's were always 'Aw, crap'... :-P
Lawman
player, 13 posts
Rules Lawyer
Tue 2 Jan 2007
at 05:20
  • msg #26

Re: Critical Rolls

I've never had any special names for either one.

One thing I've always enjoyed about GURPS is that criticals are more rare, and a crit with a good result is even more rare, than other games with flat probabilities, such as D20. It makes them a bit more special when they happen.
Pat
player, 2 posts
Tue 2 Jan 2007
at 13:58
  • msg #27

Re: Critical Rolls

It seems that way, but it's somewhat illusory (at least for "any crit" -- "crit with a good result" may still stand).  A critical in GURPS comes on a 3 or 4 for anybody, and 5 in many cases.  The probability of a 3 or 4 is 4/216, or 1/54.  In D&D3.5, that's almost as likely as a natural twenty with a 13 or better needed to confirm (1/20 * 8/20 = 8/400 = 1/50).

If you add a 5 to the chance of critical in GURPS, it's 10/216, or 2.5 times as likely (which, ignoring the critical effect roll, is nearly the same as D&D's 1/20 chance of an automatic hit).

This geekery brought to you by the numbers 20 and 6.
Snowmantle
player, 21 posts
Tue 2 Jan 2007
at 20:05
  • msg #28

Re: Critical Rolls

LOL!  But which one was the number of the day?!
WordSmythe
player, 5 posts
I came.  I saw.
I role-played.
Tue 2 Jan 2007
at 21:07
  • msg #29

Re: Critical Rolls

     Wow.  And you didn't even use the bell curve diagram.
2l8m8
player, 11 posts
Wed 3 Jan 2007
at 05:10
  • msg #30

Re: Critical Rolls

Wonder if Sock puppet can do one of those in a preformatted text pic? ;)
corvusCorax
player, 4 posts
Game search:
Iain M. Banks
Wed 3 Jan 2007
at 11:15
  • msg #31

Re: Critical Rolls

Pat:
It seems that way, but it's somewhat illusory (at least for "any crit" -- "crit with a good result" may still stand).  A critical in GURPS comes on a 3 or 4 for anybody, and 5 in many cases.  The probability of a 3 or 4 is 4/216, or 1/54.  In D&D3.5, that's almost as likely as a natural twenty with a 13 or better needed to confirm (1/20 * 8/20 = 8/400 = 1/50).

If you add a 5 to the chance of critical in GURPS, it's 10/216, or 2.5 times as likely (which, ignoring the critical effect roll, is nearly the same as D&D's 1/20 chance of an automatic hit).

This geekery brought to you by the numbers 20 and 6.


Dont you have to look at it as dices and not numbers?
a one * a one * a one or two
(1/6)*(1/6)*(1/3) = 1/108 chance for a critial
Pat
player, 3 posts
Wed 3 Jan 2007
at 12:48
  • msg #32

Re: Critical Rolls

corvusCorax:
Pat:
It seems that way, but it's somewhat illusory (at least for "any crit" -- "crit with a good result" may still stand).  A critical in GURPS comes on a 3 or 4 for anybody, and 5 in many cases.  The probability of a 3 or 4 is 4/216, or 1/54.  In D&D3.5, that's almost as likely as a natural twenty with a 13 or better needed to confirm (1/20 * 8/20 = 8/400 = 1/50).


Dont you have to look at it as dices and not numbers?
a one * a one * a one or two
(1/6)*(1/6)*(1/3) = 1/108 chance for a critial


I took some shortcuts.

Take a red, a black, and a white die:

You can get a 3 one way: R1B1W1.

You can get a 4 three ways; R1B1W2, R1B2W1, or R2B1W1.

So there are four ways out of the 6^3=216 combinations to get a 3 or a 4.
Rahn
player, 8 posts
I seem to have lost my
mind.  Have you seen it?
Wed 10 Jan 2007
at 13:36
  • msg #33

Re: Critical Rolls

Anyone willing to run a 4e Pirates game?
Lawman
player, 15 posts
Rules Lawyer
Wed 10 Jan 2007
at 13:36
  • msg #34

Re: Critical Rolls

MMmmm... Pirates!

Good stuff!

Yes... anyone?
Boston_Jp
player, 5 posts
Wed 10 Jan 2007
at 13:37
  • msg #35

Re: Arr - Pirates

I *heart* Pirates, but I don't have time to run a game at the moment. I'm sorry.
Lawman
player, 16 posts
Rules Lawyer
Wed 10 Jan 2007
at 13:41
  • msg #36

Re: Arr - Pirates

Same here, but I'm already running five games.

One of them is sorta Piraty, except the ships and cities, etc. are all flying in the clouds and all that. (The 'ground' is where the bad stuff is.)

(Sorry, it's all full and not really in a place to accept newcomers right now. They're sailing into the Underworld and all that....)
2l8m8
player, 17 posts
Sun 4 Feb 2007
at 00:19
  • msg #37

Wiped out

I was thinking of a plot device in the future (you them nasty GM designs take time ;p ) and I was going to ask a bit of interpretation from all of you on how it would happen.

If someone was geased, lesser, greater, whatever it doesn't really matter, and then their mind was someone tampered with so they didn't remember it, would they still be under the influence of the geas?

Also, how far would you limit the lesser geas power? I was thinking of casting it something like, "Serve me untill ________." A year, maybe, or untill you save my life, or something like that, but I was struck by the fact that this is basically creating a slave, or at least a non-paid laborer (although the idea was to pay them). That's where the mind eraser thing sprouted from...
Witchycat
player, 5 posts
Furry Kitty with
a witch's hat
Sun 4 Feb 2007
at 00:39
  • msg #38

Re: Wiped out

I have been thinking about running a game based loosely on a Harry Potter idea.  It would be college student learning magic in a modern day setting.  I would want to have it more mature so it would be in the adult section, hence college students.

The students would arrive at the school and be assigned together as a group under an advisory who has a dozen or so students.  I am thinking magic is not more rare but this is a small school so it is not as large as Hogwarts.

I would be open to suggestions.  I am thinking it is in an old castle in Transylvania but with in the castle are all sorts of portals that lead to different cities around the world where the adventures would take place.

Any interest?
pesterfield
player, 9 posts
Sun 4 Feb 2007
at 01:17
  • msg #39

Re: Wiped out

A few suggestions.
1. No magic v. technology conflict, having one means skipping one of the most interesting areas of a modern magic world.

2. Magic isn't secret, sticking with the Potter example I don't think they ever gave a good reason why it was.

3. Have a plot. I've been in a few magic school games, all have died from lack of anything happening.

Geas Question:
A Lesser Geas is for one task, so I don't think I'd allow 'serve me for x time', for that use Greater Geas. Better yet use Enslave, same cost as Great Geas more versatile, and you don't risk losing an IQ point of you crit fail.
2l8m8
player, 18 posts
Sun 4 Feb 2007
at 01:19
  • msg #40

Re: Wiped out

Thanks. *Runs to rulebook to find Enslave.*
Witchycat
player, 6 posts
Furry Kitty with
a witch's hat
Sun 4 Feb 2007
at 02:26
  • msg #41

Re: Wiped out

Well, the general idea would be that the players are all part of this one class.  The Advisor and teachers would send them on assignments or missions.  It would not just be, here is the school and make your plot.

I would lean towards the magic is secret but the powers that be are not strict about using it.  The mages council wants it secret so they would not be hunted for being dangerous or powerful.  Magic would be allowed to be used but not so everyone could see it.   More like in WOD.

Now if most of the players would prefer a world where magic was known, I could probably go that way.  Then like in most fantasy worlds, there would be places it is accepted and others where it could even be outlawed.
Rahn
player, 9 posts
I seem to have lost my
mind.  Have you seen it?
Wed 7 Feb 2007
at 16:25
  • msg #42

Acceleration Tolerance

4e seems to have left Acceleration Tolerance out.  Unless I am missing it, of course.  I wonder why, especially since they included Acceleration Weakness.
Lawman
player, 17 posts
Rules Lawyer
Thu 8 Feb 2007
at 00:13
  • msg #43

Re: Acceleration Tolerance

It's on Page 81, under Resistance. It's a rare effect. "Acceleration - blackouts due to acceleration, etc."

They did a pretty good job of hiding it, huh?
Rahn
player, 10 posts
I seem to have lost my
mind.  Have you seen it?
Thu 8 Feb 2007
at 13:03
  • msg #44

Re: Acceleration Tolerance

Ah.  Thanks Lawman.
Gwythaint
player, 2 posts
3rd edition gm for 15yrs
happy to be playing
Fri 9 Feb 2007
at 14:02
  • msg #45

school of magic

I've always liked the concept; wove it into several games.. Have Technomancer, much gaming experience... I'd be down for some back to school action... partly because I just started going back for a, um degree in Hex-Ray technomagery and other diagnostic magic, (or at least, tech sufficiently advanced as to be mistaken for magic) and the whole issue of most of my classmates being young enough to be my children is kinda surreal...
Rahn
player, 11 posts
I seem to have lost my
mind.  Have you seen it?
Wed 28 Feb 2007
at 04:59
  • msg #46

GURPS Battletech

Has anyone played Classic Battletech?

I am giving consideration to starting a GURPS Battletech/Mechwarrior game using GURPS for the Mechwarrior portion and MegaMek for the Battletech aspect.  For those unfamiliar with MegaMek, it is an on-line version of the Battletech board game.  If I were to use MegaMek, then the GURPS gunnery skills would have to be converted to the Battletech format.

For those not familiar with Battletech, the lower is better.  Here is how I am considering the conversion from GURPS to Battletech.  4 is considered average so that has to be considered as a 10 in GURPS.  The chart below is the rest of the breakdown.
Battletech GURPS
5          8 and under
4          10 to 12
3          13 to 15
2          16 and up

Anything over 16 would not increase the To Hit probability unfortunately but it would increase the chance of a critical hit.  This would be an issue since I could not dictate to MegaMek that a critical hit has been scored since the program automatically calculates hits.  I am still unsure how I would resolve that issue at the moment... lol.

I have a feeling that I would have to resolve each critical hit myself then apply the results before the damaged unit takes its action.  For example, if the said unit had its movement reduced then I would only be able to enter a movement that did not exceed the new move score.  If a critical hit were to result in excessive heat build up, then I would simply consider that extra heat and not use any available weapons that such a heat build up would logically exclude from usage.

I realize this would mean a significant increase in what I would have to do for each and every unit in play but I believe it would work.  I have yet to test my theory but I think it is sound.

My request is this:  Consider the skill conversion above and also MegaMek issue (if anyone is familiar with it, that is).  Is the conversion accurate, fair, and workable?  If not, how can it be tweaked so that it is?

Thanks for your time.
2l8m8
player, 23 posts
Wed 28 Feb 2007
at 05:10
  • msg #47

Re: GURPS Battletech

The chart looks ok. How about instead of a crit in BT you just give it another hit? Then, it counts as a crit in GURPS, but as extra damage in comp prog, and the prog can till dish out crits like normal?
Rahn
player, 13 posts
I seem to have lost my
mind.  Have you seen it?
Sat 3 Mar 2007
at 16:20
  • msg #48

Re: GURPS Battletech

OK, I have played around with MegaMek some more and cannot find a way to get the program to let me do anything close to how I want to do it.. Imagine that.. lol

Anyway, I am sure I can do it the long way described above.


In your esteemed opinions, what GURPS tech level would you give the Battletech universe before the clans invasion?
2l8m8
player, 24 posts
Sat 3 Mar 2007
at 22:45
  • msg #49

Re: GURPS Battletech

I've actually done BT in GURPS, and that was a biggie. The TLs don't really match up- you can realy only say "about". IIRC, they changed the TL from 3E to 4E, and I'm not familiar with the new one, but it's going to have to be custom. Something similiar to "About TL 10, but no blasters or braintaping or cybertech, but you cann have..." So it won't be an easy conversion, again.
Lawman
player, 18 posts
Rules Lawyer
Sat 3 Mar 2007
at 23:29
  • msg #50

Re: GURPS Battletech

I don't know Battletech, but if it helps you can often break Tech Levels up by the catagories presented on page 512 of Campaigns.

So, you could say:

Transportation = TL9
Medical = TL8
Weapons = TL10
etc...

And then still enter a few variations where needed, like Medical TL9, but not cloning.
Rahn
player, 16 posts
I seem to have lost my
mind.  Have you seen it?
Mon 5 Mar 2007
at 06:15
  • msg #51

Wealth

Here is the situation:

Battlemechs (could be anything which is very freakin' expensive for that matter)can cost anywhere from around 1 million to 10 million to purchase new.
Sorry, had the costs way off

Using the new wealth rules, and considering a Battlemech to be signature gear, it would still cost 50 points or more for a character to purchase one at creation.  That is assuming a starting wealth of $20,000.

Am I missing something or is that correct?
This message was last edited by the player at 02:45, Mon 12 Mar 2007.
Rahn
player, 17 posts
I seem to have lost my
mind.  Have you seen it?
Thu 15 Mar 2007
at 03:11
  • msg #52

Re: Wealth

I must have misread the signature equipment advantage.  It does not reduce the cost of wealth by 50% but rather gives you 50% of the starting wealth in equipment only.  Looks like I still need to figure out how to get each character to own such an expensive machine without having 100+ points in Wealth.
corvusCorax
player, 6 posts
Game search:
Iain M. Banks
Thu 15 Mar 2007
at 08:10
  • msg #53

Re: Wealth

You hand them one for free... You are the ST so you can do that you know!

And if you don't like giving away gifts you could do the Han Solo trick making them owe money to someone.

Just a thought :)
Lawman
player, 20 posts
Rules Lawyer
Thu 15 Mar 2007
at 08:23
  • msg #54

Re: Wealth

Or you could let them build it with points. Give 150 for the pilot, and then however many for the machine. GURPS has good rules for building machines with points, instead of money.
2l8m8
player, 25 posts
Thu 15 Mar 2007
at 12:22
  • msg #55

Re: Wealth

The way I've done spaceships (Perhaps more than mechs?) was to charge the PCs 10% as a downpayment and have them owe a note. good way to get rid of excess cash, too! Basically the Han Solo trick, but you can have it owed to a loan shark like Jabba, or even a legitimate bank.
Rahn
player, 18 posts
I seem to have lost my
mind.  Have you seen it?
Thu 15 Mar 2007
at 12:23
  • msg #56

Re: Wealth

Well, it's not that I mind giving things for free especially in a case like this.  After all, it is sort of important for a MechWarrior to have a 'Mech.  If they don't, then they are, what is called in Battletech, Dispossessed (loss of status, social stigma, on the edge, compulsion,... etc, etc, etc).

The first thing is that I want players to be able to select the 'Mech they want.  The second thing is that I do not want them to all be stuck with a light 'Mech because that is all they can afford.  I also do not want them to swing the other way and all select Assault 'Mechs.

I had entertained the idea of modifying Signature Equipment some how so that it could be used in this case.  I think the situation certainly fits both the letter and the spirit of the advantage.

I had not thought of building the 'Mechs as characters until late last night.  I read a suggestion to do just that thing on the SJG forum.  There was even a convenient example provided.  I'll have to think on that a bit as my initial reaction is that I would rather do it some other way.  I have no real basis for feeling that way but we'll see how it comes out.
Bai Shen
player, 5 posts
Sun 18 Mar 2007
at 18:14
  • msg #57

Re: Wealth

I wanna run a space based Gurps game.  Anybody know when they're gonna release a book for building ships?  I though Gurps Space would, but it didn't. :(
pesterfield
player, 12 posts
Sun 18 Mar 2007
at 18:25
  • msg #58

Re: Wealth

Vehicles will probable have some, but I think it's just going to be a catalog of vehicles with the construction rules an e23 product. At least the last I heard.

If you want to build the ship like a character Biotech has suggestions. Also the 3rd edition starship building rules still work fine.
Bai Shen
player, 6 posts
Sun 18 Mar 2007
at 18:33
  • msg #59

Re: Wealth

Not really lookin' to build a ship as a char.  Also, I don't have any 3E stuff.  What book is the 3E ship building rules in?
pesterfield
player, 13 posts
Sun 18 Mar 2007
at 21:24
  • msg #60

Re: Wealth

In 3e Space, Amazon has some used ones starting pretty cheap.
Bai Shen
player, 7 posts
Mon 19 Mar 2007
at 00:16
  • msg #61

Re: Wealth

Really?  They've been impossible to find locally.

EDIT: Man, I been livin' in a hole lately.  When'd all the new GURPS 4E stuff come out?  Anybody checked out Ultra Tech yet?
This message was last edited by the player at 00:20, Mon 19 Mar 2007.
Rahn
player, 20 posts
I seem to have lost my
mind.  Have you seen it?
Wed 21 Mar 2007
at 17:16
  • msg #62

Battletech Ownership

Finally I have a solution that I can live with.  I found the following at http://www.klargia.com/~pds/ga...campaigns/gurps.html
Most of this is intact from the above site but I have modified it a bit to reflect my darker version of the Battletech universe.

In addition to the basic attributes and wealth available to a normal starting GURPS character, each Battletech character starts with a medium weight Battlemech.  This 'mech can be modified to some extent using the advantages and disadvantages listed below. This Battlemech must be chosen from the standard set of designs and variants detailed in the technical readouts.

Heavy Battlemech (5 points) The character starts with a heavy Battlemech.

Assault Battlemech (10 points) The character starts with an assault 'mech instead of a medium weight one.

Modification (5 points) The character's 'mech has some kind of modification. One piece of its equipment has been swapped for something else using the same technology base. A good example would be swapping an AC/5 for a PPC. Small amounts of left over tonnage may be spent on other simple changes, but any serious modifications will have to be paid for separately. (This sort of thing usually requires a GM's call.)

Brand New 'Mech (10 points) The player starts off with a brand new Battlemech of medium weight.   MechWarriors with this advantage start the campaign with no damage to their ‘Mech at all.  Such ‘Mechs are unlikely to develop serious technical issues as they have not been exposed to many years of combat.  Their internal components are in factory condition and suffer no penalties in repair situations.

Custom Battlemech (10 points) The player may use the Battletech 'mech design rules to design a customized Battlemech from the ground up rather than choosing a 'book' 'mech.
This advantage also requires any related advantages and skills needed to justify a custom ‘Mech (wealth, skills, enemy.. etc).   The cost of this advantage is for a medium weight Battlemech.

Light Battlemech (-5 points) The character starts with a light 'mech instead of a medium 'mech.

Quirky Equipment (-5 points) The character's Battlemech may be in good repair but it just never seems to operate perfectly. Some chronic problem always seems to be there no matter what the techs do with it. Every now and then something on the player's 'mech should malfunction or break but never catastrophically or permanently.
Depending on the campaign situation, the player might not even find out what is wrong until something breaks. Good examples of quirky equipment are a heat sink that fails at the start of a battle or an autocannon that jams if the player fires it. Such problems are annoying but can be easily fixed after the battle. A character may take this disadvantage more than once. Each one adds another piece of chronically faulty equipment to his 'mech.  Replacing the faulty piece of equipment with a new one negates the disadvantage.  The MechWarrior can either pay the points or another piece of equipment can develop chronic difficulties.

Salvage Quality Battlemech (Variable) The character's Battlemech is functional but it is in a state of disrepair. Salvage quality 'Mechs cost a great deal to restore and cost a lot to maintain. This disadvantage is only available if the PCs are responsible for the repair and maintenance of their own machines. (Usually in mercenary campaigns.)

I have broken 'Mechs down by their operating condition with those being:
New
Average
Salvaged


Custom ‘Mechs are in New condition and suffer no technical difficulties unless the Quirky Equipment disadvantage is selected.

New ‘Mechs are in mint condition and suffer no technical difficulties unless the Quirky Equipment disadvantage is selected.

Average ‘Mechs are in functioning condition with no damage.  They suffer no technical difficulties unless the Quirky Equipment disadvantage is selected.  However, the many years (in some cases centuries) that they have been exposed to the cycle of damage and repair have resulted in increased difficulties in repairing existing systems.  These ‘Mechs suffer a -1 penalty to repair rolls.

Salvaged ‘Mechs are those which have succumbed to the repetitive damage over the ‘Mechs lifetime.  Such ‘Mechs begin with both damaged systems and penalties to repair any additional damage.  In some cases, systems cannot be repaired and must be replaced.  Salvaged ‘Mechs will always have some technical issues and will always be difficult to repair.  Salvaged ‘Mechs are broken down into the following damage levels: Lightly damaged, Moderately damaged, and Heavily damaged.
Damage Level	      Cost	   Repair Penalty
Lightly Damaged	      -5 points	   -2
Moderately Damaged      -10 points      -4
Heavily Damaged	      -15 points      -6
This message was last edited by the player at 22:04, Wed 21 Mar 2007.
Rahn
player, 23 posts
I seem to have lost my
mind.  Have you seen it?
Thu 22 Mar 2007
at 18:31
  • msg #63

Ultra-tech

For those who have both 3e and 4e Ultra-tech, what are the differences in a nut-shell please?
Ceredyn
player, 3 posts
Wed 28 Mar 2007
at 14:43
  • msg #64

Re: Ultra-tech

Does anyone have in front of them the rules regarding running jumps?

What's the formula for a guy who's making a running leap and has essentially unlimited take off distance?

Thanks!
Boston_Jp
player, 6 posts
Wed 28 Mar 2007
at 14:46
  • msg #65

Re: Ultra-tech

Is this one of those logic problems? If he has unlimited take off distance, then he's running from where he's jumping to.
jarulf
player, 5 posts
Wed 28 Mar 2007
at 15:08
  • msg #66

Re: Ultra-tech

Ceredyn:
What's the formula for a guy who's making a running leap and has essentially unlimited take off distance?


Broad Jump is (2x Basic Move) - 3
For running add number of yards run to BM. Maximum distance of a running jump is twice that of a broad jump.
Ceredyn
player, 4 posts
Wed 28 Mar 2007
at 15:16
  • msg #67

Re: Ultra-tech

Thanks Jar...  And how would Encumbrance factor in?
pesterfield
player, 15 posts
Wed 28 Mar 2007
at 15:22
  • msg #68

Re: Ultra-tech

(2x(Basic Move+Yards Moved))-3 feet, running broad jump can't be more than double the standing broad jump.

Does extra effort ignore the 'can't be double the standing' rule? Seems like it should, being extra effort and all.

If so a Will roll at -3 will allow an increased distance of 15%, just making it at a jump of 20.7 yards.
jarulf
player, 6 posts
Wed 28 Mar 2007
at 15:44
  • msg #69

Re: Ultra-tech

Ceredyn:
Thanks Jar...  And how would Encumbrance factor in?


It's an optional rule but just multiply the jumping distance by the Encumbrance and Movement factors.

x1 none
x0.8 Light
x0.6 Medium
x0.4 Heavy
x0.2 Extra Heavy
Bai Shen
player, 18 posts
Sun 8 Apr 2007
at 03:06
  • msg #70

Racial Templates

Need some help with Racial Templates.  I seem to recall an ad in 3E that gave you +1 DR.  Now I'd like to add that to a racial template, but I can't find it in 4E.  Any suggestions?

Also, how would you handle less severe versions of Inc/Dec Life Span?
This message was last edited by the player at 03:07, Sun 08 Apr 2007.
pesterfield
player, 16 posts
Sun 8 Apr 2007
at 03:56
  • msg #71

Re: Racial Templates

Damage Resistance 1, with maybe the tough skin limitation.
Bai Shen
player, 19 posts
Sun 8 Apr 2007
at 14:24
  • msg #72

Re: Racial Templates

Well, yeah.  But where in the book is that?  How much does it cost?  Also, the book mentions buying ST cheaper due to size, but I can't find that either.
Lawman
player, 22 posts
Rules Lawyer
Sun 8 Apr 2007
at 14:35
  • msg #73

Re: Racial Templates

In 4e, Damage Resistance is an advantage, listed on page 46. It specifies a normal human should not be able to purchase it under normal circumstances. (I would suggest merely higher Hit Points and Health to reflect this.)

In 3e, they had the Toughness advantage that added either 1 or 2 levels of Damage Resistance. This was done away since it didn't make sense to have the same advantage (Damage Resistance) with two different prices.

I believe, the theory is that Damage Resistance for humans doesn't exist, except in limited form (such as thick callouses over small areas.) If you think of getting a shot from a doctor, the needle penetrates the flesh nearly the same for all humans. So a human with extra tough skin would be either cinematic or superhuman in some fashion. With the addition of penetrating damage (poisons, toxins, etc.) from 4e, this makes more sense.

Size modifiers being on page 19. They cover the reduction to the cost of Strength there, I believe.

I hope that helps.
Bai Shen
player, 20 posts
Sun 8 Apr 2007
at 20:37
  • msg #74

Re: Racial Templates

Huh.  I searched through the  ads multiple times.  As for it bein' not for humans, if you'll notice, my title was Racial Templates.  I'm looking for the DR for a Troll race.

I saw the size modifiers for Gigantism and Dwarfism, but I didn't see actual stats for the size modifier on strength.
Bai Shen
player, 21 posts
Mon 9 Apr 2007
at 04:26
  • msg #75

Re: Racial Templates

Found the DR.  Don't know how I missed it.  Haven't had a chance to check the size stuff.

Got another question. Tryin' to figure out something similiar to the Initiation system in Shadowrun as a means of increasing Magery.  Any ideas?
Lawman
player, 23 posts
Rules Lawyer
Mon 9 Apr 2007
at 04:34
  • msg #76

Re: Racial Templates

Sorry, the size rules are better explained under Strength itself, a few pages before that. Look for the Size modifier.

I realize you're not building humans. I just mentioned that in reference to why the Toughness advantage was removed for 4e. As I recall, it did confuse some people when 4e first came out.

I don't know Shadowrun well enough to remember the Initation system, sorry.
Bai Shen
player, 22 posts
Mon 9 Apr 2007
at 19:23
  • msg #77

Re: Racial Templates

Okay doke.  I didn't know there was a DR ad in 3E.

Basically, I'm tryin' to come up with a good balanced way of increasing you Magery  without jus' saying pay the points an' you're good to go.
Boston_Jp
player, 7 posts
Tue 10 Apr 2007
at 09:42
  • msg #78

Re: Knacks in 4e?

Hi,

I was poring through my books last night and I couldn't find knacks in 4e.

I can see two ways to do it:

1) Buy the ability and customize it - the powers model.
2) Buy the spell I'm thinking of singularly - the clerical magic model that ignores prereqs.

Any recommendations from the assorted experts here?

-J
Pat
player, 5 posts
Tue 10 Apr 2007
at 18:21
  • msg #79

Re: Knacks in 4e?

I'm pretty sure the SJG-recommended method is Powers.  Buying a spell has a lot of built-in assumptions about the nature of casting.
pesterfield
player, 17 posts
Tue 10 Apr 2007
at 19:10
  • msg #80

Re: Knacks in 4e?

All I've been able to find is that one spell Magery is -80%.
Bai Shen
player, 23 posts
Tue 17 Apr 2007
at 19:32
  • msg #81

Re: Knacks in 4e?

I'm trying to figure out how to do SR's matrix system in GURPS.  AFAIK, GURPS has a system in place to handle things this way, but I can't seem to find it.  Any suggestions or pointers?
Rahn
player, 28 posts
I seem to have lost my
mind.  Have you seen it?
Sat 18 Aug 2007
at 22:14
  • msg #82

GURPS HoL?

Anyone ever consider doing a GURPS version of HoL or the movie Soldier?

HoL stands for Human Occupied Landfill for those who are not familiar with it.
2l8m8
player, 28 posts
Wed 22 Aug 2007
at 21:27
  • msg #83

Re: Knacks in 4e?

Bai Shen:
...handle things ...


Not sure what 'things'... don't know the SR system. What stuff do you want to do, maybe I could help a bit...

HOL & Soldiers... again not sure. (I feel really out of it. :P ) But was thinking of finding a modern martial game somewheres, is there a soldiers one up somewhere?

Knacks: Yes they suggest using powers. However, knacks are separate and distinct from spells, like it was mentioned there's a laundry list of stuff you're presumed to be dealing with as a spell. A knack can't be interrupted, and you don't get a skill penalty for being hurt, for example (since you don't even need a skill roll...) With powers, however, you can pile the limits on so it comes out just like a spell, and the difference is more in flavor than function. I suggest doing it whichever way works better for you, and that your GM will approve, because in the end either method isn't going to be horribly unbalanced. 3E rule was 2% of item cost (x2 for mage only), even that's still fairly balanced if you just want to use it w/ 4E. Granted, all these methods could be misused and get odd results, but on average they're all good and can mix and match within reason. It just depends on how picky the player(s) and GM are.
Boston_Jp
player, 8 posts
Sun 25 Nov 2007
at 20:20
  • msg #84

Re: Magical Curse question

I have a character that's been magically cursed. Food spoils faster in a house that he's staying in over night. Do the assorted luminaries have any ideas for how to define that in GURPS terms?

Also, anyone sharing a bed with him loses fatigue then HT (if they continue over a week) based on bad dreams. Define that as an uncontrollable always on affliction? 1yard radius to cover the average bed?

And lastly, how would you define a general shiftiness and untrustworthiness feeling? Odious personal habit? Distinctive feature? General reaction penalty?
2l8m8
player, 31 posts
Mon 26 Nov 2007
at 23:43
  • msg #85

Re: Magical Curse question

Boston_Jp:
I have a character that's been magically cursed. Food spoils faster in a house that he's staying in over night. Do the assorted luminaries have any ideas for how to define that in GURPS terms?
That's an unusual one... perhaps just a generic disad worth however many points you think is about right. I can't see it making a whole lot of difference as far as mechanics, and the only real thing would be either running out of provisions, or getting people ticked off at him (if they figure out he's doing it). Knowing he does this, I presume he can a) keep the food outside or b) sleep outside himself, and eliminate the whole problem. That'd make it worth a whole lot less, because it's a fairly easy remedy.

Boston_Jp:
Also, anyone sharing a bed with him loses fatigue then HT (if they continue over a week) based on bad dreams. Define that as an uncontrollable always on affliction? 1yard radius to cover the average bed?
There's no 'turning off' that way. You need to have some sort of required time, as in an activation or delay to prepare sort of thing, so that it only activates after say 8 hours. See insomnia and light sleeper disads for some ideas. Perhaps even better would be a "Nightmare" affliction, which again is a disad... These are usuable against others, though, perhaps a base of positive instead of negative? I think the nightmare is really almost exactly what you want, but like I said it's supposed to be bad for you, not the way you want it... Perhaps your GM will let you base it on that as a power, affliction, or whatever you want to call it.

Boston_Jp:
And lastly, how would you define a general shiftiness and untrustworthiness feeling? Odious personal habit? Distinctive feature? General reaction penalty?
It depends a lot on how seriously you want him to be affected. All of those would work, although they would have a slightly different 'view' on the game mechanics of exatly what happens, I don't think it really matters a whole lot. It could be an appearance disad, even. So long as you get the same points, and the same reaction penalty, I think the actual noun that describes it is irrelevant when the 'definition' is the same, and the action NPCs and others would take are identical. You could even use the 'bad smell' disad for that matter, and define it as a 'mental smell'- in other words, a 'bad feeling'.

PS- Evaline misses you. :P
Boston_Jp
player, 9 posts
Tue 27 Nov 2007
at 07:07
  • msg #86

Re: Magical Curse question

Thank you. :)
This message was last edited by the player at 12:00, Tue 27 Nov 2007.
2l8m8
player, 32 posts
Thu 29 Nov 2007
at 03:41
  • msg #87

Re: Magical Curse question

interesting...
Found a little tidbit might help our JP out...
Innate Attack, Hazard, Missed Sleep, is +50%...
I presume this would be a fatigue-based attack.
Also check out exposure time under the onset limitation.
PlagueTMI
player, 3 posts
Thu 10 Jan 2008
at 15:53
  • msg #88

Re: Magical Curse question

I had a player ask a question during Character Creation that has had me wondering ever since.

"So, can I cast a missile spell on someone ELSE'S hand?!"

I stuttered and went clambering through my books for the paragraph on missile spells, only to find that it didn't address the issue at all. I explained to him that it would likely be possible, however I would have to assess a penalty for range from him to the person who's hand he's casting the spell on. I also explained that the person he was casting on would have to have an Innate Attack skill in order to throw the missile as well.

This seems like a good solution to me, however I'm still not certain whether or not this would horrendously unbalance the game, as the player could simply cast juiced up missile spells on the entire party and run around until meeting with conflict, blasting it away from all angles.

In your opinions, should this be legal?
This message was last edited by the player at 15:53, Thu 10 Jan 2008.
Boston_Jp
player, 10 posts
Thu 10 Jan 2008
at 15:59
  • msg #89

Re: Magical Curse question

I thought missile spells are created in the caster's hand, but they can target someone else's hand. But your idea works for me (minus range from 'wand' to casting target) if that's applicable, though. :)
Sockpuppet
GM, 17 posts
And to think I almost
put something witty here.
Thu 10 Jan 2008
at 16:46
  • msg #90

Re: Magical Curse question

Missile spells are a separate class of spells; when cast, the missile always appears in the caster's hand (though Poltergeist and Winged Knife are exceptions). So, I would rule that a caster cannot grant a missile to another character. And, even if you opt to allow it...

PlagueTMI:
I'm still not certain whether or not this would horrendously unbalance the game, as the player could simply cast juiced up missile spells on the entire party and run around until meeting with conflict, blasting it away from all angles.


This would not be legal. Once a caster has cast a missile spell, they cannot cast any other spells until the missile is discharged (thrown, dropped, cancelled, etc.). At best, they could give one ally a single missile. :)
PlagueTMI
player, 4 posts
Thu 10 Jan 2008
at 16:54
  • msg #91

Re: Magical Curse question

AH! That would make sense. Thanks for the heads up, I'll make sure to inform my player.
pyrosorc
player, 4 posts
Thu 10 Jan 2008
at 17:37
  • msg #92

Re: Magical Curse question

Strictly speaking I'd probably rule that they couldn't, as the book always refers to "the caster" as being able to hold the spell.  Of course, sometimes applying a house rule slightly bending the norm can be interesting and fun for the group, as long as you maintain balance.

Sockpuppet:
they cannot cast any other spells until the missile is discharged


Im not sure if this has changed since 3rd Ed, but assuming it hasnt (and i doubt it has), you can still cast blocking spells while mainting a missile.
silveroak
player, 1 post
Thu 10 Jan 2008
at 18:17
  • msg #93

Re: Magical Curse question

I would suspect that meta-spells that can be done with missile spells could be cast as an exception to this rule. However lend spell states that only maintainable spells can be lent, and missile spells are not maintainable spells, and thus do not qualify. In fact the only meta spell I can see which could apply is hang spell, in which case the rolling to cast comes later anyways, and would seem pretty useless for a missile spell given teh speed at which they are cast anyways.
jarulf
player, 9 posts
Thu 10 Jan 2008
at 18:24
  • msg #94

Re: Magical Curse question

pyrosorc:
Im not sure if this has changed since 3rd Ed, but assuming it hasnt (and i doubt it has), you can still cast blocking spells while mainting a missile.


P 13 in the Magic book states re blocking spells

"If you are holding a Missile spell, you cannot enlarge
it further but may retain it for later use."
Lawman
player, 25 posts
Rules Lawyer
Tue 29 Jan 2008
at 00:19
  • msg #95

Re: Magical Curse question

Anyone know of any kind of "Cannot Jump" disadvantage in GURPS 4e? (If not, any suggestions on a point value?)
PlagueTMI
player, 5 posts
Tue 29 Jan 2008
at 01:09
  • msg #96

Re: Magical Curse question

I'm fairly certain that there's a -5 point disadvantage in some templates in the Characters book (I'm at school now so I don't have numbers in front of me). Originally I thought it was a quirk, but not being able to jump sounds just a tad more than quirky.
Sockpuppet
GM, 18 posts
And to think I almost
put something witty here.
Tue 29 Jan 2008
at 02:17
  • msg #97

Re: Magical Curse question

"Legless" for -30 would get the job done, but I have a feeling that's not what you're looking for. :P
PlagueTMI
player, 6 posts
Tue 29 Jan 2008
at 03:37
  • msg #98

Re: Magical Curse question

Mmm. It seems I was thinking of Cannot Kick, which is a -5 point disad.

Really I suppose it would depend on how often you feel jumping is useful in your campaign. Based on the Cannot Kick disad I would place it around -5 to -10 points. I don't think you could justify more than that, unless you were creating some sort of lame acrobat.
silveroak
player, 2 posts
Tue 29 Jan 2008
at 06:12
  • msg #99

Re: Magical Curse question

realistically a flat prohibition against jumping doesn't make sense- if you can generate forward momentum there will be a way to convery that to upward momentum, even if it requires a ramp (jumping a car). No legs (tracked or wheeled) includes the most realistic form of no jumping and is -20 points, though it also gives people following you a tracking bonus.
Lawman
player, 26 posts
Rules Lawyer
Tue 29 Jan 2008
at 06:20
  • msg #100

Re: Magical Curse question

Cannot Kick is also covered on page 55 under Extra Legs, including how to add the modifier to being with two legs.

Realistically, these things cannot jump. The closest they could come to a jump is falling headlong off a cliff like lemmings. Even with a ramp, a snail cannot jump. Thus, a flat prohibition against jumping makes perfect sense.

To me, jumping a car off a cliff is about physics, not the mechanics of jumping with legs or other means. I think it has as much to do with jumping as if a giant picked it up and threw it.
silveroak
player, 3 posts
Tue 29 Jan 2008
at 06:37
  • msg #101

Re: Magical Curse question

Jumping however is also based upon move- a snail with a generous move of 1 would have a high jump of (6x basic move-10)inches, or -4 inches. Broad jump is 2xbasic move-3 feet, which lands the snail at -1 feet. Anything moving that slow will be unable to jump, withou getting any points for the disadvantage. If you start speeding teh snail up then it will be able to jump with a ramp, as a simple matter of physics. Inability to initiate a jump without physical assistance would either have to be a quirk or relates to no legs (wheeled) perhaps with a trait that offsets the tracking bonus.
Lawman
player, 27 posts
Rules Lawyer
Tue 29 Jan 2008
at 08:15
  • msg #102

Re: Magical Curse question

Okay, but the rules aren't realistic because they don't take weight into account. At least, I can't find any reference to weight in jumping. The book gives optional rules for encumberance, but great weight doesn't always mean encumberance. An elephant, which has neither tracks or wheels, can run up to 15mph, but it cannot jump. My feeling is if an elephant ran off a ramp, it would simply fall due to weight. However, I don't feel elephants are automatically encumbered. If a 100-ton robot walked off a ramp at fifty mph, I don't think it would go very far. I'd hardly call it a jump.

Further, jumping in the rules covers more than just ramp situations. Move also determines vertical jump, and a car cannot vertical jump unless it has been designed to do so. It doesn't matter how fast it can move horizontally, or up a ramp. Thus, there is something it cannot do that other players can do (if I were building cars as players, which I am not. Tracks and wheels are irrelevant because what I'm building has legs and cannot jump. The legs are not designed to jump.)

At any rate, the answer to my question of if anyone knows of a rule in 4e appears to be "no". That is all I was looking for, except maybe opinions on what it would be worth. Discussing the mechanics of jumping is irrelevant since I haven't even explained what I am building or why it cannot jump. (And it's not important enough for that kind of detail. It's a small side-effect of the design. I'm moving on now, thank you all, especially silveroak, for the thoughts.)
silveroak
player, 4 posts
Tue 29 Jan 2008
at 14:40
  • msg #103

Re: Magical Curse question

That's because weight cancels out. If you have the strength to move your body at speed x, then that is the basis for how far or high you can jump. Sure an elephant has a lareg strength but again what is their move? Because strength isn't part of teh equation in 4th edition, just move.
Also on http://wiki.answers.com/Q/Can_an_elephant_jump it notes that tehre are instances of Elephants jumping in the wild, though these are not confirmed. I think in the case of an elephant it would be a quirk, at the very minimum they seem to not *want* to jump if it could be avoided, or possibly some odd form of fragility (it is certanly suggested that if an elephant did jump the landing would be injurious to it's legs. It is also possible that the base stats in GURPS for elephants should be changed to give them a base move of 1 (They honestly don't seem all that capable of dodging either!) with a few levels of enhanced move.
PlagueTMI
player, 7 posts
Thu 7 Feb 2008
at 04:23
  • msg #104

Re: Magical Curse question

I just had a player ask me if there was any advantage to fighting with the opposite hand as your opponent. For the life of me, I don't know. It seems as though there should be, but I can't recall. I remember seeing something in Tactical combat, but we don't use that... I'm afraid adding it to bland combat would be unbalancing.

Thoughts?
silveroak
player, 5 posts
Thu 7 Feb 2008
at 06:10
  • msg #105

Re: Magical Curse question

Generally, no.
There are of course exceptions to this- the Epic of Gilgamesh records how in mesopotamia right handed and left handed were about equal in expression but Gilgamesh's enemies feared him as a deity or demon because he was ambidexterous. Today Right handd people outnumber left handed people due to teh fact that durring teh middle ages being left handed was considered a sign of being in league with the devil. Under those circumstances it would certainly be of great psychological advantage though also being a social stigma. In teh modern era "southpaw" pitchers were considered of great value until it came to teh point where the vast majority fo pitchers were left handed- if you expect your foes to be right handed then fighting someone who is left handed without realizing that is the situation at first might be worth a style familiarity penalty.
But any benefits from handedness are situational, and should be charged accordingly by the game universe.
DavePeev
player, 8 posts
Thu 7 Feb 2008
at 16:26
  • msg #106

Re: Magical Curse question

Exactly - it depends on expectations and training. If we face right-handers in training all the time, a lefty will confuse us and we'll leave openings for him to take advantage of. In my training I do switch lead hand occasionally just to see if it gives me an opening. (TKD/MMA)

In sword & shield its more apparent, as the lefty will have essentially free attack against the bare right side of the right-handed oppponent, forcing continual parry rather than the easier block.

So I'd give no advantage points to either choice, unless the social background is such that a fighter Never sees the other handedness in his training. Then treat it like familiarization in the weapon options. A few hours training or few fights brings familiarity, leveling the field again.
PlagueTMI
player, 8 posts
Thu 7 Feb 2008
at 19:05
  • msg #107

Re: Magical Curse question

Right, so there's no special definition given in the rules. I should just measure each situation accordingly and dispense bonuses and penalties as I see fit, based on the training and experiences of the parties involved.

Thanks for your help guys!
2l8m8
player, 33 posts
Because somone else got
all the good names first.
Sun 13 Apr 2008
at 16:30
  • msg #108

Ritual magic

What do you people think of Ritual Magic as in p200 of Magic?
I decided to see if I can't do a character that works on an alternate system and made one up for that. (Had to custom build the skills, too, in GCA, if anyone wants a copy of the data.)
Anyhow, it seems to work fairly well. Combining it with high levels of magery, to make the skills cheap, it comes out pretty chep. You need to subtract the prereq count as a penalty for each spell cast, but especially if you use some limited magery, like song o musical, you can afford a lot of bonus.

I managed to make a 100 point mage (well, I think he's still under 90, plus -50 disads) with all of the college skils, and thaumatology as the core skill. His maegery level could be 15+, giving him something like 20+ in all of the skills, which should be planty for regualr castings of most spells, figuring in the penalty. Or, high skill castings of simpler spells, like fireball and the old standards everyone uses all the time anyhow. (Not that I think Hide Object should have a higher prereq count than Great Wish, but them's the rules. There are a lot of other restrictions on the wish that aren't included in prereqs, too.)

So, I was wondering how balanced you think this would be. There's 24 colleges, learned as VH, as opposed to, say, 18 prereqs for Great Wish, or 20 for Hide Object. By the time you get there, you'd pretty much have all the spells you'd want. However, the Ritual path you have *all* the spells, not just 'pretty much the ones you'd want'. You can also skip some of the requirements like knowing 10 spells each from 10 colleges, because you know all of them. The ones you'd need to worry about would be magery (which like I said I'd get high anyhow), and stat prereqs- this guy right now has a low IQ because magery is a lot cheaper, so he won't be casting any IQ 12+ spells without a lot more stat points (which would bring his magery down a lot most likely). So there's a lot of give and take, but on the surface it seems to me, he'd be just as powerful as a standard mage, with more flexibility.
silveroak
player, 6 posts
Sun 13 Apr 2008
at 20:37
  • msg #109

Re: Ritual magic

If you find a GM willing to let you have 15 levels of magery. I cap mine at 10 and most GM's cap at 3 or 4. The problems start occuring when you start adding penalties along with a high count, and enchanting in that system becoems a real pain for any signifigant spell. But yes it can be very usefull. If you go lurk in the Superfund game teh character Nathan uses ritual magery to overcome a game limitation (nobody could gain skills as a part of their superhero package- he was a dabbler before he changed when he gained magery, intelligence, and mana enhancer to cancle out the low mana penalty)He's very versaitle until he runs out of fatigue and hits the wall as it were.
2l8m8
player, 34 posts
Because somone else got
all the good names first.
Sun 13 Apr 2008
at 21:43
  • msg #110

Re: Ritual magic

Yea, I know, the 15 was a bit much, that's why I mentioned I'd need stat points instead of magery (which I guess is a stat now anyhow, but not the point). Just so easy to hit the 'up' arrow on GCA... :P

And yea, I see the problems with significant spells, and distance mods and such. I guess the main limit is like you said, FP. I was going to look into that bottleneck next, but still the worst is the same as a standard mage anyhow. Except maybe that he will need to burn more points on the spell half,  but I really don't think so... there'll all be 1 point lower because al VH, but not much difference I think.

So basically, you think it balances fairly well? Cool. (Again the obvious things like mage 15 aren't the issue, same limits for standard / ritual.) The only one I have even close is a 3E Rune mage in a game I GM. And honestly, he's not the greatest at the system, and I let him get away with murder because he doesn't try to push it ever.
silveroak
player, 7 posts
Mon 14 Apr 2008
at 14:07
  • msg #111

Re: Ritual magic

It will depend on the game, but in general yes, I think it ballances well. It does make it harder to control spells through lack of educational opportunty, but at the same time it makes it harder to use the spells that have lots of prerequisits.
2l8m8
player, 35 posts
Because somone else got
all the good names first.
Tue 15 Apr 2008
at 10:57
  • msg #112

Re: Ritual magic

Thanks! :D
2l8m8
player, 40 posts
Because somone else got
all the good names first.
Fri 25 Apr 2008
at 20:00
  • msg #113

Re: Ritual magic

Hey, do talents work on wildcard skills? And, is throwing art a single combat weapon for stuff like techniques and weapon master?

I was thinking, yes talents should work on wildcard skills. Like Music talent would increase Music! skill. Makes it a bit cheaper, but limited to 4 levels.

I was also thinking, yes it should be a single skill for techniques, which are based on skill. And no, it should be a large group (40) or all (45) for weapon master.

Oddly, Trained by a Master gives the same thing for all unarmed combat and melee weapons, except the damage bonus. Not quite the same as in 3E, and I guess the only difference in 4E, is it's supposed to be for martial arts that are mostly unarmed. Personally, i think they should just scrap that advantage, make 'unarmed combat' one of the groups in weapon master, and add that you can buy it multiple times if you want. Maybe, 50 points for all weapons and unarmed, but that's just my opinion.
silveroak
player, 10 posts
Sun 27 Apr 2008
at 14:47
  • msg #114

Re: Ritual magic

tallent would only work on wildcard skills for the applications they would normally give a bonus to. Wildcard skills themselves are a bit too broad to be getting any tallent bonuses. After all any tallent that gives a bonus to Science! is just a bit too powerfull...
2l8m8
player, 41 posts
Because somone else got
all the good names first.
Sun 27 Apr 2008
at 15:21
  • msg #115

Re: Ritual magic

OK, I think you mean it would work on wildcard skills so long as the action is covered by the normal skill. Which would mostly be the case, but some odd stuff could crop up.

I was reading p175 of the character book, and it mentioned having wildcard, or talent, specifically for music in the example. The implication is that they're exclusive, but it doesn't say that.

What I was thinking, after your input, is since it's 3x cost for wildcards, you could use 1/3 the bonus from talents. Max of 4, you'd get max of +1 (rounded down) from a talent affecting a wildcard. That way, instead of +1 per 5 points, which could easily be cheaper than the skill cost, you'd pay 15 per +1, which seems about right to me. Plus, you don't get any cost break because it's one skill, you still pay for it based on the number of normal skills it would affect. (Small (6 or fewer related skills): 5 points/level, etc.)

Does this sound reasonable? Maybe I'll go look on SJ forums and see if anyone else mentioned this.
pesterfield
player, 25 posts
Sun 27 Apr 2008
at 18:01
  • msg #116

Re: Ritual magic

In Supers the Techno template has both the Artificer Talent and the Science! and Inventor! wildcards.

That seems to show they can be used together.
2l8m8
player, 42 posts
Because somone else got
all the good names first.
Sun 27 Apr 2008
at 18:59
  • msg #117

Re: Ritual magic

Thanks, I'll need to look at that. Does the talent raise the wildcards? (Runs off to see if he even has that book.)
pesterfield
player, 26 posts
Sun 27 Apr 2008
at 19:10
  • msg #118

Re: Ritual magic

Artificer is an optional advantage, but the skill list doesn't have anything besides Science! or Inventor! that would benefit from it. So it has to be for them.
silveroak
player, 11 posts
Mon 28 Apr 2008
at 15:08
  • msg #119

Re: Ritual magic

Actually if you look close at 175 it describes the difference between tallents and wildcard skills in a way that makes the seem mutually exclusive- though f they might intersect without one completely envelopin the other i could see an exception- for example if you have Science! and artificer then the artificer tallent covers masonry, for example, which Science! does not, but would intersect with Science! when it comes to engineer...
2l8m8
player, 43 posts
Because somone else got
all the good names first.
Mon 28 Apr 2008
at 17:06
  • msg #120

Re: Ritual magic

That sounds reasonable.

OK, how does this sound: I define the Music! wildcard skill as covering the skills Group Performance (Conducting), Musical Composition, Musical Influence, Musical Instrument, and Singing. This also happens to be exactly what the Musical Ability Talent covers. Now, I think the talent would cover the wildcard except in some unforeseen instance. I buy it up to 4, the max.

I want to buy up the skill Musical Influence, without buying up the other Music! skills. I think it's easiest to do this if I simply count the Music! as a default in GCA, I'm not too sure how it figures, but I want to keep the level, without converting to the cost of non-wildcard. You won't get much of a bonus for that, but a couple of points is still a couple of points.

Now, I use the ritual magic rules. This is where it gets interesting. P200 of magic, I decide to use the core skill Musical Influence as mentioned there. (Now you see where this is heading.) Since the magery advantage adds to core skill, it stacks with the Musical Ability Talent. It won't for actually using the skill as a regular skill, but for spells they both stack.

Now, I can afford to get Ritual Magery to a high level, since it's -50% (musical). The spells default to the college, which defaults to the core skill. Oddly enough, this allows a double default, because it says right there on P200 you can do it.
"Ritual wizards can cast spells at
default! Each spell is a Hard technique
with a default to the associated college
skill. The default is at a penalty equal
to the spell’s prerequisite count (p. 6).
To raise a spell past its default level,
the wizard must have at least one
point in the college skill,"
which means you can cast it at default without one point in a college skill.

So, -6 to the core skill, and -(prereq count), and I can cast any spell from any college. Figure a skill that take into account a -9 would be pretty decent for most things, and I can make this wizard have a 22 skill (minus that prereq) in every spell. And that's at 100 / -50, I can do better with 150 / -70 or so.

Does all of this make sense? I'm pretty sure it does, after playing around I think I found a huge loophole (if the GM allows it of course). Or is it? Because he's still got 10 FP, no other skills at all, and has the huge prereq penalties for anything remotely unbalancing.
This message was last edited by the player at 18:21, Mon 28 Apr 2008.
silveroak
player, 12 posts
Thu 1 May 2008
at 18:46
  • msg #121

Re: Ritual magic

Well it is very much a munchkin to begin with, and good luck getting a GM to agree to it- most especially the 50% reduction for a limitation that is inherant in the choice of skills for bardic music.
2l8m8
player, 44 posts
Because somone else got
all the good names first.
Thu 1 May 2008
at 21:04
  • msg #122

Re: Ritual magic

Yea, pretty munchkin. I was mostly wondering if it was legal, but I suppose mostly it's moot. If the GM doesn't like it, it really doesn't matter.

guess I musta been bored that day. ;)
2l8m8
player, 45 posts
Because somone else got
all the good names first.
Wed 14 May 2008
at 00:25
  • msg #123

Which way did it go?

Where'd they hide the rules for extra time, to get a skill bonus, in 4E? As in, take 1 minute instead of 1 second, get a +4 or something like that.

IIRC, it used to be in 3e, +1 for 2s, +2 for 15s, +3 for 30s, something like that. I think it was based on a multiple of time though; maybe it was more like +1 for each x2. Not worth going digging in the basement for the 3E book (since I don't want it in a 3E game), and I can't find it anywhere in the 4E...
silveroak
player, 13 posts
Wed 14 May 2008
at 14:49
  • msg #124

Re: Which way did it go?

p 346 (campains)
2l8m8
player, 46 posts
Because somone else got
all the good names first.
Wed 14 May 2008
at 22:31
  • msg #125

Re: Which way did it go?

Thanks!
I see it says you can't use that on spells, and says see Ceremonial Magic p238. Thing is, that in no way increases skill with time. It does increase the time by x10, at the same skill roll. There is an option to add energy and trade for skill, but I guess extra time for spells must have been ditched in 4E?
2l8m8
player, 47 posts
Because somone else got
all the good names first.
Wed 14 May 2008
at 22:31
  • msg #126

Re: Which way did it go?

Thanks!
I see it says you can't use that on spells, and says see Ceremonial Magic p238. Thing is, that in no way increases skill with time. It does increase the time by x10, at the same skill roll. There is an option to add energy and trade for skill, but I guess extra time for spells must have been ditched in 4E?

We used that in 3E and I can't recall if it was specifically stated, or we just figured spell = skill and used the skill rule.
silveroak
player, 14 posts
Thu 15 May 2008
at 13:40
  • msg #127

Re: Which way did it go?

On the other hand ceremonial casting brings in the possibility of a lot of extra energy to boost teh effective skill with. There is also the optional rule of alternative magical rituals where you can get a +1 for going grandiose with the intonations and gesturing.
2l8m8
player, 48 posts
Because somone else got
all the good names first.
Thu 15 May 2008
at 17:09
  • msg #128

Re: Which way did it go?

OK, thanks again! I guess it'd be just that sort of thing then... I was hoping to do extra time to get a teleport spell that would carry me far, the energy isn't a problem but the skill roll is. +1 for doing big gestures, and maybe pouring some extra energy for skill in, but the energy is going to be horrible to start. Add in a couple points from party members might help a little, but not a whole bunch, and there's no mage or anyone who counts as anything except a 1 pointer for ceremonial magic.

And I really don't want to blow the teleport roll... ;)
scahill
player, 1 post
Fri 20 Jun 2008
at 15:42
  • msg #129

Luck...

This may have been covered before but when playing in Play by Post, how do you handle The Luck advantage?

I'm thinking by number of posts but how often?

What have you done, how did it work out?
Boston_Jp
player, 11 posts
Fri 20 Jun 2008
at 15:45
  • msg #130

Re: Luck...

In Powers, I think, there's a 0% enhancement to remap it to PBEMs with a game day limitation or something.
Ceredyn
player, 7 posts
Thu 3 Jul 2008
at 17:44
  • msg #131

Re: Luck...

scahill:
This may have been covered before but when playing in Play by Post, how do you handle The Luck advantage?

I'm thinking by number of posts but how often?

What have you done, how did it work out?


Generally, I will allow a Player to use his "Luck" once every 24 "game hours" for regular Luck, and an additional time per 24 hours per level of Luck above regular.
ToughCookie
player, 1 post
Wed 9 Jul 2008
at 07:15
  • msg #132

Re: Luck...

*sneaks in with a rules question*

Good morning all. Seeing as it's been ages since I last played GURPS, I ran into an interesting question on the latest character.

Assume for a moment that you are playing your standard run-off-the-mill 700 point character. You ended up with a strength of 18, a dexterity of 20 and had to sink a (very) few points into karate and boxing to get them both to 21 (DX+1).

According to the basic rules both skills grant a bonus of +1 to unarmed damage. Is that correct and do those stack?

1d+2 is the normal thrust damage. 1d+4 for the skilled person? Or does that transform into 2d-1?

Thanks in advance :)
Sockpuppet
GM, 21 posts
And to think I almost
put something witty here.
Wed 9 Jul 2008
at 11:47
  • msg #133

Re: Luck...

In short, the answer is no, the bonuses do not stack.

To explain a little further; when you make an unarmed attack, you decide which skill you're using. That is, you can make a Boxing Punch or a Karate Punch. You can even make a Brawling Punch if you like, though unless you have some points in the skill it won't mean much. If you make a Boxing Punch, the Boxing bonus applies -- and if you make a Karate Punch, the karate bonus applies. And yes, there are differences. :P

Most notable is that Karate involves a wider variety of attacks, and offers more Techniques. Boxing is a punching-only style, and easier to learn (Average vs. Hard). One big importance, though, is that Boxing does not suffer penalties due to encumbrance like Karate does.

As for damage bonuses rounding up, that's an optional rule. If your GM uses it, a +4 bonus would round up to an extra 1d; and any +7 bonus would round up to an extra 2d. So, in your example, 1d+4 would become 2d even. Likewise, 1d+5 would become 2d+1, etc.

Hope that helps. :)
ToughCookie
player, 2 posts
Wed 9 Jul 2008
at 12:04
  • msg #134

Re: Luck...

Thanks .. yes it does help.

So I'd load up with heavy armour, punch using my amazing boxing skill for a 1d+3 and kick using karate skill -2 for a 1d+5 (or 2d+1).

Hmm... in an emergency. I think I'll stick to shooting people in that example - or even swinging a baseball bat at them. Thrust damage is still lousy :P
Rahn
player, 29 posts
I seem to have lost my
mind.  Have you seen it?
Wed 9 Jul 2008
at 21:34
  • msg #135

Unusual Background

I was wondering what everyones opinion on Unusual Background is.  Do you use it or not?  Why do you use it or do not?
pesterfield
player, 27 posts
Wed 9 Jul 2008
at 22:20
  • msg #136

Re: Unusual Background

Cookie, personally I wouldn't round damage up.

Take the 1d+5 v. 2d+1. With the 1d+5 you're assured at least 6 damage, while the only advantage to 2d+1 is the possibility of doing 12 or 13 damage. Compared to a max of 11 for the 1d+5.
silveroak
player, 17 posts
Wed 9 Jul 2008
at 23:03
  • msg #137

Re: Unusual Background

Unussual background is when there is something in your campaign that is exceedingly rare but not impossible, and requires more than a simple fluke to explain. For example being raised arround the ren faires in the modern world would explain some TL:3 skills. Speaking fluent middle english would require some sort of unusual background though.
Rahn
player, 30 posts
I seem to have lost my
mind.  Have you seen it?
Wed 9 Jul 2008
at 23:21
  • msg #138

Re: Unusual Background

Thanks for explaining UBs Silveroak but that wasn't my question.  I am curious as to who uses them and who does not and why or why not.

My personal take on them is that they are for extreme cases such as the offspring of a deity example provided in the advantage description.  PCs are supposed to be special so they should have abilities or advantages beyond the scope of normal for their game setting.  It's when the players desire to get really way out with their character that I think UBs should come into play.
DavePeev
player, 9 posts
Thu 10 Jul 2008
at 00:30
  • msg #139

Re: Unusual Background

I have demanded U.B. for when people wanted psi or magic in a mundane (alternate earth) campaign. A large portion of the group did actually pay up to be 'special'.

I have never actually been inclined to pay such a U.B. cost myself.
silveroak
player, 18 posts
Thu 10 Jul 2008
at 02:06
  • msg #140

Re: Unusual Background

I figure if teh game requires everyone to have a UB then it is included at no cost. I would only require it if someone was trying to take a characetr outside the normal guidelines of that particular setting and concept. Extreem military training could be an UB in most game but not in a special forces game. Training in ninjitsu in a special forces game would still be an UB, or having the president as a contact, etc...
ToughCookie
player, 3 posts
Thu 10 Jul 2008
at 07:41
  • msg #141

Re: Unusual Background

I used an unusual background only once when gamemastering. On a convention someone desperately wanted a shotgun in a medieval horro campaign. The setting was based at 100 points (+40 disadvantages, +5 quirks) so I set the "I am a stranded spacer from an advanced culture with a shotgun in my otherwise non-functional craft at 120 points.

I had sort of hoped he'd get the hint and not do it.

In the end we had a useless shotgunner with no piloting skills. Explains why he crashed his ship, too.
2l8m8
player, 49 posts
Because somone else got
all the good names first.
Thu 10 Jul 2008
at 13:57
  • msg #142

Re: Unusual Background

I tend to not use it much, if at all. It depends on the norms of the campaign, mostly. In my one campaign, it's possible to be a stranded spacer guy even though it's TL3. However, the equipment is severely limited. If you take anything TL(high), it's considered as a magic item, which i let the PCs have with strict control. A laser rifle would be one of the things that would probably require extra points to possess, and the catch-all 'because I said it costs extra' is unusual background. Of course, if they didn't buy rechargeable energy cells, and a solar recharger, it'd be a limited use item anyhow...

However, in another campaign, based on reality more or less, for someone to have magic or psionics would probably be UB. Thing is, I tend to simply forbid it outright, instead of bothering with UB.

It's a game balance mechanic, in my opinion. If a character with the same points is going to more powerful because he did 'X', then charge him more so that the relative power levels are even. Like your shotgun guy- he'll be a little more powerful, but not horribly so, actually. I'd charge him a lot less, limit his ammo (which is irreplaceable) and put everyone he comes up against in armor. Shotguns really suck against even minimal armor. You figure, he'll be the cat's butt for one, maybe two battles, then he'll be less useful by the amount of points you charge for UB for the entire rest of the game. He'll get a kick out of it, and it won't really matter, just throw a few extra guys into that first battle or two. And if you really want to be a so-and-so, remember Mad Max, checking the shotgun shells, and them falling apart? No one ever said *all* of his ammo was going to work after a crash...

(This could also be covered by the higher TL advantage. IIRC, it's now 5 points per TL... so it'd be 25 points from 3 to 8, and he has no skills in TL3 now. He can't get a default on most of the stuff, has no cultural familiarity, and is otherwise basically screwed. I'd probably handle it in that way, personally.)
ToughCookie
player, 4 posts
Thu 10 Jul 2008
at 14:19
  • msg #143

Re: Unusual Background

Oh I completely agree - in a serious campaign I'd put more thought into balancing. There are more useful ways to incorporate that, but then in a longer campaign I'd expect my players to be able to come up with better descriptions than "I am a guy who has a shotgun".

*grin* after all.. Army of Darkness worked, too.

I had sort of _hoped_ that putting all his points into "I own gun - raaar" would prove to be a deterrent to playing something that .. erm.. stupid.

No matter... great fun was had by everyone. I think even by our hapless shotgunner. Who actually got his shining moment when they all met a hellhound and he got to shoot it. And that's all that counts for 10 hours of gaming or so :)
Ceredyn
player, 12 posts
Thu 24 Jul 2008
at 17:56
  • msg #144

Re: Unusual Background

Hello All,

Looking for everyone's wealth of Gurps Lore here...

Specifically I'm trying to find out:

(1) What skills and advantages (and their associated costs) would be required to
    purchase a fighter who fights with two weapons and make two attacks every
    turn without any penalties to either swing?

(2) Does the above require any Cinematic Skills, Perks or Techniques? Or is
    this a legit Realistic Character?

(2) Can this same fighter make THREE attacks in one round without suffering any
    penalties to his swings? If so, what would he have to do to perform same at
    what FP cost, etc?

Your pooled wisdom would be appreciated!

Thanks!
Boston_Jp
player, 13 posts
Thu 24 Jul 2008
at 18:15
  • msg #145

Re: Unusual Background

Ceredyn:
Hello All,

Looking for everyone's wealth of Gurps Lore here...

Specifically I'm trying to find out:

(1) What skills and advantages (and their associated costs) would be required to
    purchase a fighter who fights with two weapons and make two attacks every
    turn without any penalties to either swing?

Don't have my books, but I think this is what you'd need:
Trained by Master
Weapon Master
Cinematic technique dual weapon attack: Weapon
Ambidexterity or off-hand weapon training to get rid of the off-hand penalty

ceredyn:
(2) Does the above require any Cinematic Skills, Perks or Techniques? Or is
    this a legit Realistic Character?

See above and nope.

ceredyn:
(2) Can this same fighter make THREE attacks in one round without suffering any
    penalties to his swings? If so, what would he have to do to perform same at
    what FP cost, etc?

Your pooled wisdom would be appreciated!

Thanks!

That I'm not sure of, unless s/he was all-out attacking.
Sockpuppet
GM, 22 posts
And to think I almost
put something witty here.
Thu 24 Jul 2008
at 18:18
  • msg #146

Re: Unusual Background

Dual weilding is largely cinematic, yes. There are a few styles in Martial Arts that allow it in realistic games, though usually with stipulations (like both attacks having to strike the same target).

If you're using the Martial Arts book, the cheapest way would be for the character to take either Trained By A Master or Weapon Master (depending on whether the character is unarmed, or armed, respectively); along with the Off-Hand Weapon Training Perk for 1 extra point. Next, buy up Dual-Weapon Attack for their skill of choice, which should cost 5 points to buy off the entire penalty if I remember correctly.

If you're only using the Basic books, OHWT was a technique rather than a perk in the basic set. Like DWA, it should take 5 points to buy off the penalty...which is exactly the same cost as Ambidexterity, which would also serve the same purpose and then some. (This is why MA changed it to a perk.)

As far as three attacks go, technically you shouldn't be able to. Ordinarily a character gets one attack; some combat options can be used to convert a single attack in to two. One is the Dual-Weapon Attack technique, another is Rapid Strike. Since you only get one attack, you should only be able to replace it with one of those options. If someone took an All-out-Attack, it might be feasible to convert both and get four attacks total; but I'd leave that to individual discretion.

If someone really wants more than two attacks, and cinematic options are allowed, there's always the Extra Attack advantage. :P
This message was last edited by the GM at 18:19, Thu 24 July 2008.
Ceredyn
player, 13 posts
Thu 24 Jul 2008
at 18:24
  • msg #147

Re: Unusual Background

Thanks guys.
2l8m8
player, 56 posts
Because somone else got
all the good names first.
Thu 24 Jul 2008
at 22:12
  • msg #148

Re: Unusual Background

It mentions in the rules that you're allowed to trade one of your 2 attacks for a rapid strike, yiedling 3 attacks. That attack (& I think all of them as well) get a minus to hit, though. However, some styles such as fencin, karate, and judo, I believe, allow you to halve the penalty for rapid strike. Weapon master also halves the penalty, so it's possible to go from -6 to -1 1/2  (which is probably -2, but a nice GM might let you get away with -1).

I have a GM (Who happens to be in this Lounge) who interprets it a little differently. I like it better, but I think the way I explained it is official, I guess Kromm is probably the only one who knows for sure. Anyhow, the other theory is you get a rapid strike for each hand, for a total of 4 attacks, but the penalties are larger.
Ceredyn
player, 14 posts
Fri 25 Jul 2008
at 13:43
  • msg #149

Re: Unusual Background

Anyone know the minimum ST required to swing a regular Axe?
EricS
player, 3 posts
Fri 25 Jul 2008
at 14:24
  • msg #150

Axes

Axe is Min St 11 according to pg B271.
Ceredyn
player, 15 posts
Fri 25 Jul 2008
at 14:26
  • msg #151

Re: Axes

Ah, thanks!
This message was last edited by the player at 14:27, Fri 25 July 2008.
Raddek
player, 1 post
Fri 25 Jul 2008
at 14:27
  • msg #152

Re: Unusual Background

I know it's 12 in 3e and I'm fairly sure it stayed there for 4e, though I might need a check on that, it may have gone down to 11.  Even so, there isn't really a minimum strength.  Rules for weapon ST state that for every point of ST you are less than the weapon, you get a -1 penalty on your skill.  So you could be using an ST 12 bastard sword with an 8 ST, though you'd be at -4 to hit and -2 to defend.
Ceredyn
player, 16 posts
Fri 25 Jul 2008
at 14:28
  • msg #153

Re: Unusual Background

Right. I'm just trying to confirm that a person with 11 ST could wield an axe without penalty.
Sockpuppet
GM, 23 posts
And to think I almost
put something witty here.
Fri 25 Jul 2008
at 15:19
  • msg #154

Re: Unusual Background

Yes, they could. EricS is perfectly correct, as per 4e Basic an Axe has a min ST of 11.
Ceredyn
player, 17 posts
Fri 25 Jul 2008
at 17:06
  • msg #155

Re: Unusual Background

One more question... (I'm at work without books)

Can a shield be removed and dropped as a free action?

What if its a buckler?
Raddek
player, 2 posts
Fri 25 Jul 2008
at 18:30
  • msg #156

Re: Unusual Background

Hoping to make up for my earlier error, I actually looked this one up.  Page 287.

You can ready a buckler in one turn and drop it as a free action, just like a weapon – but
it always occupies one hand, and it does not allow a shield rush. Use Shield (Buckler) instead of regular Shield skill. No effect on statistics.


Shields are not a free action to drop, though I didn't see a specific reference to how long it took to drop one.
Ceredyn
player, 18 posts
Fri 25 Jul 2008
at 18:38
  • msg #157

Re: Unusual Background

Excellent, this works!  Thanks.
2l8m8
player, 58 posts
Because somone else got
all the good names first.
Fri 25 Jul 2008
at 21:23
  • msg #158

Re: Unusual Background

It is a 'clothing' type action to strap to your arm or take off, I belive it is 2 seconds, but I coulf be wrong. Also, if you block (and maybe if you slam / rush, too?) it becomes unready, although you do not need for it to be ready to work for DR. (You just can't block or rush / slam with it.)
Raddek
player, 3 posts
Sat 26 Jul 2008
at 16:13
  • msg #159

Re: Unusual Background

Just being nosy and following on with the buckler discussion in Splattered, I don't think it's possible to grapple someone with a buckler in your hand in the first place.  It's actually held in place with a hand, rather than straps on the arm, which is why it is so easy to drop in the first place.  Rules state you can't hold anything in an hand with a buckler, which I'm assuming includes other people's body parts.
2l8m8
player, 59 posts
Because somone else got
all the good names first.
Sat 26 Jul 2008
at 17:47
  • msg #160

Re: Unusual Background

Yes, you are correct. A buckler is a shield with a handle. If you let go of the handle, you let go of the shield. To grapple, you need empty hands, so it is not possible.
silveroak
player, 20 posts
Sun 27 Jul 2008
at 13:13
  • msg #161

Re: Unusual Background

unless you grapple one handed with the other hand and hit them in the head with the buckler to distract them.
Ceredyn
player, 19 posts
Wed 30 Jul 2008
at 12:37
  • msg #162

Re: Unusual Background

Yikes! I guess I missed that ruling and allowed the Ogre to grapple Wyssan with a buckler on his left hand. My bad. Of course, his original roll was a critical success so that will justify the error. Going forward, I'll stick to the rule, you can't hold anything in the hand that has the buckler, period.

Another question.

Does a right hand dominant fighter suffer the 'off hand weapon' penalties when doing a shield bash with a shield strapped to his left arm?
This message was last edited by the player at 13:24, Wed 30 July 2008.
2l8m8
player, 65 posts
Because somone else got
all the good names first.
Wed 30 Jul 2008
at 21:16
  • msg #163

Re: Unusual Background

No, somewhere it says shields don't count for that. I forget where, though, maybe off hand weapon rules? Shield rules? I'll try to look later.
Ceredyn
player, 22 posts
Mon 25 Aug 2008
at 16:17
  • [deleted]
  • msg #164

Re: Unusual Background

This message was deleted by the player at 16:34, Mon 25 Aug 2008.
2l8m8
player, 91 posts
Because somone else got
all the good names first.
Mon 8 Sep 2008
at 23:46
  • msg #165

Lifting ST

Hey, what's everyone's opinion on whether lifting ST counts towards weapon min ST? Obviously, not for damage, but I'm talking just wielding it, like a pick (I think) has a min ST of 11. What if someone with ST10, +1 lifting ST=11, were wielding it? Would they get a penalty, or would that count as ST of 11 for that purpose only?

Also, whatever the ruling is, I would presume it to work on firearms, etc, also. However, bows and crossbows might be different... I gotta look at the rules, but I think bows you get extra damage and range, and you simply fire at your (less than the bow is capable of) ST. Perhaps extra range, but not damage? Crossbows, you cannot cock with lower ST (or maybe need extra time); this might fall under the lifting ST even better than the melee weapons.

(Edit: Found this from Dr. Kromm, but still not quite what I'm asking.)

"Striking ST lets you hit hard. It's for things that can deliver momentary impulses far in excess of their sustained strength, like a cobra's strike or a martial-artist's power blow. Lifting ST lets you grab and pull in a sustained way using your whole body. Neither would help with reading weapons with the arms. For that, try Arm ST." [I believe there's a typo, and it should say readying wepaons.]

With that in mind, the question is almost, but not quite, answered. Readying weapons is one of the reasons I was asking, but it still doesn't say whether you'd get the penalty for lower ST wielding of one.
This message was last edited by the player at 00:01, Tue 09 Sept 2008.
ToughCookie
player, 8 posts
Tue 9 Sep 2008
at 07:42
  • msg #166

Re: Lifting ST

In my opinion they still should get the penalty: Completely over the top example to follow.

Assume you were wielding a Double T Beam as your main weapon. Minimum strength to use it properly is .. say... 100 (This might require a reality check, by unfortunately my power armour is at home in the shed, and I'm at work and and and.. the boss frowns upon me swinging double t beams around in the car park anyway).

Now if you were a really strong weightlifter, you might be able to pick this up, but in your hands it would still be mainly something you drop on your enemies foot (appendage, tentacle, proto-plasma-blob ...) rather than swing at his head (appendage, tentacle, proto-plasma-blob ...).
2l8m8
player, 92 posts
Because somone else got
all the good names first.
Tue 9 Sep 2008
at 10:55
  • msg #167

Re: Lifting ST

True, didn't think of it this way, thanks.

Arm ST, then, would allow you to both wield it, and negate any readying penalties. I need to look, if arm ST increases weapon damage. Either way, it should work for firearms as well.

No matter how you do it, though, at extreme levels it gets a little weird, so I think I might make a rule about partial stats only allowed up to a percentage of normal stats. Is there something like that that I haven't seen? Seems like I vaguely recall it mentioned... (For example, only 40% increase would mean a ST10 peson could only buy lifting/arm/striking ST up to 14.)
ToughCookie
player, 9 posts
Tue 9 Sep 2008
at 14:04
  • msg #168

Re: Lifting ST

There should probably be a limit for normal organic beings. It doesn't matter how high the lft strength in my left arm is - if I try to wield the above double t beam, I'll still hurt my back.

On the other hand, a single-arm industrial robot probably does not face the same limitation.
Morennyn
player, 6 posts
Tue 9 Sep 2008
at 14:50
  • msg #169

Re: Lifting ST

There is a limit to "normal" organic beings. The advantage is exotic and not available in any amount.
2l8m8
player, 93 posts
Because somone else got
all the good names first.
Tue 9 Sep 2008
at 18:34
  • msg #170

Re: Lifting ST

Thanks. I'll look at these things, I didn't realize those ads were restricted, even. I don't think I've ever had anyone try to buy it, except for a dwarf with what was caled in 3E Extra Encumbrance. Specifically allowed for that, I've seen somewhere, and even then not at too large a difference. (I think it was only +2 IIRC, with fairly high ST anyhow, so we're talking only 10-20%.)
Ceredyn
player, 31 posts
Wed 5 Nov 2008
at 11:18
  • msg #171

Re: Lifting ST

Do 4E rules allow a fighter to make his <i>full move</> and in that same turn throw a muscle powered missile weapon? If so, what are the penalties?
Sockpuppet
GM, 26 posts
And to think I almost
put something witty here.
Wed 5 Nov 2008
at 17:09
  • msg #172

Re: Lifting ST

Yes. The fighter can use a Move and Attack maneuver, moving as normal, and taking a penalty to their attack.

For ranged weapons the penalty is -2 or the weapon's Bulk, whichever is worse. Usually Bulk is worse, except in a few cases (some knives, etc.), so you'll likely need to look up the exact penalty on the weapon's chart. In addition, the character cannot Parry or Retreat on their defense, and takes a -2 penalty to any rolls for things like avoiding knockdown, or slipping if the footing is bad.
Ceredyn
player, 32 posts
Wed 5 Nov 2008
at 17:13
  • msg #173

Re: Lifting ST

THANKS!  Do you happen to know a spear or javelin's bulk?
Sockpuppet
GM, 27 posts
And to think I almost
put something witty here.
Wed 5 Nov 2008
at 17:23
  • msg #174

Re: Lifting ST

A spear is -6, a javelin is -4. :)
Ceredyn
player, 33 posts
Sat 6 Dec 2008
at 13:38
  • msg #175

Re: Lifting ST

It says in the Martial Art book that the Knee Strike technique defaults to Brawling -1 or Karate -1.  But what if a character has neither? The Basic Book gives NO default for Brawling. So, how would one handle an untrained person to Knee Strike?  I know it should come off DEX but at what penalty? Anyone have any book references explaining default Kicking/Knee Striking?
Mad Mick
player, 3 posts
Sat 6 Dec 2008
at 13:58
  • msg #176

Re: Lifting ST

Here's something from the SJG forum about this subject, including some input from Dr. Kromm:  http://forums.sjgames.com/showthread.php?t=47752

Looks like someone can't execute a knee strike without Brawling.

Here's what Dr. Kromm said:

Dr. Kromm:
The very definition of "this skill has no default" is "nobody can attempt this skill, no matter what his abilities, sans training." Brawling isn't an exception . . . you cannot attempt Brawling unless you know it. You can attempt to punch, kick, or bite a foe without Brawling, though. Brawling isn't "the skill that lets you punch, kick, or bite people"; it's "a skill that improves the effectiveness of your punches, kicks, and bites."

This message was last edited by the player at 14:01, Sat 06 Dec 2008.
silveroak
player, 41 posts
Sat 6 Dec 2008
at 17:43
  • msg #177

Re: Lifting ST

On the other hand in martial arts kicking is listed as a technique which defaults to brawling or karate at -2, and all techniques for hitting or kicking are based on karate or brawling. I guess you have to roll a 3 or 4 if you have not been training in one of those...
2l8m8
player, 97 posts
Because somone else got
all the good names first.
Sat 6 Dec 2008
at 23:19
  • msg #178

Re: Lifting ST

Kicking is an unarmed attack that is -2 to hit and increases damage, with other side effects such as you might land on your butt.

Instead of rolling this attack (untrained), it is *also* a technique based on an unarmed combat skill. The effects are the same, -2 to hit, +damage, etc., but it is based on the combat skill just exactly as a punch is. No one has you roll (untrained) DX for a punch, it is understood it is overridden by karate (et al) skill; the same for a kick, except there are modifiers to a kick, and that's pretty much the definition of a technique.
Bai Shen
player, 33 posts
Sun 7 Dec 2008
at 02:20
  • msg #179

Re: Lifting ST

The fireball spell lists it's ranged component as thus:

1/2D 25, Max 50, Acc 1.

Why does a fireball have a 1/2D range?  It's not like it relies on physical speed to inflict damage.
pyrosorc
player, 9 posts
Sun 7 Dec 2008
at 09:23
  • msg #180

Re: Lifting ST

I'm only taking a guess, but I'd imagine it's to represent the spell weakening over distance quite literally.  An arrow has a maximum range because it arcs, and eventually hits the ground - most people tend to see a fireball as travelling in more of a straight line, and simply "fizzling out" beyond a certain range.
silveroak
player, 42 posts
Sun 7 Dec 2008
at 14:22
  • msg #181

Re: Lifting ST

2l8t: -2 from what? If you don't have any unarmed combat skills, what do you subtract the 2 from to kick? I know in 3rd edition it was DX, but I haven't found that specified in 4th anywhere...
2l8m8
player, 98 posts
Because somone else got
all the good names first.
Mon 8 Dec 2008
at 22:25
  • msg #182

Re: Lifting ST

Look on P271 for the easiest ref, it lists kicks as DX-2, karate-2, or Brawling-2. The technique simply buys off the -2, and since you can't buy a technique for a skill you don't have, you need to have either brawling or karate to buy the technique. Same for knee strike, except it's only -1.

There's also something, I'm sure, in the campaign book, but I didn't have time to look that up.
Bai Shen
player, 35 posts
Fri 26 Dec 2008
at 19:08
  • msg #183

Everyman skills spellcasting

In 3E there were things called everyman skills that all characters got for free.  Is that still the case in 4E?  I don't see anything that mentions it.  I thought that players got Area Knowledge of their hometown, etc for free, but I can't find it in the book.

Also, you can add mana to a fireball for two additional rounds after you first cast it.  If you have a high enough skill to reduce the mana cost, does that apply for the additional mana you add on the additional rounds?  Or just the first casting.
silveroak
player, 45 posts
Fri 26 Dec 2008
at 20:24
  • msg #184

Re: Everyman skills spellcasting

My understanding is just the first casting.
Ninja D!
player, 4 posts
Tue 30 Dec 2008
at 13:24
  • msg #185

Re: Everyman skills spellcasting

Bai Shen:
In 3E there were things called everyman skills that all characters got for free.  Is that still the case in 4E?  I don't see anything that mentions it.  I thought that players got Area Knowledge of their hometown, etc for free, but I can't find it in the book.
As far as I know, that is not in the book in 4e. Of course, I have heard things like that are a common house rule and would make perfect sense.
Irishman
player, 2 posts
Sun 4 Jan 2009
at 17:26
  • msg #186

Re: Everyman skills spellcasting

In response to Bai Shen, in 4th Edition Area Knowledge defaults to IQ for a characters hometown (see Basic Set p.176). Also, I think the rules for Cultural Familiarity (p.23) might be what you are looking for. Each character knows about their own culture for free, but you have to spend points to make them familiar with other cultures.
silveroak
player, 46 posts
Sun 4 Jan 2009
at 19:15
  • msg #187

Re: Everyman skills spellcasting

Generally in GURPS (and this was mostly true in 3rd ed. as well) what you have are defaults rather than everyman skills.
Bai Shen
player, 36 posts
Tue 6 Jan 2009
at 15:59
  • msg #188

Magic plot help needed

So, I seem to have GMed myself into a corner. :(

My players have come across a group of evil mages.  The mages sacrificed a family to perform some arcane ritual.  Unfortunately, I haven't figured out what the ritual was.  Anybody have any suggestions?  Right now I'm thinking resurrection or lich creation, but I could use some other ideas.

TIA.
Morennyn
player, 7 posts
Tue 6 Jan 2009
at 17:01
  • msg #189

Re: Magic plot help needed

Summon demon is always fun.
Boston_Jp
player, 17 posts
Tue 6 Jan 2009
at 21:18
  • msg #190

Re: Magic plot help needed

Have it be a spell that they don't have? Then you just have to figure the college. Healing for some sort of resurrection? Necromancy? Etc...?
Ceredyn
player, 35 posts
Tue 6 Jan 2009
at 22:21
  • msg #191

Re: Magic plot help needed

Does 4E use "blow through damage"?

Ie, if a character has, say, 10 Hit Points and he takes an axe blow for 10 points + 50% cutting for 15 points, does he take 15 points or less?
Raddek
player, 6 posts
Tue 6 Jan 2009
at 23:07
  • msg #192

Re: Magic plot help needed

Yes.

Gurps Campaigns pp. 421:
A blow to a limb or extremity can never cause more injury than the minimum required to cripple that body part. For example, if a man has 10 HP and suffers 9 points of injury to his right arm, he loses only 6 HP – the minimum required to cripple his arm. Exception: No such limit applies to the eyes!

Ceredyn
player, 36 posts
Wed 7 Jan 2009
at 00:34
  • msg #193

Re: Magic plot help needed

I know that but what about hits to the torso?
Raddek
player, 7 posts
Wed 7 Jan 2009
at 00:58
  • msg #194

Re: Magic plot help needed

Oh,

I don't believe so, I checked in the rule books again and I don't see anything about blow through for the torso or the head.  I believe that's consistent with 3e, Blow-through damage was only for the damage dealt to an appendage after that limb was crippled.
Ceredyn
player, 37 posts
Wed 7 Jan 2009
at 01:13
  • msg #195

Re: Magic plot help needed

Okay, thanks. I'm of the same understanding.  I appreciate the help.
Bai Shen
player, 37 posts
Wed 7 Jan 2009
at 05:06
  • msg #196

Re: Magic plot help needed

I like the demon idea.  I hadn't thought of that.  However, that poses another question.

What would a succubus/incubus template look like?
Silvaraven
player, 4 posts
Wed 7 Jan 2009
at 13:18
  • msg #197

Re: Magic plot help needed

In reply to Bai Shen (msg #188):

Bai Shen, how about they roll a critical failure and the spell backfires, the casters die and the place starts to collapse or something, or it teleports everyone somewhere else.
Mad Mick
player, 8 posts
Mon 23 Mar 2009
at 21:32
  • msg #198

Re: Magic plot help needed

I'd like to create a gadget, a pair of sunglasses that when worn allows the wearer to be the recipient of a permanent Know Illusion spell.  The limitations of the item include Gadget/Breakable: DR 2 or less, and Gadget/Can Be Stolen:Thief must win a Quick Contest of DX or ST.  How do I create the item with the permanent spell cast on it?  Is there a better way to create this item?
silveroak
player, 48 posts
Tue 24 Mar 2009
at 12:27
  • msg #199

Re: Magic plot help needed

Detect (rare or occasional depending on the campaign): Illusion, precise (+100%)analysing (+100%)
The_Wrathchild
player, 4 posts
Tue 24 Mar 2009
at 12:38
  • msg #200

Re: Magic plot help needed

Yes. As silveroak implies, it quickly gets messy when you try to mesh the Magic system and the Powers system. Better to keep them separate IMO - for both practical and estethical reasons ;-). Those are a fine pair of glasses :-)
navanod
player, 2 posts
Tue 24 Mar 2009
at 13:55
  • msg #201

Re: Magic plot help needed

  Greetings, all.  I'm in the process of working up a GURPS Thieves World game, and I'm running into a couple of minor stumbling blocks.  So, I thought I would turn to the experts here for some pointers.  Now, these aren't make-or-break points for the game, but mostly for my own knowledge of the 4e system.

  What I'm looking for are ideas for modeling some of the more extreme aspects of the Thieves World setting.

1. Enas Yorls' random shape-shifting.

2. Lalo's power to draw the soul.

3. Lalo's power to breathe life into his creations.

4. Ischade's curse.

  Any thoughts would be appreciated.
silveroak
player, 49 posts
Tue 24 Mar 2009
at 21:23
  • msg #202

Re: Magic plot help needed

I'm not too familiar with theives world, but:
1) Morph (100 pts), uncontrollable(-40%), unconcious use only (-40%)
2) detect (soul)-common, precise, analytical, accessibility: requires drawing set (-20%)
3) modular abilities (allies only, takes extra time, etc...)
4) no idea what the curse even is.
navanod
player, 3 posts
Wed 25 Mar 2009
at 00:55
  • msg #203

Re: Magic plot help needed

1. That's pretty much now I figured it, just wanted to make sure it was the best way.

2. Excellent - hadn't thought of doing it that way.

3. I see where you're headed with this one, but it doesn't really fit.  To give you a couple of examples, in one of the stories he draws some iridescent insects (flies), breathes life into them, and they breed true.  In another, he draws the 'soul' of a tavern - a black unicorn, which comes to life and rampages through the town.  His creations usually aren't under his control, but have a life of their own.

4.  Sorry.  Her curse is a voracious sexual appetite, but her lovers die within the next 24 hours.
Boston_Jp
player, 20 posts
Wed 25 Mar 2009
at 01:47
  • msg #204

Re: Magic plot help needed

Hmm... Her curse seems to be a linked lecherousness and reputation, unless she can really use her sex to kill people that are going to be important people in the game, rather than just having it being an 'effect'.
navanod
player, 4 posts
Wed 25 Mar 2009
at 02:17
  • msg #205

Re: Magic plot help needed

  Nope, they die.  One of the main characters survives a relationship with her, but every other man she seduces is dead as a post.  I'm thinking something along the lines of innate attack, toxic, contact agent (sex only), resistable but very difficult to do so.  She's kind of similar to a vampire, but no biting, and she has a very definite need to seduce men to their death.
The_Wrathchild
player, 5 posts
Wed 25 Mar 2009
at 07:26
  • msg #206

Re: Magic plot help needed

Is it like they take continuous damage or like, after 24 hours, ZOINK, they drop dead as a hat? Do they linger in pain, then die or are they good one moment, dead te next?
This message was last edited by the player at 07:26, Wed 25 Mar 2009.
navanod
player, 5 posts
Wed 25 Mar 2009
at 11:24
  • msg #207

Re: Magic plot help needed

  Here's a quote; it's not concoiusly controlled, takes effect in less than 24 hours, and doesn't seem to be any one thing that kills.  Yep, good one minute, dead the next.

'I do  nothing. The  fault's their  own ...  their luck,  a heart too fragile, a
fall... who am I to know? They're well when they leave me, that's the truth.'

'But they're dead by morning, every one.'

She shrugged. 'You should understand. I have nothing to do with it.'
kurlumbenus
player, 5 posts
Wed 25 Mar 2009
at 12:07
  • msg #208

Re: Magic plot help needed

So it's an affliction that bestows Terminal Illness (one day) or a particularly nasty Curse.

I'd just keep that power a 'plot element' and not bother writing it up.
LandWalker
player, 1 post
Fri 24 Apr 2009
at 23:19
  • msg #209

Converting d20 Classes to GURPS 4E

Has anybody tried converting the D&D 3.5 (or even better, the Pathfinder d20) character classes into GURPS 4E occupational templates?

I'm working on converting a Pathfinder adventure (Burnt Offerings, the first adventure in the Rise of the Runelords adventure path) from d20 to GURPS, and then hopefully run it here on RPOL.  I've already hammered out some racial templates (elves are expensive), but I would like to also have occupational templates for the Pathfinder classes.  I won't require players to use them, but I think they would be useful to have around as guidelines and inspiration, particularly for GURPS neophytes who might not be comfortable enough with the character creation process to want me to just hand them 125 character points and say "Here you are, go nuts," or who might want some examples of what a fully-fleshed out character might look like.

So I'm basically planning to try to write up occupational templates (preferably in the 75-100 point range so that even someone who takes a template would still have some discretionary spending available) for at least the majority of the d20 classes (based on the Pathfinder Beta, although D&D 3.5 is obviously the "base" for those classes).  Has anybody tried to tackle this in the past, and if so, how did that work out for you?  Any suggestions / advice for me as I launch into this undertaking?

Cheers.
kurlumbenus
player, 7 posts
Fri 24 Apr 2009
at 23:25
  • msg #210

Re: Converting d20 Classes to GURPS 4E

Have you checked out GURPS Dungeon Fantasy?
LandWalker
player, 2 posts
Sat 25 Apr 2009
at 00:15
  • msg #211

Re: Converting d20 Classes to GURPS 4E

I thought about taking a look at the Dungeon Fantasy stuff, but haven't for two reasons:

1) I'm poor.

2) I was looking at the e23 stuff for DF1: Adventurers and ran across this bit:
quote:
Dungeon Fantasy 1: Adventurers shamelessly cuts corners, focusing on characters who can "hack-n-slash" to the exclusion of almost everything else.


Emphasis mine.  I'm sure the DF stuff would be a good "starting point", but it wouldn't really be something I would drop eight bucks on if it isn't going to have any direct utility.

Cheers.
kurlumbenus
player, 8 posts
Sat 25 Apr 2009
at 00:19
  • msg #212

Re: Converting d20 Classes to GURPS 4E

DF 1 is mostly character templates.  There's more info on powers and such, and gear.
This message was last edited by the player at 00:20, Sat 25 Apr 2009.
Mad Mick
player, 9 posts
Sat 25 Apr 2009
at 13:41
  • msg #213

Re: Converting d20 Classes to GURPS 4E

As for #2, Landwalker, have you checked out GURPS Fantasy or GURPS Banestorm?  Both have a nice selection of templates, and although they aren't translations of D&D or Pathfinder classes, the templates would be good inspiration for you.

As for #1, I'd recommend getting a delivery job.  You can make good money delivering pizza to college students.  =)
LandWalker
player, 3 posts
Sat 25 Apr 2009
at 13:46
  • msg #214

Re: Converting d20 Classes to GURPS 4E

Mad Mick:
As for #2, Landwalker, have you checked out GURPS Fantasy or GURPS Banestorm?  Both have a nice selection of templates, and although they aren't translations of D&D or Pathfinder classes, the templates would be good inspiration for you.

As for #1, I'd recommend getting a delivery job.  You can make good money delivering pizza to college students.  =)


Not when there aren't any colleges around. =P  I'm doing my darnedest to find a decent job, though, and hopefully something will pan out for me soon so I can have more discretionary income for frivolous spending. ;)

I do have access to Fantasy and Banestorm, and I've been making good use of them -- definitely for help on the racial templates (although Banestorm's "Goblin" is clearly conceiving of Goblins in a completely different way from the d20 norm), and I'm sure I'll be referring to them a good bit for the occupational templates as well.  I was able to find some good takes on d20 racial conversions on the GURPS/SJGames forums, but haven't had the same luck with "class conversions", so it's looking like those are going to end up relying on Fantasy, Banestorm, and my own paraplegic creativity.

Cheers.
navanod
player, 7 posts
Thu 14 May 2009
at 23:28
  • msg #215

Re: Converting d20 Classes to GURPS 4E

  While this relates to a conversion of AD&D classes/races/stats, it may provide some useful insight.

http://sites.google.com/site/t...gurpscoversions/Home

  Ahhh, here, I knew I had a linky floating around someplace.  Someone has already started working on DnD 3.5 to GURPS 4 here - http://gurps.hardpoints.de/conversion.html

  Haven't looked at it much, but seems to do a fair job of converting feats and such, plus has info on monsters and magic items.
2l8m8
player, 111 posts
Because somone else got
all the good names first.
Wed 19 Aug 2009
at 22:09
  • msg #216

Auto Fire Questions

OK, according to the RAW, you can hit one additional time for every full multiple of Rcl you made your margin of success by.

Consider these as given in this example: Some gun (call it a GE M61A1) has a RoF 100!, and Rcl 2. The character doing the shooting has a skill of 21.

So, if he rolls a crit success of 3, he can hit with 9% of his shots. This seems ridiculous to me.  Hitting any one thing with more shots than this requires it to both be a) unmoving and b) very close (size modifier negates range modifier). Further, if he shoots the minimum burst allowed, he will still not hit with all of those shots on a crit success.

Granted, he can do spraying fire, but add +1 to effective Recoil for your
attack on the second target, +2 to Recoil when you engage the third target,
and so on. You'd soon be hitting less than if you had aimed at one target that way. Suppressive fire is even worse- Your final effective skill cannot exceed 6 + your rapid-fire bonus for most weapons, or 8 + your rapid fire bonus for vehicle- or tripod mounted ones. That means you can only hit each target with a maximum of 5 shots, on a crit, even if you put 50 shots into the zone you were suppressing and fired from a tripod- no matter what your actual skill is!.

Now, am I missing anything here? I was thinking of making a house rule that a crit success, or 10+ what you need to hit, scores max number of hits. I'm not exactly sure yet, maybe both for spray or suppression, since you split up the RoF before hand, and just a crit for normal, one-target shots. Or perhaps a minimum of the smallest burst the weapon can do... 1/4 RoF.
LandWalker
player, 9 posts
Wed 19 Aug 2009
at 22:59
  • msg #217

Re: Auto Fire Questions

I recall a fellow on the GURPS boards mentioning a kill ratio of about 50,000 shots per kill.  Now, sure, a lot of that is suppressive / non-targeted fire (and I don't know for sure how accurate that statement was to begin with, but let's assume it's accurate), but that's still a lot of shots just to take a guy down (and you only need a couple of hits to accomplish that in GURPS terms), so if you're using an M61A1 and are hitting people with 9% of your shots, you're doing a damn good job.

Cheers.
This message was last edited by the player at 23:00, Wed 19 Aug 2009.
silveroak
player, 54 posts
Wed 19 Aug 2009
at 23:07
  • msg #218

Re: Auto Fire Questions

Which edition? This was majorly changed between 3rd and 4th edition- and one of the things where I really like the 4th ed rules better. I don't have the table in front of me to see what the bonus is for RoF 100 (yes, it's a bonus in 4th ed, which makes much more sense), but assuming a +6, if they have skill 21, rcl 2, and roll a 3 there would be 12 bullets hitting. In 3rd ed. You had to roll for each bullet but at an escalating penalty which simply made for lots of extra dice rolling. Who really cares *which* bullet hits?
LandWalker
player, 10 posts
Wed 19 Aug 2009
at 23:11
  • msg #219

Re: Auto Fire Questions

silveroak:
Which edition? This was majorly changed between 3rd and 4th edition- and one of the things where I really like the 4th ed rules better. I don't have the table in front of me to see what the bonus is for RoF 100 (yes, it's a bonus in 4th ed, which makes much more sense), but assuming a +6, if they have skill 21, rcl 2, and roll a 3 there would be 12 bullets hitting. In 3rd ed. You had to roll for each bullet but at an escalating penalty which simply made for lots of extra dice rolling. Who really cares *which* bullet hits?


I think you're going for B.546, under "Other Actions by Attacker" in the "Ranged Attack Modifiers" section.  The last entry is bonuses for Rapid Fire.  RoF 100-199 is good for a +7 bonus.

Cheers.
2l8m8
player, 112 posts
Because somone else got
all the good names first.
Thu 20 Aug 2009
at 01:00
  • msg #220

Re: Auto Fire Questions

"GURPS 4e Rules Chat"

OK, so a +6 or +7 could get you another 3 hits. You're up to 12%, and the other two methods really don't change. (You might get another hit with spraying fire.)

You honestly think that that's good for a targeted volley at a specific target? Those stats you're mentioning are bean-counter stats. Being in an Army Ordnance unit, I've heard them. What they are, is ammo issued vs. kills confirmed. They don't even count probable kills, so they're way off for this sort of question.

I know for a fact, I can hit 5 shots on the same target with an M60 machine gun, personally. I'm not that great of a shot. So if I didn't get a great success (and I'd guess you'd know if that happened) then I pretty much blow that rule away.

I guess all I'm saying is, someone with a huge skill in a high rate of fire weapon is as useless as someone with a low skill. This includes shotguns- no one can hit with all of the shotgun pellets, no matter how good a shot they are, or how close they are to the target. (Mostly- you can get ungodly skill, but for the shotgun I'm just throwing that in. I think you might be able to hit since there's only 27 pellets, and you get +5 (I think), so a crit from someone with a 21 skill might actually hit with 22 of the 27 pellets.)

If you buy a huge skill, shouldn't there at least be a chance to hit with the gun you're shooting? I can understand limiting it. But a hugely successful critical hit, even in cinematic combat, will not do that.
LandWalker
player, 11 posts
Thu 20 Aug 2009
at 01:27
  • msg #221

Re: Auto Fire Questions

Out of curiosity, in this hypothetical GURPS situation, what exactly are you shooting at / trying to kill?  You're talking about a gun that deals 6dx3 (which I assume means "6d times three") huge piercing damage, for an average pre-DR, pre-doubling-for-p++ punch of 63 damage.  If you hit a human, even with one shot, they probably die, so why does it matter how many times you hit them after they're already dead?

I admit that I've never fired a heavy machine gun, but if I hit a guy who was trying to kill me 10 yards away with 12% of 100 6dx3 bullets in all of one second, I'd be pretty happy about that.

If you want to tweak the rules (for situations when you're firing an M61A1 at a brontosaurus), I'd use the "rapid fire vs. close stationary targets" as a baseline, but tweak it so that it's appropriate for non-stationary targets.  Something along the lines of "If the SM of the target negates the distance penalty completely, a successful attack roll with rapid fire scores 10% of the shots fired per full multiple of recoil by which the roll succeeds (minimum one hit)."  That way, if you're trying to completely vaporize a dinosaur or Godzilla or an alien the size of a low-rise apartment building with your M61A1, and you succeed by 10, you'll hit the thing with half of your shots.  Or something along those lines.

Cheers.
silveroak
player, 55 posts
Thu 20 Aug 2009
at 11:59
  • msg #222

Re: Auto Fire Questions

also remember RoF is not the only modifier. Take the shotgun for example.
Person A defaults with a 10 Dx (average person, first time firing a gun), against a person 2 yards away, taking 1 second to aim: acc:+3, RoF:3x9=27, rcl:1/3.
skill:6+3+5= effective skill 14. if they roll 5 or under all the shots hit, with three fewer shots hitting per point above 5, at 14 only 1 hits.
Now a second competant shot with skill 12 fires at the same target: effective skill 20- all the shots hit on an 11 or less. If they don't aim for one second first the effective skill drops to 17 with all the shots hitting on an 8 or less. I'd consider that a major difference based on skill level.
LandWalker
player, 12 posts
Thu 20 Aug 2009
at 12:51
  • msg #223

Re: Auto Fire Questions

Silveroak, I think you're misreading the shotguns' Rcl entry:  Rcl 1/3 means that when firing shells, it has Rcl 1, but when firing slugs, it has Rcl 3 (HT.103).

Cheers.
steelsmiter
player, 13 posts
Thu 20 Aug 2009
at 13:09
  • msg #224

Re: Auto Fire Questions

I'd say Landwalker is correct on both of his last two posts. only problem I have is a problem with the system... SM is exponential yet it's bonuses are not.
2l8m8
player, 113 posts
Because somone else got
all the good names first.
Thu 20 Aug 2009
at 13:24
  • msg #225

Re: Auto Fire Questions

Yes, Landwalker, I'm talking about things like that. I'm not really thinking too much about damage, yet, I need to try to balance things, of course, though. That's some good suggestions, exactly the sort of thing I was thinking.

And Silveroak, Landwalker is right about the 1 rcl. An effective skill of 14 with the shotgun rolling a 3 would hit with only 11 pellets, and that's standing almost point blank with buckshot- almost half of one shell, when you fire three. The skilled guy with 12 hits with 17 pellets, still pitiful.

(Edit: Silveroak is right, I mixed up the math. Fixed it.)
This message was last edited by the player at 14:08, Thu 20 Aug 2009.
silveroak
player, 56 posts
Thu 20 Aug 2009
at 13:28
  • msg #226

Re: Auto Fire Questions

With a rcl of 1 skill of 14 11 shots hit, not 5. You are treating rcl 1 as rcl 2.
Effective skill 20 with a 3 gets 17 hits.
kurlumbenus
player, 45 posts
Thu 20 Aug 2009
at 13:33
  • msg #227

Re: Auto Fire Questions

steelsmiter:
I'd say Landwalker is correct on both of his last two posts. only problem I have is a problem with the system... SM is exponential yet it's bonuses are not.


Consider though that a +1 is not a constant bonus, but rather a case of diminishing returns.

A +2 bonus is not twice as good as +1 in most cases.  Going from effective skill 12 to 13 is a 9% increase in probability, but 13 to 14 is only 7%.  Like any other bonus, the +1 from SM is not designed to be a consistent improvement in ability.

Given that, expecting something like "x bigger = x easier to hit" is a misunderstanding of what +1 even means.  +1 just means "x is a little bit easier".
steelsmiter
player, 14 posts
Thu 20 Aug 2009
at 13:36
  • msg #228

Re: Auto Fire Questions

kurlumbenus:
Given that, expecting something like "x bigger = x easier to hit" is a misunderstanding of what +1 even means.  +1 just means "x is a little bit easier".


no it isn't a misunderstanding of what +1 means, it's a disliking of what +1 means and a suggestion of a bigger compensatory modifier. however it is only a suggestion
This message was last edited by the player at 13:37, Thu 20 Aug 2009.
kurlumbenus
player, 46 posts
Thu 20 Aug 2009
at 14:05
  • msg #229

Re: Auto Fire Questions

I'm not talking about what +1 means as SM, not directly - I'm talking about what +1 means as a bonus to skill (which may come from SM).  It doesn't mean the same thing in a game-world-objective sense.  It's an intentionally vague "circumstances conspire to make this action a little easier".

(Not saying you don't know this.  Just organizing my thoughts to consider if and how the system works.)

What (if anything) is the formula behind +SM as-is?  How much bigger does something have to be before it's "+1 easier"?
2l8m8
player, 114 posts
Because somone else got
all the good names first.
Thu 20 Aug 2009
at 14:12
  • msg #230

Re: Auto Fire Questions

It's basically a rounded-off 150% of size gives a +1 SM (and therefore +1 to hit).
steelsmiter
player, 15 posts
Thu 20 Aug 2009
at 15:44
  • msg #231

Re: Auto Fire Questions

yeah thereabouts... interesting thing, one of my players suggested a different setup for range using the velocity of the object, in three broad categories: Thrown, Arrow, and Gun

I liked his idea but I think it needs some tweaking
The_Wrathchild
player, 8 posts
Thu 20 Aug 2009
at 15:49
  • msg #232

Re: Auto Fire Questions

SJGames forum musing on this subject:

http://forums.sjgames.com/show...8&highlight=high

In the first part of the thread HANS refute all comers. RAW is realistic and the way to go.

I find this post particularly interesting: http://forums.sjgames.com/show...090&postcount=34. This would probably be my take.

Others

http://forums.sjgames.com/show...865&postcount=51

But the RAW gives the results that bother some.

A workable houserule would be allowing the reduction of RCL to a number between 0 and 1. Eg. a RCL of 0.3 would mean 1 hit on an exact roll as usual, succes by 1 would be 4 hits, by 2 would be 7, by 5 would be 27 hits. Set the factor that creates the reality you're comfortable with.
This message was last edited by the player at 19:35, Thu 20 Aug 2009.
scahill
player, 15 posts
Tue 25 Aug 2009
at 09:24
  • msg #233

Does this work?

Affliction 3 [111]
Malediction: speed/range +150%
Area Effect 4 yards +100%
Emanation -20%

Disadvantage: Charitable 6 or less +30%
Disadvantage: Selfless 6 or less +10%

This is for a superhero who induces feelings of goodwill and helpfulness to defuse potentially volatile situations just by showing up on the scene.
The_Wrathchild
player, 9 posts
Tue 25 Aug 2009
at 09:30
  • msg #234

Re: Does this work?

Seems reasonably kosher. Might want to make it assault IQ or Will rather than HT, but that's a detail.
silveroak
player, 57 posts
Tue 25 Aug 2009
at 12:02
  • msg #235

Re: Does this work?

Actually I believe it's 140%, since that is roughly the square root of doubling the size.
2l8m8
player, 115 posts
Because somone else got
all the good names first.
Tue 25 Aug 2009
at 13:00
  • msg #236

Re: Does this work?

Meant to say thanks, Wraithchild. Haven't finished reading all the SJ stuff, but there's a lot of info there.

I'm debating whether it's really a problem at all. I mean, as mentioned, super-high RoF is for an area. The shotgun, if you do shoot 3 shots in one second, is by RAW guaranteed (pretty much) to completely miss the third time. This actually isn't too far off, I think.

The only thing I might change is some way for ST to offset this problem. These are all modeled on an average human fighting the forces of recoil. A giant with ST 27 will miss just as much due to Rcl, even though he can hold the weapon rock steady. This would make a terminator-style minigun the weapon of choice for the discriminating TL8 giant, but how many of those are there?

Also, in suppression fire, how many shots do you hit with? 5 in a zone, so anyone entering the zone gets hit with one shot? What if you had enough RoF to put 10, or even 100, shots in a zone? Everyone still gets hit with one, and only one, shot? What if six guys entered the zone with only 5 shots in it?

This system is basally not good for this, but I think it'll work, maybe with a few tweaks. It's just not worth it to bother with too many mods, althouh I'm thinking of doing a burst like in the old 3E, based on hosing back and forth as if you did spraying fire, only back and forth on the same target.
This message was last edited by the player at 14:29, Tue 25 Aug 2009.
silveroak
player, 58 posts
Wed 26 Aug 2009
at 23:05
  • msg #237

Re: Does this work?

There are in fact rules for that in teh weapon strength. For example a 50 caliber machine gun has a ST requirement of 20 to use 2 handed, unless you use teh mount. Which means at ST:30 it can be used one handed becoming unready after firing a burst, and at ST:40 it can be fired one handed without becoming unready. So a ST:40 Giant with a HMG in each hand could have an effective RoF of 16 with a damage of 13d+1. The M61A1 on the other hand has a RoF 100 and a ST requirement of 29, dmg 6dx3 pi++, which is a lot of hurt. So given the choice at ST:30 of being able to fire an HMG in each hand becoming unready after each burst or a Vulcan minigun with both hands, I think I would take the Vulcan.
2l8m8
player, 116 posts
Because somone else got
all the good names first.
Thu 27 Aug 2009
at 07:12
  • msg #238

Re: Does this work?

Yes. But
a) You still can't hit with it any more than the .50 (when targeting an individual)
and
b) if you placed 100 shots in a 2 yard suppression zone, apparently one person entering it would get hit only once

I saw a direct fire capable 'mortar' that can use buckshot in HT. It can do (approx) RoF 1x130. With this one shot, you can suppress 52 hexes in a line, or attempt to hose down an area of your choosing.
silveroak
player, 59 posts
Thu 27 Aug 2009
at 11:53
  • msg #239

Re: Does this work?

Actually you can, for the simple reason that if you do *not* have St:20 you are at -1 per point of strength you lack. So if I have ST:12 and try to 'hip fire' a .50 HMG I would be at -8, +1 for RoF:8, for a total penalty of 7. The guy with ST:20 using both arms suffers no penalty. That seems pretty realistic to me, there is a certain point of no return and I wouldn't expect someone with ST:30 to get bonuses for simply being that much stronger when firing a .50 HMG. Now the minicannon hypothetical me would have a -17 to skill firing with mount, while ST:20 has a -9 to skill and ST:30 has no penalty. So I fire the thing and I get -17+7(RoF)=-10 to hit. Assuming we all have a 20 skill and roll a 10 I hit once, ST:20 guy hits 4 times, ST:30 guy hits 9 times...
2l8m8
player, 117 posts
Because somone else got
all the good names first.
Fri 28 Aug 2009
at 14:24
  • msg #240

Re: Does this work?

True, I never thought of it like that. (I presume you meant *without* mount.)

However, the ST40 guy does no better than ST30. That's the point I was making, presuming you pass the min ST, there is no bonus for anything higher. Then again, there is no further bonus for it being held by a car or building (ie mounted), so I guess that's balanced. Although I might lower the Rcl in such a case, it still doesn't fix the problem.

I'm thinking of just dropping the whole concept, though. It just seems set up for area blasting.. If I really, really, want someone doing that sot of thing, I might just make it out of powers.

Consider, someone with two pistols, firing ranged rapid strike, can shoot 4 people (or one 4 times) at full skill. (Granted, you need a lot of points in techniques.) Someone shooting Rof 4 cannot do this. The difference is 4 skill rolls, versus one. I think this is where I need to make my comparison; It takes an awful lot of points to pull off that pistol stunt; if I decide to do some sort of technique that fixes the autofire problem, it should be comparable, if not more (since it can potentially do more damage).
silveroak
player, 60 posts
Fri 28 Aug 2009
at 15:46
  • msg #241

Re: Does this work?

Sure they can. They just have to succeed by more than 3x the recoil. (first hit on basic success), and that's with a +1 bonus for RoF.
2l8m8
player, 118 posts
Because somone else got
all the good names first.
Fri 28 Aug 2009
at 20:17
  • msg #242

Re: Does this work?

Not shooting multiple targets, that's not correct. Traversing (spraying fire) if they are not right next to each other wastes shots. If they are, recoil increases for each target. Either way, either you can't do it, or it's a lot more than 3x the recoil.
silveroak
player, 61 posts
Fri 28 Aug 2009
at 22:10
  • msg #243

Re: Does this work?

You can't fire semiautomatic at multiple targets either if you are human.
LandWalker
player, 13 posts
Sat 29 Aug 2009
at 00:06
  • msg #244

Re: Does this work?

Considering the "area blasting" nature of things, here's another approach you might consider, inspired by the treatment of automatic weapons in d20 Modern:

Rather than making an attack against a particular target, make your attacks against a particular hex.  That way, if you're up against a mammoth creature that has, say, four hexes "facing" you, you can shoot 'em up across all four.

Cheers.
2l8m8
player, 119 posts
Because somone else got
all the good names first.
Sat 29 Aug 2009
at 03:00
  • msg #245

Re: Does this work?

True... large creatures like that would probably be able to be 'sprayed' at each hex. I think, I suppose it depends on the GM. Never really thought about that, but the effect was pretty much for large things, so it's a very good observation which I missed. thanks.

And High-tech, P85:
"Ranged Rapid Strike
Rapid Strike (p. B370) is normally restricted to melee attacks, but the GM may optionally allow anyone using a firearm with RoF 2+ to perform a “Ranged Rapid Strike” at the usual -6 to skill. To buy off the -6, learn the Quick-Shot technique (p. 252). The two attacks can engage different targets, subject to the target restrictions in the first paragraph of Spraying Fire (p. B409)."
The_Wrathchild
player, 10 posts
Sat 29 Aug 2009
at 07:14
  • msg #246

Re: Does this work?

I just noticed something a bit interesting, as it is in the RAW. GURPS Powers has a Very High ROF enhancement with mechanics that might be a solution to some:

Very Rapid Fire: You fire your full
RoF almost instantly. Follow the
rules under Rapid Fire (p. B373),
except that you get two extra hits per
point by which you make your attack
roll. When using rapid fire against
close stationary targets (see p. B408),
any success means you hit with all
shots. You can’t attack multiple targets
or an area with spraying fire or
suppression fire, however – you can
only ever attack one target. This costs
+10% over and above the cost of
Rapid Fire, and is incompatible with
Extra Recoil.
2l8m8
player, 120 posts
Because somone else got
all the good names first.
Sat 29 Aug 2009
at 09:50
  • msg #247

Re: Does this work?

Yeah, that's specifically one of the reasons I would use Powers. Doubling the hits is good. but it still doesn't fix the problem, either- you can't just roll to use any weapon in the stat tables, you have to make one.
Boston_Jp
player, 22 posts
Thu 3 Sep 2009
at 03:04
  • msg #248

Re: Does this work?

Duplication question to the experts here.

If I have a character with duplication, can he make a total duplication level dupes. Or each dupe can make a total of duplication level dupes?

I thought it was the former, but someone assured me it was the latter.
scahill
player, 16 posts
Thu 3 Sep 2009
at 03:31
  • msg #249

Re: Does this work?

Is the question, "Can my duplicates make duplicates?"

If so, nothing seems to preclude this in the description of the Advantage however allowing it gives you infinite copies for 35 points, not the 35 points/copy intended.
Boston_Jp
player, 23 posts
Thu 3 Sep 2009
at 05:00
  • msg #250

Re: Does this work?

Yes, that's the question much more succinctly.
2l8m8
player, 121 posts
Because somone else got
all the good names first.
Thu 3 Sep 2009
at 14:03
  • msg #251

Re: Does this work?

This was actually a cartoon in Murphy's Rules. "You make 2 friends, and they make 2 friends, and so on, and so on..."

Yes, the way it's written, it's an infinite army available at one second per doubling. (Or whatever number of dupes you have, if you have 0 of them, it's ten times per second.)

Reality check- as mentioned, it's not meant to be an infinite power for 35 points. I'd say (and even have a character I limit this way even though the GM didn't mention it) that duplication includes all powers *except* duplication.
silveroak
player, 62 posts
Thu 3 Sep 2009
at 14:15
  • msg #252

Re: Does this work?

That or it's a sum issue. In other words I have 3 duplicates- I make one. Now from his perspective I am his duplicate. We get seprated and he makes a duplicate and so do I. Now there are three duplicates and the orriginal, though nobody will agree on who is the orriginal. Using that method I would say your duplicates can make duplicates, under teh premise that you are all really teh same character and so who actually does the making doesn't matter so long as the total number isn't exceeded.
kurlumbenus
player, 47 posts
Thu 3 Sep 2009
at 14:30
  • msg #253

Re: Does this work?

I'd agree.  Your level of Duplicate indicates how many 'You's' can exist.  (Level + 1, counting the original).

Remember, though, that without mindlink and telesend you are not mentally linked to your duplicates.  They're all 'You', but you (as a player) do not control them as a single unit.  They have no special ability to coordinate; I'd treat them as allies with the same mental template.  You (the player) definitely are stuck in just one of the bodies, and do not see through the eyes of the others or control their thoughts.

Though they're all you too, so it's not like they have secret motives or anything - unless they've been apart from you long enough to have developed into a different person.  This is a common theme for dupe superheroes.
scahill
player, 17 posts
Thu 3 Sep 2009
at 14:39
  • msg #254

Re: Does this work?

silveroak's sum theory is the way I'll rule in my games from now on.
2l8m8
player, 122 posts
Because somone else got
all the good names first.
Thu 3 Sep 2009
at 15:13
  • msg #255

Re: Does this work?

Yeah, I like Silveroak's interpretation as well. Just because they can make duplicates doesn't mean the total number of "yous" is exceeded.

Although, it's different from ally. You *do* emphatically control them. It just needs to be done carefully, to separate the in-character knowledge of each of them, from the others. If one guy is locked in a room with the secrets of the universe, and can't communicate them, the others won't know any of it, even if the player does.

Here's another interesting side bit:
The dupes remember everything of all the others. Presumably, this occurs instantly when they re-combine. What if you took mindlink, and had the telesend enhancement of video (or some other appropriate one)? I was thinking of modeling this with my dupe-guy (but didn't have the points). A Mindlink, where all of the dupes know what's currently happening with all of the others, and can remember, and perhaps even interact (mentally only, of course) without being re-combined.
kurlumbenus
player, 48 posts
Thu 3 Sep 2009
at 16:14
  • msg #256

Re: Does this work?

I'd say that'd do pretty much exactly what you'd want it to.
2l8m8
player, 123 posts
Because somone else got
all the good names first.
Thu 3 Sep 2009
at 21:07
  • msg #257

Re: Does this work?

OK, I wasn't sure if it made sense to anyone else. I might do that with XP, then, and ask the GM what he thinks.
Mad Mick
player, 14 posts
Fri 4 Sep 2009
at 02:58
  • msg #258

Re: Does this work?

Might more levels of Duplicate be multiplicative, rather than additive?  Jamie Madrox, X-Factor's Multiple Man, can generate at least forty duplicates of himself (although occasionally he's done much more than that).  That would give him a point value of at least 1400.

http://marvel.com/universe/Multiple_Man
kurlumbenus
player, 49 posts
Fri 4 Sep 2009
at 09:42
  • msg #259

Re: Does this work?

You could throw in some limitations there - he requires a physical impact to create dupes, and often can't prevent duplication from happening.

Other than that; yes, Jamie is a high point character.
2l8m8
player, 124 posts
Because somone else got
all the good names first.
Fri 4 Sep 2009
at 13:02
  • msg #260

Re: Does this work?

Also, his dupes seem to be able to be independent, with different personalities. I suppose this could just be a plot hook, and the GURPS power could do the same thing.

I need to research what range the dupes can be re-combined from; "It takes one second and a Concentrate maneuver to separate or merge."  That's all it says. It would be interesting to have one walk around the building, gather intelligence, and then re-combine to the front of the building. Works like clairvoyance, almost.
kurlumbenus
player, 50 posts
Fri 4 Sep 2009
at 13:23
  • msg #261

Re: Does this work?

Maybe take them as a summonable ally group?
silveroak
player, 63 posts
Fri 4 Sep 2009
at 13:41
  • msg #262

Re: Does this work?

combination ally group/evil twin?
2l8m8
player, 125 posts
Because somone else got
all the good names first.
Fri 4 Sep 2009
at 19:27
  • msg #263

Re: Does this work?

kurlumbenus:
Maybe take them as a summonable ally group?

Yeah, see, I was thinking along those lines, too. You get a buttload of allies for just a little more in points, compared to dupes at 35 a pop. There's other ways to model that, also, but those would be the two best, I think.

So- any comments on the range of where the dupes appear / disappear? I always had a mental image of 'right next to you', but there's nothing in the book that sys one way or another. I'd probably base it on some sort of 'regular' power, and since it doesn't say it's ranged, I'd say it isn't. But will it work through a doorway? Duplicating while leaning on the locked door, getting the dupe on  the *other* side, he can just open the door for everyone to walk in. That'd work on a bank vault or castle portcullis, maybe. Seems a bit much to me... maybe limited to line of sight, as well? That would still work on the portcullis...
kurlumbenus
player, 51 posts
Fri 4 Sep 2009
at 20:00
  • msg #264

Re: Does this work?

I'd assume that it comes out of your body - or at least has to be in contact with you, initially.
silveroak
player, 64 posts
Sat 5 Sep 2009
at 03:08
  • msg #265

Re: Does this work?

One point on dupes versus allies- you don't get access to the allies memories when they go away. As to distance for merging there are a number of ways to play it- one would be that when they merge they will be halfway between the two so most want to be close enough to be sure where that is. another is that one body will disappear but you don't know which it will be- maybe you get the dupe out maybe you don't...
2l8m8
player, 126 posts
Because somone else got
all the good names first.
Sat 5 Sep 2009
at 13:04
  • msg #266

Re: Does this work?

Even touching, though, you can get through a portcullis.

Although I am inclined to say 'within one hex', ie next to you, it would be interesting to buy with the 'ranged' enhancement. Depending on the special effect, though, 'in contact' doesn't always make sense. Dupes from alternate dimensions (or timelines) coming to help you could pop up anywhere, in theory.

I like the random idea. You wouldn't be sure who was going to stay, the guy in front or the guy in back... Although I don't really think it'd be a big deal, if it's a requirment to be close, and it would be perverting the concept if specifically bought as ranged.

I suppose it would just have to be a GM fiat, "You can't do that" for going through a locked door. The portcullis thing- maybe. I mean, how often does it present itself, and then it might just be a cool effect of the power that the player may use if they figure out that particular special use. Otherwise, you could literally walk through walls- dupe onto the other side, and un-dupe the original. You'd leave behind any gear, though (Unless you bought that enhancement), but still a powerful ability for free.
Mad Mick
player, 15 posts
Fri 30 Oct 2009
at 20:27
  • msg #267

Re: Does this work?

What rules are there for making healing teas?  How much would different teas cost wholesale, before they're prepared?
kurlumbenus
player, 54 posts
Fri 30 Oct 2009
at 20:38
  • msg #268

Re: Does this work?

Just treat it like a healing potion in powder form - steep in hot water, and 2d minutes later it's a healing potion.

The cost for the tea would be what - $150 to $250 depending on how rare 'magic' is in your setting.

I'm not sure by what you mean by unprepared, but you don't get it cheaper because nobody has dunked it in water yet.  This is the cost to buy retail.

If you wanted to make the tea yourself, it'd take $50 and a week with a successful Alchemy -1 roll.

If you are buying tea made with Herb Lore instead of alchemy, the potion costs $25 left to brew or buy.
This message was last edited by the player at 20:44, Fri 30 Oct 2009.
Mad Mick
player, 16 posts
Fri 30 Oct 2009
at 22:57
  • msg #269

Re: Does this work?

Excellent.  Thanks, kurlumbenus.
silveroak
player, 65 posts
Fri 30 Oct 2009
at 23:11
  • msg #270

Re: Does this work?

I think by definition a tea would be herb lore. Alchemy would be an isotonic solution.
steelsmiter
player, 16 posts
Fri 30 Oct 2009
at 23:26
  • msg #271

Re: Does this work?

in reference to the tea thing, a healing "concoction" from DF 1 is 120 if it's a minor one, and actually I'm the player that Mad Mick was asking for so... thanks :D
kurlumbenus
player, 55 posts
Fri 30 Oct 2009
at 23:28
  • msg #272

Re: Does this work?

DF prices are a little lower for the most common potions, yeah.
steelsmiter
player, 17 posts
Fri 30 Oct 2009
at 23:30
  • msg #273

Re: Does this work?

yeah at this point we're batting that sort of thing around. I have a healers kit pending permission and I can use naturalist to find tea leaves if I really want but I figured I might just buy tea leaves separate and use the guidelines that Mad Mick uses in his game for actually turning it into a healing potion...
Ceredyn
player, 42 posts
Mon 30 Nov 2009
at 14:46
  • msg #274

Re: Does this work?

does anyone know how many Fatigue Points need to be spent for a Mage with Create Animal level 19 to conjure up a pair of Oxen?
Sockpuppet
GM, 29 posts
And to think I almost
put something witty here.
Mon 30 Nov 2009
at 15:02
  • msg #275

Re: Does this work?

The cost for the spell is 2 FP times 1 + the created animal's SM; half that to maintain. With a 19 skill the mage gets a flat 1 FP reduction, with a 20 she would get a 2 FP reduction. Even so, Oxen are listed as SM +2, so the base cost would be 6 to cast and 3 to maintain -- reduced to 5 and 2 respectively for your mage. And that would be per ox; so 10 to cast and 4 to maintain for both oxen, and it would require two castings of the spell. The maintenance is per minute, so unless your mage has a ton of FP it probably isn't very practical.

Hope that helps. :)
kurlumbenus
player, 62 posts
Mon 30 Nov 2009
at 15:04
  • msg #276

Re: Does this work?

5 fp to cast for each ox, and 2 per minute each after that to maintain.

Create Animal doesn't create pairs of animals, so you have to cast it twice and maintain each separately.

edit: Beaten!
This message was last edited by the player at 15:05, Mon 30 Nov 2009.
Ceredyn
player, 43 posts
Mon 30 Nov 2009
at 15:52
  • msg #277

Re: Does this work?

Thanks!

Sockpuppet:
The cost for the spell is 2 FP times 1 + the created animal's SM; half that to maintain. With a 19 skill the mage gets a flat 1 FP reduction, with a 20 she would get a 2 FP reduction. Even so, Oxen are listed as SM +2, so the base cost would be 6 to cast and 3 to maintain -- reduced to 5 and 2 respectively for your mage. And that would be per ox; so 10 to cast and 4 to maintain for both oxen, and it would require two castings of the spell. The maintenance is per minute, so unless your mage has a ton of FP it probably isn't very practical.

Hope that helps. :)

Wileama
player, 1 post
Mon 30 Nov 2009
at 22:27
  • msg #278

Your thoughts.

I've got a questions to ask, but before I do I want to say this. I've never really visited this forum before. So this could potential to become a debate of entirely different sort. I didn't post here trying to make a social commentary, I'm just trying to decide on some rules. Also understand I'm still very green with the the GURPs rule system in general.

Okay so I was thinking about making a homosexual character. The problem I'm having is Social Stigma/Reputation. The game takes place in a contemporary USA. So not a perfect place, but hardly a bad one. Some NPC's, but hardly all, are not going to react well to this character. I was thinking about a Social Stigma, but didn't quite work for me. First the negative reaction was far to wide spread. Second homosexuality doesn't seem to meet the criteria of being obvious.

Well actually the second part is one of the things I'm having trouble with really. See this is a player character with total amnesia. So I'm not really sure just how obvious they are going to make their sexual orientation. That, or when they decide to make it obvious.

Anyway I've also played around with some reputation modifiers, but the numbers never quite seemed to balance out. I'm starting to wonder if I should even bother with a point penalty. Any of you have useful insight?

Oh on an unrelated question can anyone point me in the direction of a good source for cybernetics. Mainly something like metal bones, and implanted body armor?
kurlumbenus
player, 63 posts
Mon 30 Nov 2009
at 23:19
  • msg #279

Re: Your thoughts.

I would suggest that you don't bother making homosexuality a disadvantage.  Homophobes will have Intolerance (Homosexuals), and that will give you all the reaction penalties you need.

In settings where society frowns on homosexuality, I would recommend taking Secret (Closet homosexual) or a negative reputation (Homosexual).  Maybe Odious Personal Habit (Flamboyant Homosexual) or (Never shuts up about their sexuality) on top of that, if appropriate.

Cybernetics can be found in GURPS Ultra Tech.
This message was last edited by the player at 23:21, Mon 30 Nov 2009.
2l8m8
player, 132 posts
Because somone else got
all the good names first.
Tue 1 Dec 2009
at 23:21
  • msg #280

Re: Your thoughts.

There may be some sort of reaction penalty for homosexuals in different locales, but I agree with Kurlumbenus, you probably don't want one at the level you're talking. To make it worth the points, it'd need to be fairly significant, and it sounds like it isn't going to be for this character. A quirk would certainly be about right, though.

Perhaps later, when (if) memory reasserts itself, a larger disad would be appropriate. Ask the GM if maybe something could be shifted around later when that happens. It would be a good trade for amnesia, if you don't have the points to buy it off.
Wileama
player, 2 posts
Thu 3 Dec 2009
at 00:18
  • msg #281

Re: Your thoughts.

Thanks for all your input. Yeah I've pretty much made up my mind to avoid a penalty, maybe a quirk though. Oh, and 2l8m8 I would be the GM running this campaign.
Ceredyn
player, 44 posts
Fri 4 Dec 2009
at 14:22
  • msg #282

Re: Your thoughts.

Your Magely help folks?

A Mage with an Apportation spell skill of 16 is standing 20 feet away from a 1/2 pound object. She wishes to cast the spell on the object and draw it toward her without having to advance toward it.

Does anyone know what the spell skill penalty and fatigue cost would be? At what rate would the object move toward her?

Thanks! I suck at Gurps Magic and am away from my resource books.
kurlumbenus
player, 64 posts
Fri 4 Dec 2009
at 14:25
  • msg #283

Re: Your thoughts.

20 feet is ~7 yards, so it's a -7 to skill, and moves at 1 yard per second.  It costs 1 fp.
LandWalker
player, 17 posts
Fri 4 Dec 2009
at 14:33
  • msg #284

Re: Your thoughts.

To expound on Kurly's numbers:

—Apportation is a Regular spell.
—If you cannot touch the subject, you apply a skill penalty equal to your distance in yards from the subject (so, -7 at 7 yards) (Magic pg. 11)
—A target up to one pound in weight has an energy cost of 1 (Magic pg.142)

However, because your base skill with Apportation is greater than 15, then unless you're casting in a low mana area, you reduce the cost to cast the spell by 1. This does let you cast a spell that is cheap enough for 0 FP (except for Blocking spells, which Apportation is not). (Magic pg. 8)  Range penalties do not affect the cost of the spell (unless it is a spell for which Range has its own cost component, like Teleport).

So, the final tally:

** -7 to effective skill, so you'll be rolling against 9.
** Moves at 1 yard per second (as per the spell, the object has Move 1)
** Final cost of 0 FP

Cheers.
This message was last edited by the player at 14:36, Fri 04 Dec 2009.
Ceredyn
player, 45 posts
Fri 4 Dec 2009
at 14:51
  • msg #285

Re: Your thoughts.

Kurl and Land, thanks so much for your help!  Please accept 1 Hero Point apiece!  :)
2l8m8
player, 133 posts
Because somone else got
all the good names first.
Fri 4 Dec 2009
at 16:34
  • msg #286

Re: Your thoughts.

Don't forget: Duration: 1 minute. That means once you have it in your hand, you actually still have 53 seconds of spell left to move it around, if you want.
Ceredyn
player, 47 posts
Wed 13 Jan 2010
at 20:45
  • msg #287

Re: Your thoughts.

Hi all,

does anyone have the racial template and costs for the following 4E humanoids?

Orc; Half Orc; Goblin; Hobgoblin

One of these days I gotta pick up 4E Fantasy Folk.

Thanks!!!
kurlumbenus
player, 66 posts
Wed 13 Jan 2010
at 20:52
  • msg #288

Re: Your thoughts.

Note that these are from the 4e fantasy folk conversion and NOT Banestorm.

Orc [-17]
Attributes: IQ -1 [-20]; HT +2 [20]
Secondary Characteristics: HP +1 [2]
Advantages: Acute Hearing +2 [4]
Disadvantages: Appearance: Unattractive [-4];
Intolerance [-10]; Reputation -2 [-10]
Skills: Brawling @ DX (E) [1]

–Half-Orc [-13]
Attributes: IQ -1 [-20]; HT +1 [10]
Secondary Characteristics: HP +1 [2]
Advantages: Acute Hearing +2 [4]
Disadvantages: Reputation -2 [-10]
Skills: Brawling @ DX (E) [1]

Goblin [19]
Attributes: ST -2 [-20]; DX +1 [20]; IQ +1 [20]
Advantages: Night Vision +9 [9]
Disadvantages: Impulsiveness (12) [-10]

Hobgoblin [-21/4]
Attributes: ST +1 [10]; DX +1 [20]; IQ -1 [-20]
Advantages: Night Vision +9 [9]
Disadvantages: Bad Temper (12) [-10]; Stubbornness [-5]
optionally Wealth: Dead Broke (x0) [-25]
Ceredyn
player, 48 posts
Wed 13 Jan 2010
at 21:01
  • msg #289

Re: Your thoughts.

Superb!  You are my hero Kurlie!
kurlumbenus
player, 67 posts
Sun 17 Jan 2010
at 11:55
  • msg #290

Incurious

The Incurious Disadvantage:

quote:
You hardly ever notice things unrelated to the business at hand. Make a self-control roll when confronted with something strange. If you fail, you ignore it! You react at -1 to new things.


If the Incurious character is keeping watch, does spotting an intruder count as related to the business at hand, or something strange?
silveroak
player, 74 posts
Sun 17 Jan 2010
at 12:29
  • msg #291

Re: Incurious

Depends. Is the intruder a person tehy are supposed to be on the lookout for stealthilly approaching their position? Then yes they notice it. Is teh intruder a passing sasquatch that seems to be ehading at an oblique angle past the camp? They ignore it. My reading is that this works on the SEP principle (somebody else's problem) so if it is something that is definitely their problem like an intruder approaching where they are guarding then they will notice it.
2l8m8
player, 134 posts
Because somone else got
all the good names first.
Sun 17 Jan 2010
at 13:38
  • msg #292

Re: Incurious

The SEP principle is a good way to look at it. I think the description is wrong.

You notice everything normally. You just don't care enough to let it cause a reaction. You would still make fear checks if a zombie walked past (and that was required of everyone else), but if you made it, you'd go get another beer. The description of the 'typical Maine Yankee' in the book under Unfazeable, IMO, should really include this, or maybe be this instead. "What'd that green feller with the three tentacles want?" "Directions, he just made a wrong turn at Mars. looks like rain..." Note as long as fear checks, reaction rolls, and that sort of thing aren't required for anyone else, that would be about the way it would go. The minute reaction rolls start to be made, it's actually more tricky- the response would likely be about the same, but someone interacting would likely be ignored. (You'd need to interrupt the guy's rocking to ask directions.) You'd likely be viewed as impolite or worse. Fear checks also are interesting, he doesn't care about the blood and guts all over the wall much, but he might start puking regardless. Do not give this the benefit of a 15 point advantage like Unfazeable just because he doesn't care what it is or how it got there.

Being on watch is the business at hand. Seeing anything that would trigger any sort of response for anyone else would trigger a response for him / her. He certainly wouldn't care if it's a Sasquatch, like Silveroak said, it matters more if it's in the 'business at hand'. Which is watching. 42 of them pass by in the night, next morning the party wakes and asks 'Anything happen?', and the answer would be 'No,' unless it was considered part of whatever was being watched for. Which, in my opinion, includes anything that could possibly be a threat. Whether they wake anyone might depend on a) how close they get, like Silveroak said, or b) what specific instructions he was given before everyone else went to bed.

Hope that helps, but it's certainly my take, and not the official one. I honestly can't see 'not noticing' things. Think of it as my kids ignoring me... They notice me just fine, all right, but don't care.
kurlumbenus
player, 76 posts
Sun 7 Feb 2010
at 03:38
  • msg #293

PBP conventions

1. What do people generally do as far as advantages like 'luck' that have a real-time based recharge rate?  I've thought about recharges based on posting rate (recharges every X posts), real world time (recharges weekly), and narratively (recharges every X scenes).

2. Similarly, how often do you give out CP (based on posting rate, real world time, or scenes?), and how much in general do you award?
silveroak
player, 80 posts
Sun 7 Feb 2010
at 04:03
  • msg #294

Re: PBP conventions

If you look in powers there is a 0% 'enhancement' to convert these advantages to game time, which I consider mandatory for online gaming.
The_Wrathchild
player, 16 posts
Sun 7 Feb 2010
at 06:25
  • msg #295

Re: PBP conventions

Yeah, I'd advocate using the "Game Time" mod as well.
kurlumbenus
player, 77 posts
Sun 7 Feb 2010
at 11:28
  • msg #296

Re: PBP conventions

Do you follow the "Game Time" enhancement mod's 1/session = 1/in-game week when awarding CP?
silveroak
player, 81 posts
Sun 7 Feb 2010
at 14:15
  • msg #297

Re: PBP conventions

Hadn't actually thought about that- I tend to/try to go by natural breakpoints rather than by schedule. I might do that in the future, depending on the game...
the downside is that if you are not adventuring that gives you a more or less minimal advancement rate of 1 point/week which is 168 hours long...including time to sleep.
Ceredyn
player, 58 posts
Tue 4 May 2010
at 20:37
  • msg #298

Re: PBP conventions

Question:  In close combat, you can still wield an axe but at -4 right?  What about parrying with it? And what about a Shield? Can you still block or shield bash in close combat at a negative modifier to reflect the reach of the weapon?
kurlumbenus
player, 85 posts
Tue 4 May 2010
at 20:39
  • msg #299

Re: PBP conventions

As I understand it in cc a shield cannot block or bash AND you have a DX penalty to all actions equal to the DB of the shield.

A weapon's ability to parry is down by -2 (as the -4 to skill lowers it).
Ceredyn
player, 59 posts
Tue 4 May 2010
at 20:44
  • msg #300

Re: PBP conventions

Thanks much Kurlie!  :)
kurlumbenus
player, 86 posts
Tue 4 May 2010
at 21:03
  • msg #301

Re: PBP conventions

Importantly this doesn't apply the turn that they enter close combat; they are assumed to be able to parry/block as normal as the attacker is drawing close.

And they can often retreat to get the range to block/parry anyway.
Jafar
player, 1 post
Tue 4 May 2010
at 21:12
  • msg #302

Re: PBP conventions

K:
Importantly this doesn't apply the turn that they enter close combat; they are assumed to be able to parry/block as normal as the attacker is drawing close.

I was looking for that.  And, it's not when they enter CC.  The terms I remember are 'upon the initial attack.'  After the attack, all modifiers apply.
Morennyn
player, 10 posts
Tue 4 May 2010
at 21:21
  • msg #303

Re: PBP conventions

Its in the GURPS FAQ, its for the entire turn that your opponant enters CC.

Keeping someone in CC is pretty hard. It they are able to retreat or otherwise move out of CC you cannot impose CC penalties on them.
Ceredyn
player, 60 posts
Thu 6 May 2010
at 23:10
  • msg #304

Re: PBP conventions

Can a person who's left hand is grappled, ready a 1 hex reach weapon with his right (ungrappled) hand, while in close combat?
LandWalker
player, 32 posts
Thu 6 May 2010
at 23:13
  • msg #305

Re: PBP conventions

B.371 asserts that "You can Ready an item if you have a hand free, but you must make a DX roll. Failure means you drop the item."

It doesn't provide for differently-sized items. I suppose if you wanted, you could apply some sort of penalty based on weapon size. Say a Reach C weapon is a DX roll, anything greater takes a penalty equal to twice its reach (so readying a broadsword would be DX-2). It isn't RAW, but it makes sense, and it follows the precedent set by the rules for actually attacking something in close combat with Reach 1+ weapons.
Ceredyn
player, 61 posts
Thu 6 May 2010
at 23:21
  • msg #306

Re: PBP conventions

Makes sense. Thanks! :)
Ceredyn
player, 62 posts
Fri 7 May 2010
at 15:53
  • msg #307

Re: PBP conventions

do "evaluate" +1's keep accumulating indefinitely or is there ultimately a cap? And what do those +1's allow you do do?  A little rusty in all these optional rulse.
kurlumbenus
player, 87 posts
Fri 7 May 2010
at 16:18
  • msg #308

Re: PBP conventions

Evaluate caps at +3 after three consecutive rounds.  It's a bonus to-hit, and also adds to resistance against feints that occur in the mean time.

If you continue to evaluate, it does not go higher than +3, but doesn't reset.  If you stop evaluating you have to start all over.

Note that Evaluate isn't an optional rule; it's one of the core maneuvers.
This message was last edited by the player at 16:19, Fri 07 May 2010.
Ceredyn
player, 63 posts
Fri 7 May 2010
at 16:25
  • msg #309

Re: PBP conventions

As always, thank you for your help!
Ceredyn
player, 64 posts
Wed 12 May 2010
at 15:15
  • msg #310

Re: PBP conventions

There are so many templates for the various fantasy races scattered throughout the world books and editions. I'm confused.

Does anyone know the current 4E 'official' templates for the following?

1. Elf
2. Half Elf
3. Dwarf
4. Half Orc
5. Orc
6. Gnome
7. Halfling

I won't get greedy and ask for Goblin too.
kurlumbenus
player, 88 posts
Wed 12 May 2010
at 15:18
  • msg #311

Re: PBP conventions

There are no single 'official' templates, but I've got some from Banestorm and some from an update of 3e's Fantasy Folk to 4e, and then there are Dungeon Fantasy's templates.

They're very different, because they're all different takes on the races.

I'll post 'em in a bit.
This message was last edited by the player at 15:19, Wed 12 May 2010.
Ceredyn
player, 65 posts
Wed 12 May 2010
at 15:21
  • msg #312

Re: PBP conventions

I'd probably go with the update to 4E for Fantasy Folk.  Thanks!

Hey, which is your Orcslayer character? I'll give you a Hero Point.
kurlumbenus
player, 89 posts
Wed 12 May 2010
at 15:44
  • msg #313

Re: PBP conventions

Here's all of them, just for comparison's sake.  Banestorm are the takes on them for the Yrth setting, 4e are a more 'generic' fantasy take, and Dungeon Fantasy are for hack and slash sort of games.


Elf

Banestorm Elf[41]
Attribute Modifiers: ST-1 [-10]; DX+1; [20]; IQ+1 [20].
Advantages: Attractive [4]; Gifted Artist 1 [5]; Magery 0 [5]; Musical Ability 1 [5]; Unaging [15].
Disadvantages: Code of Honor(Elven) [-10]; Sense of Duty (Nature) [-15].
Racial Skill Bonuses: +1 to Bow [2].

Fantasy-Folk Elf [41]
Attributes: ST -1 [-10]; IQ +1 [20]
Advantages: Appearance: Attractive [4]; Magery 1 [15]; Perfect Balance [15]; Unaging [15]
Disadvantages: Code of Honor (Live with elegance and style) [-10]; Sense of Duty (Nature) [-10]
Skills: Public Speaking (Storytelling) @ IQ (E) [1]; Savoir-Faire @ IQ (E) [1]

Dungeon Fantasy High Elf [20]
Attribute Modifiers: ST-1 [-10]; IQ+1 [20].
Advantages: Appearance (Attractive) [4]; Magery 0 [5]; Musical Ability 1 [5]; Voice [10].
Perks: Elven Gear [1]
Disadvantages: Sense of Duty (Nature) [-15].
Features: Gold or silver hair.

Dungeon Fantasy Wood Elf [20]
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers: Basic Move+1 [5].
Advantages:  Appearance (Attractive) [4]; Forest Guardian 2 [10]; Magery 0 [5].
Perks: Elven Gear [1].
Disadvantages: Sense of Duty (Nature) [-15].
Features: Green hair

Half-Elf

Yrth Half-Elf [27]
Attribute Modifiers: IQ+1 [20].
Advantages: Extended Lifespan 1 [2]; Magery 0 [5].

Fantasy Folk –Half-Elf [6]
Advantages: Appearance: Attractive [4]; Extended Lifespan 1 [2]; Magery 0 [5]
Disadvantages: Social Stigma (Outcasts) -1 [-5]

Dungeon Fantasy Half-Elf [20]
Attribute Modifiers: DX+1 [20].
Advantages: Magery 0 [5].
Disadvantages: Social Stigma (Half-Breed) [-5].
Features: Any hair color but a reasonable human one.

Dwarf

Yrth Dwarf [35]
Attribute Modifiers: ST+2 [20]; HT+1 [10].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].
Advantages: Artificer 1 [10]; Damage Resistance 1 (Tough Skin, -40%)[3]; Extended Lifespan 1 [2]; Lifting ST+2 [6]; Longevity [2]; Resistant to Poison (+3) [5]; Signature Gear [1].
Disadvantages: Greed (12) [-15]; Intolerance (Racial enemies) [-5]; Miserliness (15) [-5]; Stubbornness [-5].
Quirks: Expects male dwarves to have long beards; Prefers gold to other precious metals [-2].
Racial Skills: Axe/Mace (A) DX [2]-10;Merchant (A) IQ [2]-10.
Features: Taboo Traits (Jumping, Running skills).

Fantasy Folk Dwarf [40] 4'-4.5' tall, 175-250 lbs
Attributes: ST +1 [10]
Secondary Characteristics: Move -1 [-5]; Fatigue +1 [3]; Will +1 [5]; SM -1
Advantages: Damage Resistance +1 (Tough Skin, -40%) [3]; Extended Lifespan 2 (x4) [4]; Hard to Kill +1 [2]; Lifting ST +3 [9]; Night Vision +5 [5]; Talent: Artificer +3 [15]
Disadvantages: Greed (15) [-7]; Miserliness (15) [-5]; Distrusts Elves and Goblins [-1]; Intolerance (Orcs) [-1]; Never Shave Beards [-1]
Skills: Axe/Mace @ DX (A) [2]; Merchant @ IQ (A) [2]

Dungeon Fantasy Dwarf [20]
Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].
Advantages: Alcohol Tolerance [1]; Damage Resistance 1 (Tough Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Pickaxe Penchant 1* [5]; Resistant to Poison (+3) [5].
Perks: Dwarven Gear† [1].
Disadvantages: Greed (12) [-15]; Stubbornness [-5].
Features: Armor isn’t interchangeable with human armor.

Half-Orc

Yrth Half-Orc [6]
Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: HP+2 [4].
Advantages: Acute Hearing 1 [2].
Disadvantages: Social Stigma (Minority Group) [-10].

Fantasy Folk –Half-Orc [-13]
Attributes: IQ -1 [-20]; HT +1 [10]
Secondary Characteristics: HP +1 [2]
Advantages: Acute Hearing +2 [4]
Disadvantages: Reputation -2 [-10]
Skills: Brawling @ DX (E) [1]

Dungeon Fantasy Half-Orc [20]
Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: HP+1 [2].
Advantages: Acute Hearing 1 [2]; Night Vision 5 [5]; Rapid Healing [5]; Resistant to Metabolic Hazards (+3) [10].
Disadvantages: Appearance (Unattractive) [-4]; Social Stigma (Savage) [-10].

Gnome

Yrth Gnome [-7]
Attribute Modifiers: None.
Secondary Characteristic Modifiers: FP+1 [3]; Basic Move-1 [-5].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Green Thumb 1 [5]; Honest Face [1]; Longevity [2].
Disadvantages: Sense of Duty (Nature) [-15].
Quirks: Doesn’t like to live under-ground. [-1]

Fantasy Folk –Gnome [30] 4'-4.5' tall, 150-200 lbs
Secondary Characteristics: Move -1 [-5]; Fatigue +1 [3]; SM -1
Advantages: Damage Resistance +1 (Tough Skin, -40%) [3]; Extended Lifespan 2 (x4) [4]; Hard to Kill +1 [2]; Lifting ST +2 [6]; Talent: Craftsman +4 [20]
Disadvantages: Dislikes being Underground [-1]; Never forget a Favor or Injury [-1]; Trim Beards neat and close [-1]

Dungeon Fantasy Gnome [20]
Secondary Characteristic Modifiers: SM -1; FP+3 [9]; Basic Move-1 [-5].
Advantages: Honest Face [1]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Widget-Worker 2* [10].
Disadvantages: Curious (12) [-5].

Halfling

Yrth halfing [0]
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM -1; HP+1 [2]; Basic Move-1 [-5].
Advantages: Halfling Ranged Weapon Talent 2 [10]; Silence 1 [5]; Social Regard 1 (Good Neighbor) [5].
Disadvantages: Chummy [-5]; Code of Honor (Halfling) [-5]; Gluttony (12) [-5].
Quirks: Dislike large bodies of water; Staid. [-2].

Fantasy Folk Halfling [12/17] 4'-4.5' tall, 65-125 lbs
Attributes: ST -2 [-20]; DX +1 [20]; HT +1 [10]
Secondary Characteristics: Move -1 [-5]; SM -1
Advantages: Reputation +1 [5]; Silence 2 [10]; Talent: Thrown Weapon +2 [10]
Disadvantages: Addiction (Tobacco), optional [-5]; Code of Honor (Hospitality) [-5]; Gluttony (9) [-7]; Dislikes Travel [-1]

Dungeon Fantasy Halfling [0]
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM -2; HP+2 [4]; Basic Move-1 [-5].
Advantages: Halfling Marksmanship 2* [10]; Honest Face [1]; Silence 2 [10].
Disadvantages: Gluttony (12) [-5]; Kleptomania (12) [-15].
Features: Hairy feet.
Ceredyn
player, 66 posts
Wed 12 May 2010
at 15:50
  • msg #314

Re: PBP conventions

These are great! Thanks!
Ceredyn
player, 67 posts
Fri 21 May 2010
at 02:50
  • msg #315

Re: PBP conventions

Question...

A man is laying down in round 1.

That round he declares he moves from laying down to kneeling.

In Round 2 can he declare he moves from kneeling to standing and move his full movement?
Linkdead
player, 2 posts
Fri 21 May 2010
at 02:54
  • msg #316

Re: PBP conventions

I believe that in 4e when moving from kneeling to standing, no movement is allowed.
Ceredyn
player, 68 posts
Fri 21 May 2010
at 02:55
  • msg #317

Re: PBP conventions

that was my thought too.
LandWalker
player, 33 posts
Fri 21 May 2010
at 10:59
  • msg #318

Re: PBP conventions

You may, however, still perform some other action. Moving from Kneeling to Standing (and vice versa) only requires a step (B.364, Change Posture, ¶3). So you can go from Kneeling to Standing and then Attack, Ready, Aim, or any other maneuver that allows a step.
Ceredyn
player, 69 posts
Fri 21 May 2010
at 11:19
  • msg #319

Re: PBP conventions

gotcha, thanks!
dripton
player, 1 post
Fri 21 May 2010
at 14:51
  • msg #320

Re: PBP conventions

Ceredyn, this just came up in Arena of Champions.  LandWalker is correct and this is clear from the RAW.  The part that was less clear was whether you could change facing while using your step to stand.  The AoC GMs ruled that you can, but a reasonable person could interpret the rules the other way too.
Ceredyn
player, 70 posts
Fri 21 May 2010
at 15:53
  • msg #321

Re: PBP conventions

Thanks,  PS, anyone.

Does anyone have the template for the Hobgoblin character in both Banestorm and Dungeon Fantasy format?
The_Wrathchild
player, 19 posts
Fri 21 May 2010
at 17:03
  • msg #322

Re: PBP conventions

Kromm has chimed in to say that Change Posture (Kneeling to Standing), when used as a step allows Face Change as a Step, ie. allows selecting any facing yo want.
Irishman
player, 5 posts
Fri 21 May 2010
at 19:50
  • msg #323

Re: PBP conventions

Ceredyn:
Thanks,  PS, anyone.

Does anyone have the template for the Hobgoblin character in both Banestorm and Dungeon Fantasy format?


Don't have the Dungeon Fantasy one, but here's the 4th ed Banestorm Hobgoglin at -15 points.

Attribute Modifiers: ST+1 [10]; DX+1 [20]; IQ-2 [-40]
Advantages: Night Vision 9 [9]
Disadvantages: Bad Temper (12) [-10]; Stubbornness [-5]
Racial Skills: Brawling (E) DX [1] 11
Ceredyn
player, 71 posts
Fri 21 May 2010
at 19:51
  • msg #324

Re: PBP conventions

Great! This one works fine.  Please accept one free Hero Point.  :)
dripton
player, 2 posts
Fri 21 May 2010
at 22:37
  • msg #325

Re: PBP conventions

Ceredyn, here's the Hobgoblin template from Dungeon Fantasy for comparison:

15 points

Attribute Modifiers: ST+2 [20]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristic Modifiers: HP+3 [6]; Will+2 [10];
   Per+2 [10].
Advantages: Infravision [10]; Rapid Healing [5]; Resistant to
   Metabolic Hazards (+3) [10]; Teeth (Fangs) [2].
Disadvantages: Appearance (Ugly) [-8]; Bad Temper (12) [-10];
   Social Stigma (Savage) [-10].
Height and weight as if ST was 3 levels higher.
Ceredyn
player, 72 posts
Fri 21 May 2010
at 23:27
  • msg #326

Re: PBP conventions

thanks, I'll stick to Banestorm Hobgoblins. Otherwise there will be a run on Hobbies!  :)
Ceredyn
player, 73 posts
Tue 25 May 2010
at 21:14
  • msg #327

Re: PBP conventions

Does anyone know about the rules that allow Dwarf made weapons to defy the laws of physics (ie, heavy flails that can be readied and parried in the same turn), etc?
kurlumbenus
player, 90 posts
Tue 25 May 2010
at 21:24
  • msg #328

Re: PBP conventions

Dungeon Fantasy includes the Dwarven option for weapons.  It eliminates the 'U' characteristic of parries with a weapon.  Dwarven Weapons cost 5x regular ones.

It's unrealistic, even for most GURPS fantasy games, but works fine for Dungeon Fantasy games intended to replicate DnD style bashfests.  Taken out of Dungeon Fantasy it's an unbalanced option, but that goes for almost everything in that book.  Pick and choose from it very carefully.
This message was last edited by the player at 21:27, Tue 25 May 2010.
Ceredyn
player, 74 posts
Tue 25 May 2010
at 21:25
  • msg #329

Re: PBP conventions

You're damn tootin!   :)
The_Wrathchild
player, 20 posts
Wed 26 May 2010
at 04:06
  • msg #330

Re: PBP conventions

Seconding kurlumbenus. Handle with care everything DF. That particular modifier makes for some fun weapons choices in the Arena, though ;-)
kurlumbenus
player, 91 posts
Wed 26 May 2010
at 09:17
  • msg #331

Re: PBP conventions

Oh, they're still fun even if they're not Dwarven.  The Dwarven mod just makes them clearly the best weapons - a dwarven axe is still miles cheaper than a broadsword, is heavier, and does more damage.
steelsmiter
player, 29 posts
Wed 26 May 2010
at 19:57
  • msg #332

Re: PBP conventions

My preferred setting as far as GURPS is concerned is a fantasy setting, with bits and peices of DF. Since I usually run a slightly cinematic game to begin with (inasmuch as a Fantasy game with a TL 10 robot can be slightly cinematic). I usually don't see problems porting a few rules here and there.

One of the ways I balance the $ crock of the Dwarven Modifier on most weapons (which usually are a tenth as expensive) is to require such items to be fine or very fine. Consider it a point of dwarven pride if you must. I do.

This will require some working on things that are not allowed to be very fine quality, in which you may examine Kromm's response to A Very Fine Spear...
kurlumbenus
player, 92 posts
Wed 26 May 2010
at 21:00
  • msg #333

Re: PBP conventions

I usually say that they're the equivalent of Elven Chain, and not normally available for purchase - the cream of the Dwarven craftsmanship, usually given only to clan champions and the like.
Ceredyn
player, 75 posts
Thu 27 May 2010
at 13:29
  • msg #334

Re: PBP conventions

Is there a non cinematic rule I'm not aware of that allows a person to take a 'retreat parry' against a thrown missile attack? I was of the understanding you can only 'retreat' from melee attacks. I thought if you wanted to dodge a missile attack, and wanted the +3 you had to take a 'diving dodge'. Anyone familiar with this issue?
kurlumbenus
player, 93 posts
Thu 27 May 2010
at 13:38
  • msg #335

Re: PBP conventions

Just against melee attacks afaik.
Ceredyn
player, 76 posts
Thu 27 May 2010
at 13:39
  • msg #336

Re: PBP conventions

As I suspected. What are the rules for regular parrying against missile attacks, such as thrown spears, axes, etc.
kurlumbenus
player, 94 posts
Thu 27 May 2010
at 13:42
  • msg #337

Re: PBP conventions

-1 vs most, -2 if it's small like a shuriken or dart.

The Parry Missile Weapons skill gives a +4 vs large thrown and +2 vs small thrown instead, and allows parries against arrows and crossbow bolts.
Ceredyn
player, 77 posts
Thu 27 May 2010
at 13:51
  • msg #338

Re: PBP conventions

Is that a Martial Arts technique that much be chosen from a designated Style?
Ceredyn
player, 78 posts
Thu 27 May 2010
at 13:55
  • msg #339

Re: PBP conventions

PS, is the Perk "Strongbow" a cinematic or Non Cinematic Perk. What does it do?
kurlumbenus
player, 95 posts
Thu 27 May 2010
at 13:59
  • msg #340

Re: PBP conventions

Parry Missile Weapons is a regular skill anyone can take, letting the user parry at PMW/2 + 3 as if it was a weapon skill.  It's in Characters on page B212.

Strongbow is a regular combat perk that anyone can take if they have the 20 points in combat skills.
This message was last edited by the player at 14:00, Thu 27 May 2010.
Ceredyn
player, 79 posts
Thu 27 May 2010
at 14:01
  • msg #341

Re: PBP conventions

What does Strongbow do?

I'm not crazy about the Parry Missile Weapon Skill. That +3 seems to allow you the chance to parry a thrown missile better than parrying a melee weapon? It seems it would be HARDER to parry a missile weapon than a melee weapon realistically.
kurlumbenus
player, 96 posts
Thu 27 May 2010
at 14:09
  • msg #342

Re: PBP conventions

Well, it is.  Parry Missile Weapon is DX/Hard, and can only be used against missile weapons.  If you have Broadsword at DX +4 that's 16 points, then ANOTHER 20 points if you want Parry Missile Weapons at DX +4.  Basically you're spending 20 points (or however many) for the ability to parry missile weapons.   It's expensive, and IMHO, probably not worth it unless you have a very high DX or only face thrown weapons.

Example: With a DX of 11, to successfully parry an arrow 75% of the time (Parry of 12), you'd need a Parry Missile Weapons skill of 18.  That's DX+7, or 32 points spent.

(You still can't retreat, but if you want to use Extra Effort to hit a parry of 12, that's still a skill of 16, and 24 points spent on one trick.

Strongbow lets you use a stronger bow.  All bows are rated with the ST needed to use it effectively.  Strongbow raises your ST for the purpose of how strong a bow you can use, by +1 if you have Bow at DX+1, and by 2 at DX+2.  Since bows do thrust damage, that's at most +1 to damage and a little more range.
This message was last edited by the player at 14:13, Thu 27 May 2010.
dripton
player, 3 posts
Thu 27 May 2010
at 14:10
  • msg #343

Re: PBP conventions

Strongbow lets you use a bow of your ST+1 (if you have Bow skill at DX+1), or of your ST+2 (if you have Bow at DX+2 or better).
Ceredyn
player, 80 posts
Thu 27 May 2010
at 14:13
  • msg #344

Re: PBP conventions

Makes better sense to me Kurl, and thanks drip.
Ceredyn
player, 81 posts
Thu 27 May 2010
at 18:34
  • msg #345

Re: PBP conventions

figure I'd grab the 1,000th post slot to be a dweeb.
steelsmiter
player, 30 posts
Thu 27 May 2010
at 19:15
  • msg #346

Re: PBP conventions

should have grabbed it in the lounge
Jafar
player, 2 posts
Sat 29 May 2010
at 13:03
  • msg #347

Re: PBP conventions

kurlumbenus:
You still can't retreat

I've seen you state this twice, once in regards to Thrown Weapons and now vs. Missile Weapons.

What is your reference?
kurlumbenus
player, 97 posts
Sat 29 May 2010
at 13:06
  • msg #348

Re: PBP conventions

GURPS Campaigns pg 377, under Active Defense Options: Retreat, first paragraph:

quote:
“Retreat” is not a separate defense, but an option you may add to any active defense against a melee attack.  To exercise this option, you must move away from your attacker: at least one yard, but not more than 1/10 your Move – exactly as for a step (see Step, p. 368).


Emphasis mine.  Retreat is introduced as an option valid against melee attacks.
LandWalker
player, 34 posts
Sat 29 May 2010
at 13:08
  • msg #349

Re: PBP conventions

Jafar:
kurlumbenus:
You still can't retreat

I've seen you state this twice, once in regards to Thrown Weapons and now vs. Missile Weapons.

What is your reference?


I'm not sure if it's emended in Martial Arts, but his reference is probably B.377, the very first sentence under Retreat:

B.377, Retreat:
"Retreat" is not a separate defense, but an option you may add to any active defense against a melee attack.


Edit: Kurlumbenus is a Threadninja

Edit 2: In order to contribute something, I checked MA as well:

MA.123, Retreat Options:
As explained under Retreat (p. B377), once per turn, you can step away from any one attacker to get a bonus to all active defenses against his melee attacks.


So it seems that MA does not change this aspect of retreating.
This message was last edited by the player at 13:11, Sat 29 May 2010.
kurlumbenus
player, 98 posts
Sat 29 May 2010
at 13:12
  • [deleted]
  • msg #350

Re: PBP conventions

This message was deleted by the player at 13:12, Sat 29 May 2010.
Jafar
player, 3 posts
Sat 29 May 2010
at 13:54
  • msg #351

Re: PBP conventions

Heh, and there it is ;-D
Kurlumbenus:
against a melee attack.

Learn something new everyday. <note to self; continue to parse text diligently without assumption>
The_Wrathchild
player, 21 posts
Sat 29 May 2010
at 14:39
  • msg #352

Re: PBP conventions

Se, however, Dodge & Drop.
Jafar
player, 4 posts
Sat 29 May 2010
at 16:37
  • msg #353

Re: PBP conventions

The WraithChild:
Dodge & Drop.

A valid defense, <reads further>, however, it is only similar to a Retreat.  However, what Man would use this type of tactic.

Ending up lying prone before thy enemy, I beseech you Sir!
silveroak
player, 85 posts
Sat 29 May 2010
at 20:17
  • msg #354

Re: PBP conventions

If they are far enough away and firing at range it is a good manuver. Especially if you can then return fire from a prone position.
2l8m8
player, 143 posts
Because somone else got
all the good names first.
Mon 31 May 2010
at 01:25
  • msg #355

Re: PBP conventions

Dodge and drop is useful against explosions. I have seen some, and decided to attempt to emualte, rules where frag explosions have a heightlimit- the lower you are, the bigger a bonus to defense you get.
Gurpser
player, 2 posts
Thu 15 Jul 2010
at 17:39
  • msg #356

Judo

A combatant with the Judo skill has been successfully Grappled by the Torso.
His opponent attempts a Knee Strike which the judoka parries.
May the judoka attempt a Throw as his next action?
If this is permitted and successful does this break the Grapple?
dripton
player, 5 posts
Thu 15 Jul 2010
at 23:34
  • msg #357

Re: Judo

Yes, you can parry with judo while grappled.  There's a DX penalty, depending on what body part is grappled.

If the judoka parried then he could attempt a throw as his next action.  (Unless both his arms were grappled.  You can't attack with a grappled limb.)

But what happens if you throw someone who has you grappled?  I think the rules are unclear here.  If I were GM I'd use a modified version of the rule on MA75 for when the judoka has his victim grappled and wants to throw him.  Quick contest of the judoka's Judo skill versus the opponent's ST, DX, or best grappling skill.  (Except that the penalty for being grappled would apply to the thrower rather than the throwee in this case.)  Success means the throw works and the judoka effectively gets a free Break Free; failure means the throw fails and the judoka is still grappled.
silveroak
player, 88 posts
Fri 16 Jul 2010
at 12:21
  • msg #358

Re: Judo

I think a lot of this will depend on how he has you grappled- after all you canot attempt an attack (which includes a throw) with limbs they have grappled. Also I would say that while throwing someone should certainly give you a chance to break free it might end up with you flinging both of you to the same location and possibly still attached, though presumedly you would not take damage from your own throw.
2l8m8
player, 149 posts
Because somone else got
all the good names first.
Fri 16 Jul 2010
at 12:46
  • msg #359

Re: Judo

IIRC, you need to have someone grappled to throw them first. Therefore, he must attack with Judo. Also, IIRC, he gets an immediate and free attempt to break free. I'm not by the books so this might hooey. Also IIRC, you may substitute some skills for ST rolls in wrestling / grappling. Unfortunately I don't think Judo is one of them, just wrestling, suno wrestling... and...?? Judo maybe? Anyhow, all of the ST rolls and such may be rolled on the skill, not just the attacks, whichever skills are allowed.

And OP specifically stated grappled by torso, so NP with free limbs.
kurlumbenus
player, 119 posts
Fri 16 Jul 2010
at 12:57
  • msg #360

Re: Judo

2l8m8:
IIRC, you need to have someone grappled to throw them first. Therefore, he must attack with Judo.


No, Judo Throw is something you can attempt after a Judo Parry, just like arm lock.  You still get the -4 to DX from being grappled, though.
silveroak
player, 89 posts
Fri 16 Jul 2010
at 12:59
  • msg #361

Re: Judo

Okay, so lets visualize this a moment- he grabs your torso and attempts a knee strike which you parry with Judo and presumedly have temporarilly grappled and are going to use to throw him... (essentially a Judo throw is a weak grapple and release in one motion- though I have seen them done open handed as well by pushing teh limb being leveraged)

the most obvious thing I could see this being translated to is you are putting him on the ground where either he will let go and you are no longer grappled or you would be on top of him while he is still holding on...

Visualizing teh process is a bit complicated for me- he is gripping your torso and is striking with his knee to a location your hands can reach to block him...
kurlumbenus
player, 120 posts
Fri 16 Jul 2010
at 13:05
  • msg #362

Re: Judo

Nah, judo throw can also be a hip check, or just a guided shove and trip.  Think of Kain from "Kung Fu" - he used aikido, and there's a lot that doesn't actually use grappling at all.  It's all just redirecting momentum.

I picture the attacker attempting the knee strike, and the judoka "throwing" him while he's off-balance - one foot on the ground, the other still raised; stepping slightly along-side him with enough of a lifting push to topple him and send him to the ground.

I can see him remaining grappled - he'd use his foe's grapple as part of the leverage to slam him to the ground, and end up sort of hunched over (but still standing).
silveroak
player, 90 posts
Fri 16 Jul 2010
at 13:12
  • msg #363

Re: Judo

Yes but the rules specify a hand parry (they don't allow a hip parry though I agree it would be realistic, or perhaps a combination throw and dodge?)) so under the rules the hip would aid ratehr than be the entirety of the defensive move.

What I am thinking is that if teh person retains their grip they ay wind up pulling you down on top of them- possibly to their own detrimient (especially if you are wearing hard armor!) in which case the GM may simply allow them to maintain the grapple *if* they take a slam attack in the process or something along those lines...
Gurpser
player, 3 posts
Fri 16 Jul 2010
at 13:13
  • msg #364

Re: Judo

A brawler has attempted the Grab & Smash vs. the judoka.
So I was visualizing it as a grab of the shoulders (or front of gi) with the pull in and while the knee goes into the groin.

The judoka failed to parry the initial grapple but parried the knee and wants to throw the brawler who still has him grappled.

I like the contest thing but since the brawler used All-Out Attack(Double) he fails contests except to resist damage, right?

Another couple of side issues with this are, if the grapple fails or is parried in a Grab & Smash does the follow up attack have any hope to succeed? I realize that I've been treating it as a Combination, which may not be accurate.

Also, if the knee strike is parried, does that count as a missed kick provoking the DX roll to keep your feet? Do you consider Knee Strike a kick? Do you consider a defended against kick as missed?
silveroak
player, 91 posts
Fri 16 Jul 2010
at 13:24
  • msg #365

Re: Judo

They are on one foot so I would apply the penalty. As to the all out attack that woudl depend on whether the person being grappled and attacked has already attacked that round (making teh throw on teh next round) or not (in which case the throw is on the same round and cannot be defended against)
kurlumbenus
player, 121 posts
Fri 16 Jul 2010
at 13:26
  • msg #366

Re: Judo

In reply to silveroak (msg #363):

The rules specify a Judo parry, and that you must have at least one free hand.  The hand does not need to be used in the parry, but it is used at least a little in the throw.
Gurpser
player, 4 posts
Fri 16 Jul 2010
at 13:30
  • msg #367

Re: Judo

The brawler cannot defend until he chooses his next maneuver, so the judoka can exploit his opponents rash attack with his next action until the brawler' choice comes around again.
2l8m8
player, 150 posts
Because somone else got
all the good names first.
Fri 16 Jul 2010
at 15:14
  • msg #368

Re: Judo

Not quite. He cannot defend, but a ST contest is not defense. He is allowed to roll the contest, perhaps at a penalty, but all-out attack does not negate the opportunity.
Gurpser
player, 5 posts
Fri 16 Jul 2010
at 16:10
  • msg #369

Re: Judo

"If you make an All-Out Attack, you're truly defenseless. You automatically lose any Contest to avoid a close-combat attack following a grapple. This includes all takedowns, pins, throw from locks and grappling techniques that "attack" using a Quick Contest (e.g., Handcuffing). You still get a ST or HT roll to resist injury from strangling, Arm Lock, Neck Snap, Wrench Limb, etc." MA p 114

But what about the missed kick thing? Is a missed kick different from a defended against kick? and is Knee Strike a kick?
kurlumbenus
player, 122 posts
Fri 16 Jul 2010
at 16:16
  • msg #370

Re: Judo

Knee strike is not a kick.  A missed kick is different from a parried or dodged kick, and may result in you unbalancing yourself.
Gurpser
player, 6 posts
Fri 16 Jul 2010
at 16:32
  • msg #371

Re: Judo

What is the rationale for a knee strike not being a kick?

It specifically states that it is unlike a kick in Reach, why differentiate if it is not like a kick in other respects?

The kickboxer pictured on the front of the Martial Arts book certainly seems like he might be unbalanced if that strike would have missed... :)

Oh look, there are some more nits to pick over here, I'll be right back...
kurlumbenus
player, 123 posts
Fri 16 Jul 2010
at 17:07
  • msg #372

Re: Judo

The techniques that count as kicks mention that fact.  Knee Strike is specifically not a kick, as it's description says:  "Unlike a kick, it's only useful in close combat."
2l8m8
player, 151 posts
Because somone else got
all the good names first.
Fri 16 Jul 2010
at 17:25
  • msg #373

Re: Judo

Gurpser:
What is the rationale for a knee strike not being a kick?

Doesn't matter at all. With that rule I missed, it says "a close-combat attack" so it counts for all techniques, whether kick, punch, grapple, or even knife and gun attacks while in close combat. Not that a gun attack requires a contest, but if it did, you'd lose.
Gurpser
player, 7 posts
Sun 1 Aug 2010
at 06:27
  • msg #374

Re: Judo

This might require the application of a House Rule, but how does Hard to Subdue modify knockdown/stunning rolls if at all?

Since knockdown/stunning is a result of injury that may cause unconsciousness you might allow it to modify HT, since that is what the advantage says it does but you also might have it only modify the failure threshold for unconsciousness.

So Hard to Subdue +1 given HT 10, might let or roll vs. an 11 to avoid knockdown/stunning altogether or you might have the character fall unconscious only if they fail by 6 or more?

What do you do? How do you rule?
The_Wrathchild
player, 23 posts
Sun 1 Aug 2010
at 09:13
  • msg #375

Re: Judo

As a KD&S roll can cause Unconsciousness, HtS should add.
2l8m8
player, 152 posts
Because somone else got
all the good names first.
Sun 1 Aug 2010
at 16:41
  • msg #376

Re: Judo

"You are hard to knock out." This does not add to knockdown or stunning, but it does to any roll to avoid unconsciousness. Therefore, when determining if "On a failure by 5 or more, or any critical failure, you fall unconscious," you should use 'a failure by (5 + Hard to Subdue) or more, you fall unconscious'.
LandWalker
player, 42 posts
Sat 2 Oct 2010
at 17:15
  • msg #377

Impaling Edge Protection

Many of you are probably familiar with the common house rule (as a precursor to Low-Tech) of Edge Protection — Cutting weapons only receive their damage multiplier if the base damage is more than twice the DR of their target. So, if Joe swung an axe at Bill, who has DR 4, Joe would have to roll 9 basic damage in order to get the multiplier.

I'd like to hear people's opinions on introducing a similar rule for piercing and impaling weapons, since it seems a bit silly that if Joe was using a spear and rolled 5 basic damage, he would automatically "pierce" Bill's armor and get the x2 Impaling multiplier.  My initial thought, since impaling and piercing weapons concentrate their force into a small point rather than a long blade, is to require basic damage to be greater than 1.5x DR (rather than 2x DR) in order to get their multipliers. Thus, if Joe was swinging a pick instead of an axe, he would have to roll 7 basic damage (greater than DR 4 x 1.5 = 6) in order to get the Impaling damage multiplier. If Joe shot Bill with a pistol, he would have to roll the same.

Now, I'm not really sold on this. On the one hand, I think it's kind of silly that all spear thrusts over DR punch through their target's armor. On the other hand, I also think it's silly that a standard arrow could essentially do crushing damage to a plate-armored knight.

Any thoughts on this house rule, or on the situation in general? Any attempts to persuade me (and I am willing to be persuaded) that my skepticism about "always-puncturing" impaling/piercing damage-dealers is unfounded?
silveroak
player, 94 posts
Sat 2 Oct 2010
at 18:59
  • msg #378

Re: Impaling Edge Protection

I think those kinds of rules should be based on the individual armor rther than a sweeping rule. Are we talking rigid armor where getting through the DR indicates that at minimum the metal was probably bent, chainmail which is probably far more effective against cutting but less os against inmpaling, or leather armor, which is essentially overly thick skin? the ffects would be different for each and realisticly giving teh armor a split DR by damage type will generally relflect thsoe differences for more easilly than kludged rules about damage multipliers.
2l8m8
player, 155 posts
Because somone else got
all the good names first.
Sun 3 Oct 2010
at 00:03
  • msg #379

Re: Impaling Edge Protection

Here's a quick question:

How complicated do you want to make things?

I'm not a fan of that sort of rule, not because of the realistic or game balance issues, but because I need to get out a calculator for every damage roll. The damage multipliers themselves are pushing it in my opinion, and sometimes I don't even bother using them (when all the PCs and NPCs have similar armor and weapons, and it makes little difference).
LandWalker
player, 45 posts
Sat 8 Jan 2011
at 03:53
  • msg #380

Re: Impaling Edge Protection

Another House Rules question:

I've never been satisfied with the "Target of Opportunity" mechanic that allows a character to deliberately target "random hit location."  It seems absurd to me, first that someone in melee can make a completely aimless swing without penalty and actually be better off for it than making a focused swing to the torso, and second that roughly one out of every thirty-five such successful attacks will result in a guy with a knife hitting his opponent in the foot.

I've been trying to come up with a house rule to get the random hit location mechanic into a satisfying condition, but so far I've only been able to think of two possible options:

1)  On any melee attack, if the margin of success is zero, the hit location is determined randomly instead of whatever had been targeted.

Or

2)  A melee attack may only roll on the Random Hit Location table if the character makes a Wild Swing (B.388-389). A character may deliberately make a Wild Swing even in "normal" conditions (i.e. visible enemy in a front hex).


Neither of these are really something I feel good about.  The first option most likely will result in a disproportionately large percentage of torso hits (because that's the location that people will typically aim for deliberately), in contrast to the commonality of arm injuries as demonstrated by many archaeological findings; the second option because Wild Swings just plain suck.

So I have, essentially, two questions for the GURPS mob:

First:  Has anyone developed satisfying rules to handle attacks against random hit locations?

Second:  Am I, instead, alone in my feeling that the Target of Opportunity rule is problematic to begin with?  If you think it's perfectly acceptable as is, why?
trooper6
player, 2 posts
Sat 8 Jan 2011
at 04:12
  • msg #381

Re: Impaling Edge Protection

I don't let people purposely do random hit location. I, too, don't like it. And I didn't like how it affected game play in the games I played in where it was used. So, in my games, unless you specify otherwise, you are going for center mass.

I use random hit location when it is specified: Wild Swings, Shrapnel, etc. Otherwise, I don't.
2l8m8
player, 174 posts
Because somone else got
all the good names first.
Sat 8 Jan 2011
at 14:02
  • msg #382

Re: Impaling Edge Protection

Pardon me for being obtuse, but what 'Target of Opportunity' rule? I don't recall that and can't find it.

If you mean simply the random hit locations, yes those kind of stink. I tend to just modify them on the fly. Usually, I use them for location without any effects, ie if someone randomly hit in the head, it's the same effect as hitting in the torso. If they target the head and use the hit penalty, then they get the effect of hitting in the head. If a knife wielder hits someone randomly in the foot, I either reroll or simply state it was in the leg, unless I feel like being creative and have the foe doing some sort of high kick and they stab him in the foot (which is unlikely, I'd prefer the foe doing the attack he was doing ITFP instead of altering it to fit the attacker's random roll).
LandWalker
player, 46 posts
Sat 8 Jan 2011
at 15:50
  • msg #383

Re: Impaling Edge Protection

2l8m8:
Pardon me for being obtuse, but what 'Target of Opportunity' rule? I don't recall that and can't find it.


"Target of Opportunity" is just my way of paraphrasing the gist of the "attack random hit location" rule on B.400—since it allows you to "just strike at whatever target presents itself," you're choosing to attack a target of opportunity rather than anything in particular.

My problem (among so, so many problems I have =P) is that I feel like it's reasonable for someone to occasionally hit something they weren't necessarily aiming for—an enemy's arm gets in the way of a spear thrust that would have struck the torso, or they duck at the wrong moment and get clonked in the noggin (although that may be more of a critically failed defense), etc.—so I'm not out to completely eliminate Random Hit Locations. I do, however, want to make them (1) more believable, and (2) not the indisputably best option to take on nine attacks out of ten (i.e. anything that isn't an impaling or piercing attack).

Right now I have a house rule for ranged attacks that I'm mostly satisfied with—it might need some tweaking to get it "all the way there," but I feel like it's a good starting point:

— If a ranged attack roll's margin of success is less than or equal to the range penalty for the attack, use the RHL table to determine hit location.


Unfortunately I haven't been able to come up with a rule for melee attacks that I'm very comfortable with. =\
silveroak
player, 101 posts
Sat 8 Jan 2011
at 16:34
  • msg #384

Re: Impaling Edge Protection

There is always changing it to the 2d+n table, selecting n depending on position (higher/lower elevation) between 1 and 6, which makes it somewhat less random.
LandWalker
player, 47 posts
Sat 8 Jan 2011
at 16:41
  • msg #385

Re: Impaling Edge Protection

I honestly have no idea what "2d+n" table you're referring to. Or, for that matter, how replacing one table with another table would fix the current problem of aimlessness being preferable to conscious targeting. Could you elaborate?
silveroak
player, 102 posts
Sat 8 Jan 2011
at 16:43
  • msg #386

Re: Impaling Edge Protection

same table. instead of rolling 3d you roll 2d and add a number between 1 and 6 depending on the circumstances.
LandWalker
player, 48 posts
Sat 8 Jan 2011
at 16:56
  • msg #387

Re: Impaling Edge Protection

Ah, so there isn't actually a 2d+n table or rule, just an arbitrary GM decision.

I would generally prefer to avoid arbitrariness when it comes to characters' life and death. House Rules may be no less arbitrary, but they don't require an on-the-fly judgment call and can consequently be consistent and transparent. I like having defined rules.
silveroak
player, 103 posts
Sat 8 Jan 2011
at 19:48
  • msg #388

Re: Impaling Edge Protection

It adjusts the probable/possible hit locations.
Ceredyn
player, 94 posts
Tue 8 Mar 2011
at 13:21
  • msg #389

Re: Impaling Edge Protection

Does anyone know how many fatigue it takes to cast Shape Shift (barn owl) ?
Tortuga
player, 13 posts
Tue 8 Mar 2011
at 13:53
  • msg #390

Re: Impaling Edge Protection

Write up a template for the barn owl's physical form, and charge 1/20th the cost to cast, and 1/60th the cost to maintain, minimum 3/1.

Based on the 2e Bestiary, it'd be:

ST -8 [-48]; DX+4 [48]; HT +2 [20]
hp 7 [10]; Move 2 (Ground)[-20]

Acute Vision 3 [6]; Acute Hearing [3]; Feathers [1]; Flight (Winged; base Air Move 13; +4)[36]; Sharp Beak[1]; Sharp Claws[5]
No Fine Manipulators [-30]

That's a 33 point template, so it'd be a minimal 3 to cost, 1 to maintain.
Ceredyn
player, 95 posts
Tue 8 Mar 2011
at 13:57
  • msg #391

Re: Impaling Edge Protection

thank you. Please award yourself a Hero Point for your help! :)
Ceredyn
player, 96 posts
Sat 19 Mar 2011
at 13:30
  • msg #392

Gurps Fantasy Races

Does anyone know what book or PDF provides stats for the largest assortment of Fantasy Races in 4th edition rules format?  I don't want to buy a ton of books.  Back in 3rd Edition there was Gurps Fantasy Folk which served my needs, but I can't find that book in 4th edition format.
Tortuga
player, 16 posts
Sat 19 Mar 2011
at 13:51
  • msg #393

Re: Gurps Fantasy Races

There's a 4e translation of the stats from 3e Fantasy Folk floating around somewhere.
LandWalker
player, 49 posts
Sat 19 Mar 2011
at 15:23
  • msg #394

Re: Gurps Fantasy Races

One of the Dungeon Fantasy booklets, I think DF2 or DF3, is almost entirely fantasy races, and the individual DF booklets aren't too pricey on their own.
Tortuga
player, 17 posts
Sat 19 Mar 2011
at 15:34
  • msg #395

Re: Gurps Fantasy Races

Here's that 4e fan conversion of the fantasy folk races.

http://www.oocities.org/ericbsmith/pdf/FFolk4e.pdf
Ceredyn
player, 97 posts
Sat 19 Mar 2011
at 15:56
  • msg #396

Re: Gurps Fantasy Races

Thanks everyone. I found some stuff online and also broke down and bought Dungeon Fantasy.  Appreciate everyone's responses.
Johnny Angel
player, 2 posts
Mon 21 Mar 2011
at 21:50
  • msg #397

Fantasy Races

I have an for a race I'm working on for something I'm writing.  I am unsure of how to price one of their racial options.

The basic idea is that -during character creation- you pay X points to be able to roll for an ability on a random table.  While I understand that random tables for character creation go against some of the ideals behind GURPS, the concept fits what I have in mind for the race.



The race idea?

I wanted a reptilefolk/lizardman race for the setting I'm working on.  However, I had too many influences to settle on one at first.  I like the idea behind D&D's Dragonborn, but I'm also a big fan of Elder Scrolls: Oblivion style reptile folk with their horns, frills, and other such features.  As such, my idea was to create a chart upon which someone could roll and see what abilities and/or features they were born with.

The fluff reason for this is that the race believes (perhaps rightly) that they evolved from (or were created by) dragons.  In the beginning, many family groups could be identified by particular traits.  In one group, ram-like horns may have been more common among males for an example; in another, acid spittle might have been a trait.

However, over the years and over the generations, bloodlines have been mingled far more.  At the present time, there's a pretty wild variety in physical features.  Where humans might vary in hair color, eye color, and skin color, this race varies in horn structure, scale color, and various other dragon-esque features.  Many of these features are mostly cosmetic; however, the ones listed on the chart would have game effects.

I plan to use multiple dice (I'm thinking 2d10) to roll on the table to give some amount of bell curve.  Rarer (and more potentially game breaking) abilities such as being able to exhale fire would be in the fringes of the possible range.  Tougher scales (DR), horns (strikers), and other somewhat more mundane possibilities would be more common.

Right now it's just a vague idea.  I'm trying to figure out how to price it.

Alternatively, if the random table idea is too wonky, I remember a perk (or possibly an unusual background) somewhere which allowed access to racial options.  I just can't remember where or how exactly it was worded.  I like the random table idea for a few reasons, but I also understand that some may not like it or there may not be a very fair way to price it, so I'm also open to this second option.
Tortuga
player, 18 posts
Mon 21 Mar 2011
at 21:56
  • msg #398

Re: Fantasy Races

Price it at whatever the value of the ability it gives them turns out to be.
trooper6
player, 9 posts
Mon 21 Mar 2011
at 22:34
  • msg #399

Re: Fantasy Races

What I'd do is make each thing that you roll for cost the same.

So all Lizardfolk have a "Racial Gift" that costs 10cp (or 5cp, or whatever). Then you roll on the table and see what you get. On person might get 10cp worth of DR, another would get 10cp worth of Innate Attack (Fire), another would get 10cp worth of Striker (Horns), etc.

Once you get the packages, put them in the table and roll away.
LandWalker
player, 50 posts
Mon 21 Mar 2011
at 23:15
  • msg #400

Re: Fantasy Races

Why randomize it at all?  Why not just have a group of packages of possible racial abilities for this particular race, and then say "Here are your racial options.  Pick one [or more] and pay accordingly."

You don't even need to require a perk to access racial options, any more than I need a perk to access "Tall," to my cats need a perk to access "IQ 0.2" or "Claws Everywhere" or whatever their particular characteristics are.

It seems like, from the way you've described the race, that their game-affecting potential abilities are (conceptually) not any different than one human having Flexible or Perfect Balance and another having Klutz (or nothing at all), so I guess my point of confusion is why you would randomize the possibility for one and not for the other.
Johnny Angel
player, 3 posts
Tue 22 Mar 2011
at 04:29
  • msg #401

Re: Fantasy Races

In reply to LandWalker (msg #400):

Some of the more exotic abilities (such as dragon breath) would be more rare.  Thematically, it's a reason for why not every PC who chooses this race gets the best abilities.

"Normal" traits of the race such as scales and claws and things of that nature would be the stock model.  On top of that, some individuals display talents and abilities above and beyond what is normal; some being rare enough to viewed as omens of some sort by some tribes.
Tortuga
player, 19 posts
Tue 22 Mar 2011
at 12:20
  • msg #402

Re: Fantasy Races

If you want it to be rare, charge an Unusual Background for it or just say that it's rare among the NPCs.
pesterfield
player, 44 posts
Tue 22 Mar 2011
at 18:34
  • msg #403

Darkness

Do normal darkness penalties(1-9) affect defense?
AlbertYenir
player, 8 posts
Tue 22 Mar 2011
at 18:39
  • msg #404

Re: Darkness

In reply to pesterfield (msg #403):

I never did apply them.  Defenses are tough enough as it is.

Rule book time!

...

GURPS 4e Campaigns p.548 lists modifiers for defense rolls.  -4 if you can't see your attacker.  That's the closest thing to it.  No darkness penalty is listed.
This message was last edited by the player at 18:44, Tue 22 Mar 2011.
2l8m8
player, 184 posts
Because somone else got
all the good names first.
Tue 22 Mar 2011
at 18:47
  • msg #405

Re: Darkness

No. Mods on B548-549 show those as being only for attack, not defense, although in the same table it show these mods, but here's the expanded text:

"If the attacker (including his weapon) is invisible but the defender is aware that he is being attacked, he may dodge at -4. If the defender makes a Hearing-2 roll, he may also parry or block – still at -4. If he is completely unaware of his attacker, he gets no defense at all! If the attacker is in smoke or unnatural darkness, but the defender is not, he defends normally, since he can see the weapon coming."
Digital Mastermind
player, 60 posts
Publisher of D&D content
Supporter of GURPS design
Sun 3 Apr 2011
at 10:08
  • msg #406

Electrical Power Querry

Can someone throw out some full fledged comprehensive stats for a very very low level natural/mutant electric-based abilities?

The character has an overactive metabolism, mitochondria going off the chart with power production, so on and so forth.  I would say he would currently be able to generate voltage of about 500-1000 Volts, ie, up to 3 times as powerful as an electric eel, as opposed to the average humans 10-100's milivolts; BUT, a Taser is supposedly in the realm of tens of thousands to hundreds of thousands of volts, and that's the response I want; paralysis/stun, not just a warning shock.  Where the average human generates between 80-1600 watts from resting to full action, he would generate tens of Kilowatts (Ideally able to grab an electric motor power cord and directly power a vehicle forward, for example).  I'd like to see stats for this ability at capable of powering average electronics by default and heavy vehicles with Extra Effort, and stats for heavy vehicles later becoming standard-fare, and doing stuff like sudden EMP bursts or a shortrange arc of lightning as Extra Effort.

Basically I'm approaching these "powers" as realistically as possible, with an aim at very low levels of overall power.  Their purpose is to instill drama and plot points while remaining lowkey enough to never even compare to the active lethality of a simple firearm.  He should be able to do the following:

1a) Generate Electricity, IE become a powersource and able to recharge power sources.  He could very well do this via direct touch (limitation?) or at range, ie, walking past a radio with dead batteries and it gradually warms up into activity and fades based upon his proximity.
1b) Siphon Electricity, just as he can generate electricity and charge items, it would great if he could steal electricity to restore Fatigue Points which would be lost from Extra Efforts but also the simple harsh rigors of the campaign's day to day life.  In addition, I'm thinking about adding increased consumption disadvantage as response to the abnormal metabolism.

2) Should probably have lowgrade electrical immunity.

3a) Ability to sense electrical fields.
3b) Perk to be able to accurately identify actual levels of volts and amps sensed?

3a) Now: Grab someone and stun them with a jolt.
3b) Later: Grab someone and electrocute them.
3c) Later: Short range arc of electricity that can burn, stun/paralyze, blind.

4) Sudden Extra Effort bursts of magnetic fields capable of repelling metal objects (such as bullets)?

Any other suggestions?  Thanks for any rendered assistance.
This message was last edited by the player at 10:17, Sun 03 Apr 2011.
silveroak
player, 106 posts
Sun 3 Apr 2011
at 13:14
  • msg #407

Re: Electrical Power Querry

if you are trying to be realistic a magnetic feild will not repel lead bullets (or realistically, anything, since magnetic feilds attract rather than repel)
Also 10KW at 50K Volts would be .2A, or 200 mA, which is potentially lethal-http://electrical.about.com/od.../a/amperagekills.htm, it would also be 13 horsepower which isn't going to move much in the way of automotive vehicles (though it would be a bit on the excessive side for the starter motor...)
2l8m8
player, 186 posts
Because somone else got
all the good names first.
Sun 3 Apr 2011
at 13:32
  • msg #408

Re: Electrical Power Querry

10KW is plenty to move vehicles. How fast do you want them to accelerate is the thing, just like you were pushing by hand, you could move a loaded semi-truck, most likely. A 13 HP outboard can move a loaded barge on the water, remember, but very slowly. Wheeled motive systems are more effiecent.
silveroak
player, 107 posts
Sun 3 Apr 2011
at 13:44
  • msg #409

Re: Electrical Power Querry

It also depends on *how* and upon the existing motive system. If you have a 50HP electric motor and apply 13 HP of electrical 'juice' you are not going to get very far, since most forms of electric motor require more than their rated power to initialize the magnetic feild which they run on(inrush power).  Now agin it depends on the type of motot- obviously a permenant magnet motor doesn't need this inrush power but it is also more expensive and generally requires more maintenance since it requires brushes instead of pure induction...
2l8m8
player, 187 posts
Because somone else got
all the good names first.
Sun 3 Apr 2011
at 17:16
  • msg #410

Re: Electrical Power Querry

It indeed depends on a lot of things. An AC induction motor has no brushes, needs little maintenance, and lasts almost forever.

Anyhow, the point I was making, is 13 HP will move a lot, but you are indeed correct it needs to be matched with the proper system. Putting 10kW  to a 350 HP motor would probably do absolutely nothing. Putting it to a 50HP motor, it would likely burn the windings.

However, the whole thing is a game. I'd take discriminatory sense (is that in GURPS?) for the electrical sense. The jolt would be an affliction, the arc damage perhaps against fatigue.

Metal objects that are not ferrous (iron-based) are difficult to move with magnetic force. The only thing you're operating on, is the impurities in the metal. It's not impossible, but you need such a huge force to deflect a bullet just a couple of inches, it's going to be way too many points. Just figure out some missile deflection that is defined differently, perhaps an electrical arc simply shooting it out of the sky.

That's about how I would do it, anyhow. ;)
pesterfield
player, 45 posts
Wed 20 Apr 2011
at 08:27
  • msg #411

Re: Electrical Power Querry

Has anyone used Racial Memory in a game, how did it play out?
2l8m8
player, 188 posts
Because somone else got
all the good names first.
Thu 21 Apr 2011
at 15:36
  • msg #412

Re: Electrical Power Querry

Used it once. Was kind of a minor thing, maybe never even came into play.

Define well (at least in your mind) what sort of thing might be recalled, you may limit it or have it all-encompassing. Mine was fairly limited (mostly due to being an experimental race with little experiences to remember).
Boston_Jp
player, 24 posts
Fri 22 Apr 2011
at 13:20
  • msg #413

Re: Racial Memory

I had a character that used it. It was an important part of his character that gave him a connection with some other much longer lived characters. (We used it (similar to amnesia) as a way for the GM to share information to the player to push the plot point forward.)
BattleBard
player, 5 posts
Wed 1 Jun 2011
at 21:28
  • msg #414

Re: Racial Memory

Looking for Newbie friendly gurps game, to learn basics, and advanced combat.
I am able to make characters just never got much into the dice rolling. Need to get up to snuff. Rmail me, if you interested in teaching.
BattleBard
player, 7 posts
Thu 2 Jun 2011
at 02:04
  • msg #415

Re: Racial Memory

Funny but True


My training Session RTJ


In your RTJ, tell me about your gaming experience, both with roleplaying games in general and GURPS in particular.

Played here tons of times. Played GURPS tons of time. Made Hundreds of characters. But most of the time never got deep into the combat. Its funny now that I think of it, I would loose my internet, computers would die, I would get a life, or game would did shortly after start up. But if over ten years of being here off and on and loving GURPS, I have never once got deep into gurps combat.


  What kinds of games do you enjoy?  What kind of character would you like to play?

I would like a guy who has to do everything in GURPS combat system, was in SLA slaughter, thats when it was brought to my attention the above reality.


Dead before I ever played
link to another game

Dead or dying
link to another game

GM
still in creation process
link to another game


Game I realised my skill weakness in
link to another game

Dead gurps game
link to another game


Also, please provide me with one or two games you currently or have in the past played in so I can get a feel for your posting style.  Ideally, I like one or more paragraphs in each player post, and I'm not a big fan of one-liners.  Alternately, you can provide me with a writing sample, say 1-3 paragraphs, either from your intended character's point of view or a previous post in another game.


I am Ajanin here
link to another game


Ajanin here too
link to another game







Note, this is a MATURE game.  We won't be going into Adult territory (graphic sex, graphic or gratuitous violence), but GURPS is by nature a more realistic ruleset, so broken bones, crippling injuries, and player death are all possible, and mature themes and strong language may at times come into play
2l8m8
player, 191 posts
Because somone else got
all the good names first.
Thu 2 Jun 2011
at 08:04
  • msg #416

Re: Racial Memory

That's so sad. I think I'm in *all* of those dead games... :P
BattleBard
player, 8 posts
Thu 2 Jun 2011
at 08:09
  • msg #417

Re: Racial Memory

Lol Don't feel bad, I try to get in them all too. :)
I think maybe if it was solo adventures mixed with group adventures alot of them would still be going.
Different people  with different posting rates.
People with RLI
It slows a game.
Eventually I think people start saying I have something other to do than wait on Johnny to post.
Johnny Angel
player, 5 posts
Thu 2 Jun 2011
at 16:10
  • msg #418

Born Biter Judo

Could a character with both Born Biter and training in Judo go from a bite into a judo throw?
Tortuga
player, 28 posts
Thu 2 Jun 2011
at 16:33
  • msg #419

Re: Born Biter Judo

By RAW yes.
Johnny Angel
player, 6 posts
Thu 2 Jun 2011
at 16:43
  • msg #420

Re: Born Biter Judo

In reply to Tortuga (msg #419):




Related question - If a target were grappled via Born Biter, and then you followed up with a breath weapon, what would their choices be for defense?


I'm working on a DF character, and I'm double checking how people feel a few things work out since the character is playing against type a little bit.  (Dragon-Blooded Martial Artist)
LandWalker
player, 52 posts
Thu 2 Jun 2011
at 21:33
  • msg #421

Re: Born Biter Judo

In reply to Johnny Angel (msg #420):

I don't think this is addressed in the RAW, but I have my own two-part interpretation of how it should be ruled:

First, if someone is is being held in the mouth of something with a breath weapon, and that something uses said breath weapon, I would not allow them to make an active defense roll. They are, for all practical purposes, in the barrel of the weapon, so they aren't avoiding that.

Second, however, I think a compelling case could be made (and for the sake of avoiding abuse, a compelling case perhaps should be made) that, because the "ordnance delivery mechanism" of the breath attack (i.e. the mouth) is already occupied with a grapple, it cannot also make a breath attack without relinquishing that grapple.  That's entirely my own preference, however, and has little basis is common sense and even less in anything rules-related—it's just to circumvent the potential abuse of a Born Biter with a Breath Weapon jacking his Judo skill through the roof and then murderizing everything he can find.
2l8m8
player, 192 posts
Because somone else got
all the good names first.
Thu 2 Jun 2011
at 23:22
  • msg #422

Re: Born Biter Judo

Been trying to find Born Biter. Without it, the RAW pretty much says you need to grapple with a hand. There's a perk that allows the use of karate skill (Biting Mastery), but *not* any grapple skill, including judo.
Johnny Angel
player, 9 posts
Thu 2 Jun 2011
at 23:24
  • msg #423

Re: Born Biter Judo

LandWalker:
In reply to Johnny Angel (msg #420):

I don't think this is addressed in the RAW, but I have my own two-part interpretation of how it should be ruled:

First, if someone is is being held in the mouth of something with a breath weapon, and that something uses said breath weapon, I would not allow them to make an active defense roll. They are, for all practical purposes, in the barrel of the weapon, so they aren't avoiding that.

Second, however, I think a compelling case could be made (and for the sake of avoiding abuse, a compelling case perhaps should be made) that, because the "ordnance delivery mechanism" of the breath attack (i.e. the mouth) is already occupied with a grapple, it cannot also make a breath attack without relinquishing that grapple.  That's entirely my own preference, however, and has little basis is common sense and even less in anything rules-related—it's just to circumvent the potential abuse of a Born Biter with a Breath Weapon jacking his Judo skill through the roof and then murderizing everything he can find.



It did seem a little too good to be true, and that's why I was asking -especially since Martial Artists are allowed to have 'extra attack' via Chi.  The latching bite followed up by the fire attack all in one round seemed really good.

As for the original judo question, the mental image of doing an alligator style roll to bring down a target seemed kinda cool.  I just wasn't sure if doing something like a judo throw hands free would take on any sort of penalty.
BattleBard
player, 9 posts
Fri 3 Jun 2011
at 01:42
  • msg #424

Re: Born Biter Judo

I was wondering what the damage is on these
st 14
punch
kick
knee
elbow
sharp claws advantage
sharp teeth advantage

Thanks for help
Johnny Angel
player, 10 posts
Fri 3 Jun 2011
at 02:27
  • msg #425

Re: Born Biter Judo

BattleBard:
I was wondering what the damage is on these
st 14
punch
kick
knee
elbow
sharp claws advantage
sharp teeth advantage

Thanks for help


A punch does thrust-1 crushing.
A kick does thrust crushing.

That can be found by looking in the equipment section of Basic Set: Characters.  While hands and feet aren't (normally) equipment, their damage values are listed in the weapon section of the book.

ST 14 would give you a thrust value of 1d (found on page 16.)

As such, a ST 14 punch would do 1d-1, and the kick would do 1d.  These values might change depending on if you have a certain amount of boxing or karate skill.  The descriptions of those skills will tell you how they modify base damage.

I believe an elbow does the same damage as a punch.  I'm away from my copy of Campaigns at the moment though.
Johnny Angel
player, 11 posts
Fri 3 Jun 2011
at 02:28
  • msg #426

Re: Born Biter Judo

2l8m8:
Been trying to find Born Biter. Without it, the RAW pretty much says you need to grapple with a hand. There's a perk that allows the use of karate skill (Biting Mastery), but *not* any grapple skill, including judo.


Born Biter allows you to 'lock' your jaws and grapple with a bite.
pesterfield
player, 47 posts
Fri 3 Jun 2011
at 02:36
  • msg #427

Re: Born Biter Judo

Where is Born Biter, what book?
Johnny Angel
player, 12 posts
Fri 3 Jun 2011
at 02:41
  • msg #428

Re: Born Biter Judo

pesterfield:
Where is Born Biter, what book?



Right now I'm looking at it in Dungeon Fantasy 3.  However, I don't think that is the original source for it since the info given in DF is somewhat vague.  I want to say it might be in Power Ups 2, but I'm not sure; I'll check.
Johnny Angel
player, 13 posts
Fri 3 Jun 2011
at 02:48
  • msg #429

Re: Born Biter Judo

I was wrong, it's in Martial Arts.

What Born Biter does is allow you to count as a larger SM for the purpose of biting in exchange for your face being a little easier to hit.

page 115 in Martial Arts describes it in more detail
Tortuga
player, 30 posts
Fri 3 Jun 2011
at 02:49
  • msg #430

Re: Born Biter Judo

yes. SM differences allow for teeth grapples.
Johnny Angel
player, 14 posts
Fri 3 Jun 2011
at 03:00
  • msg #431

Re: Born Biter Judo

Page 79 talks about using your legs for some grapple moves instead of your arms and hands.  I'm not aware of any specific mention of using your head and teeth for grapple techniques, but Born Biter does seem to indicate your bite can count as a grapple if you choose to hold on with your teeth instead of letting go.
Tortuga
player, 31 posts
Fri 3 Jun 2011
at 03:02
  • msg #432

Re: Born Biter Judo

Teeth sidebar in Martial Arts.
Johnny Angel
player, 15 posts
Fri 3 Jun 2011
at 03:05
  • msg #433

Re: Born Biter Judo

Tortuga:
Teeth sidebar in Martial Arts.


ah, ok, I see.  I skimmed through too fast to get the references to one-handed and two handed grapples.


sweet... so the 'Gator Roll' idea works.
BattleBard
player, 10 posts
Fri 3 Jun 2011
at 03:34
  • msg #434

Re: Born Biter Judo

Thanks angel pesterfield and tortuga
BattleBard
player, 12 posts
Sat 18 Jun 2011
at 15:48
  • msg #435

Re: Born Biter Judo

Got a situation.
94% chance of death for me
Guy is like 6 hexes away
Has Armor
But armor penetrated with spear.
Me I am a brawler
And I want the claymore he is wielding.
What is the greatest chance of success for me
I am set to this course of action.
I have no weapons
NAtural dr 2
maybe enhanced dr +3 from an affliction.
But truthfully it could be gone now.
My max move is 7
My max spd is 7.5
Tortuga
player, 32 posts
Sat 18 Jun 2011
at 15:54
  • msg #436

Re: Born Biter Judo

If you have judo then parry/arm lock or throw.

If not, hope for a crit.
BattleBard
player, 13 posts
Sat 18 Jun 2011
at 16:05
  • msg #437

Re: Born Biter Judo

Nope just brawling
and claymore skill.
Thats why I want the claymore so much.

I was told to grab for the weapon.

Was thinking maybe charging him and knocking him down.

Or charging and hopefully grabbing him and the spear sticking out of him and pulling it deeper into him to bypass his armor.

I was told trying an out right disarm carries more penalties.
Tortuga
player, 33 posts
Sat 18 Jun 2011
at 16:10
  • msg #438

Re: Born Biter Judo

They can parry your disarm and cut your hands off.
BattleBard
player, 14 posts
Sat 18 Jun 2011
at 16:19
  • msg #439

Re: Born Biter Judo

ow...lol
decided to try and grab him and bear up in a bearhug, hoping to shove the spear deeper into him.

Rolls not soooooo
good..lol
Well gm warned me I probably would fail...lol
trooper6
player, 23 posts
Sat 18 Jun 2011
at 16:47
  • msg #440

Re: Born Biter Judo

It's not good that you already put in your move!

Because here is the thing...the opponent can parry your unarmed attacks and then injure you...that is no good. So you have to do everything in your power to reduce their defenses when you attack. Further, the opponent is wielding a two handed sword, so they have no non-weapon side for you to exploit. And you don't have Judo.

For this situation you would have to be really tricky...you basically have to be on the defensive until the opponent gets closer. Once the opponent gets close enough, you'd have to Move or take a Giant Step to their rear and attack from there...I'd go for a two handed torso grapple. Attacking from the rear (in a runaround attack)--would at least give a -2 to their parry. That's something.

But ah well!
BattleBard
player, 15 posts
Sat 18 Jun 2011
at 16:59
  • msg #441

Re: Born Biter Judo

Its not over I targeted wrong guy, so am moving now towards right guy...Whew

I think I will take it, think I have a few more turns before I even get close to him. But by then I bet my extra dr gone :(.

Use Feints too?

New to combat
But see fient attack combo mentioned

So get behind him feint then grab torso am I understanding you right?

Thanks for info.
Have on GMs advice just decided to buy one after competition..lol

He really is  sure I am going to die if I try...lol
This message was last edited by the player at 17:09, Sat 18 June 2011.
trooper6
player, 24 posts
Sat 18 Jun 2011
at 19:09
  • msg #442

Re: Born Biter Judo

You are not going to be able to Feint+Attack without either taking two turns or All-Out Attacking. And you really, really, really don't want to AoA in the situation you are in (which is a really bad situation)--because you can't afford to lose your defenses.

I'd All-Out Defense (+2 to Dodge) while you slowly edge forward.

Here is a map:

1-2-3-4
-5-6-7-8
9-A-B-C
-D-E-F-G

let's say your opponent is in A, facing 6.
Your best case scenario you are able to move up into 6 facing A. (All Out Defense all the way)
Then your opponent attacks you.
You Side-Step Retreat to either B or 5. Let's say B.
Then on your turn, you Giant Step (which gives you two steps for 1 fp) to E, then into Close Combat into A and try to make that Grapple to the torso. If you have a very high Brawl (I don't know if you do), you can also make this a deceptive attack. Trading a -2 to attack for a -1 to your opponent's defense. So for example, if you have a Brawl 18, you could easily trade -4 to attack for a -2 to their defense. 14 isn't a bad attack number to aim for.
Your opponent will be at a -2 to defense for the runaround attack, and whatever minuses for deceptive attack if you do that.

Best case scenario you make the grapple and the opponent fails to defend. In this situation, you are in a really good spot and could beat your opponent. You'll be able to make regular knees to your opponents groin with little risk and good chances of succeeding--and since you'll start all subsequent attacks behind your opponent, they won't be able to defend at all. Your opponent will be at terrible odds to be able to use his huge 2-yd reach  weapon, and would be better off dropping it. So life will be good for you.

On the other hand, the worst case scenario is that when you go in for that grapple, you opponent makes a retreating parry and chooses to attack one of your arms...hits...you get no defense against that attack, and your opponent lops off your arm...then you are in a really, really bad way.

Of course, since your opponent has a long reach weapon, if your opponent is smart, you won't be able to get in that close in the first place without taking an unwise and risky Charge.

This is not the situation I would want to be in.

I had a thought. Something you could try depending on what sort of character your PC is. As long as you don't have a Code of Honor, you could grab some dirt/sand and try throwing it in your opponent's face.

Rules for this are in B405 and Martial Arts 76. I'd go with MA76 since it mentions dirt, while B405 is only liquids.
It reads: "Treat this as an attack based on DX, at -5 for the face but +3 for the width of the cloud or splash. The victim may dodge or block, but not parry. If hit, he must roll against HT. Failure means he’s blinded for 1d-3 seconds (minimum 1). Critical failure means he’s blinded for 1d-3 minutes (minimum 1) – he looked right into the attack with two open eyes!"

Now the rules on B405 might be advantageous to you in other ways:
"On a critical hit, the liquid gets in the victim’s eyes, blinding him for 1d seconds (the GM rolls secretly). On any other hit, the target may defend normally – but note that it is impossible to parry a liquid. If he fails to defend, he must make a Will roll to avoid flinching. On a failure, he flinches: -2 to further defenses that turn, and -2 to any DX or Sense roll on his next turn. On a success, the attack has no effect . . . unless the victim has Bad Temper!"

If this is a life and death situation, I'd remind you that this is GURPS, not D&D, which means rather than just moving into your doom, I ask you--what is your environment like? Besides sand/dirt to throw in a face, are there things you can throw? Rocks? Is there something you can stand on to give you a height advantage? What in your environment can you use to your advantage?

Also...what exactly is the situation?
Are you in an arena where you can't actually leave?
Or is this battle in the world, where maybe you can leave?
Do you have allies you can coordinate with?
How many enemies are there? Are you surrounded? What is going on? And tell me something about your character...skill levels? Skills? Armor? HT?
This message was last edited by the player at 19:12, Sat 18 June 2011.
BattleBard
player, 16 posts
Sat 18 Jun 2011
at 19:22
  • msg #443

Re: Born Biter Judo

I will have to ask gm, for environment info. My guess its tiled flow. I do have Bushido code of honor. But if it is not disallowed I will just lift up my kilt an urinate in my hand.

The way you described it, I might have a pretty good chance at getting him and my claymore. I would much rather try your idea , than just letting it drop and running to finish line.

Though finish line would be smartest safest route, beating him would be the most satisfying route. I suppose scooping up blood from inside blown up corpses could work too.

I don't think gm will kill me outright, but he will probably play the guy like a real person so that he won't fall down like cannon fodder.
Game is realistic and rules intensive.

So whatever sneaky think I can do so can they.

I might try it, all out defenses till I can get behind him and pee to the eyes hehe I like it.
trooper6
player, 25 posts
Sat 18 Jun 2011
at 19:42
  • msg #444

Re: Born Biter Judo

Wait, this is a race? Then finish the race.

Unarmed people attacking armed and armored people is a really, really bad idea.
Also, peeing onto your hand is going to take too long. It isn't a quick, "grab some sand from the floor" move.
BattleBard
player, 17 posts
Sat 18 Jun 2011
at 20:04
  • msg #445

Re: Born Biter Judo

its a gauntlet
idea ain't necessarily to kill
More like make it to the end.
But guy has my weapon of choice...lol
I wanted it.
trooper6
player, 26 posts
Sat 18 Jun 2011
at 21:02
  • msg #446

Re: Born Biter Judo

Forget the claymore...you can get one some other time. Is it worth your life? Or a limb?
BattleBard
player, 18 posts
Sat 18 Jun 2011
at 21:34
  • msg #447

Re: Born Biter Judo

actually that is what I was debating with your plan..lol
As I said, who knows, might just exit it into labyrinth.
Woulda been fun to see if it would have worked.
trooper6
player, 27 posts
Sat 18 Jun 2011
at 21:53
  • msg #448

Re: Born Biter Judo

What I outlined was on the assumption that you had no choice and had to fight or die. My plan was possibly the best you could do in a terrible situation...but you'd probably still die or be dismembered. If you have an option to do something else...I'd do it.
BattleBard
player, 19 posts
Sat 18 Jun 2011
at 22:29
  • msg #449

Re: Born Biter Judo


I think I will.


Dang was liking your solution though.

:)
BattleBard
player, 20 posts
Tue 19 Jul 2011
at 16:42
  • msg #450

Re: Born Biter Judo

Just curious in a supers game with 1400 points. If I pacted them all inot one power, say create fire, too limitation takes a day recharge. Would I have been strong enough to nuke whole planet ?

If not How big an area could I have destroyed with fire alone?

Probably won't responding to answers, just curious how bad if abuse 1400 points could have got.


Don't worry I made a super norm. So you won't be wrecking any game telling me.
trooper6
player, 28 posts
Tue 19 Jul 2011
at 17:59
  • msg #451

Re: Born Biter Judo

Doing some basic math,

Innate Attack, Burning 133d [665],  Explosive 3 +150%, Limited Use 1/day -40%
Total Cost: 1397cp

So you throw out your bomb at a location and it does on average 465 burning damage in the target hex and does damage explosively outward, on average:
232 burning damage at 2yds
155 burning damage at 3yds
116 burning damage at 4yds
93 burning damage at 5yds
77 burning damage at 6yds
66 burning damage at 7yds
58 burning damage at 8yds
51 burning damage at 9yds
45 burning damage at 10yds (note: since the half damage range on the attack is 10yds, you are probably standing here and you'll take on average 45 burning damage yourself--which would probably kill you).
42 burning damage at 11yds
38 burning damage at 12yds
35 burning damage at 13yds
33 burning damage at 14yds
31 burning damage at 15yds
29 burning damage at 16yds
27 burning damage at 17yds
25 burning damage at 18yds
24 burning damage at 19yds
23 burning damage at 20yds
22 burning damage at 21yds
21 burning damage at 22yds
20 burning damage at 23yds (here is your threshold for bringing the average person to -HP which would result in a death check)
...
10 burning damage at 46yds (here is your threshold for bringing the average person to 0HP which would result in possible unconsciousness)
1 burning damage at 465yds

All of this is radius. So you can do a lot of damage...you aren't going to destroy the actual planet, and you are probably going to kill yourself as well, but you can take a lot of people out with you while you do it.

If you want to have a chance of surviving your own blast, you'd have to reduce the dice of damage to leave points over for you to buy Damage Resistance +10% Force Field, -40% Burning Only.  You'd have to go for average damage, so you could still end up being hoist on your own petard.

That said, if you want to destroy all life on the planet, I think there are some probably broken builds on the sj games boards that use cyclic.
This message was last edited by the player at 18:44, Tue 19 July 2011.
Tortuga
player, 34 posts
Tue 19 Jul 2011
at 18:05
  • msg #452

Re: Born Biter Judo

You can take a force field limited to "only this one attack" for a greater % break.
RedSabaron
player, 10 posts
Tue 19 Jul 2011
at 18:29
  • msg #453

Re: Born Biter Judo

If you do want to destroy the planet, we can figure out how much damage you need to do.

The mass of the planet is 13,904,000,000,000,000,000,000,000 pounds. Campaigns has a table in the back for HP by mass; the Earth in this case would have 1,923,696,582 HP as a Homogenous (or close enough) object. It will also have DR; you've got about 30 miles of crust to get through, at roughly DR 10. That offers the Earth a DR of about 19,008,000. That might be low; it could be better to include the mantle and core in that DR estimate, in which case we'll calculate the Earth's DR based on its average density. My rough back-of-the-napkin estimate is DR 30 per inch or so, giving the Earth an approximate DR of 14,531,996,160.

So with nearly 2 billion HP and 14 billion DR you've got quite a lot of damage to be done. You'll need around 18 billion HP worth of damage to "kill" the earth, 26 billion for a guaranteed kill, and 36 billion if you want to reduce it to an asteroid belt. That translates to a 5,251,254,092d attack for a chance at a kill, a 7,449,764,472d attack for the guaranteed kill and a 10,197,902,446d attack for a shiny new asteroid belt. Multiply these numbers by 5 to see how many points they cost. I'd take crushing over burning unless your aim is simply to melt the Earth. You can save 30% by making it a melee attack though, and you might as well. With a Size Modifier of +40, the Earth is pretty hard to miss! Limited Use would give you another 40% off unless you feel a need to destroy the planet more than once per day. I'd suggest pairing this with Luck; a critical failure could result in YOU taking this much damage.

We could also delay the onset of Earth's destruction by 1 minute, giving us a total modifier of -80%. This leaves us at 1 CP for 1 die of destruction. Unfortunately it still costs billions of CP to destroy the planet but there ain't no such thing as a free lunch.

Since the Earth is pretty well armored an armor divisor might be a good investment. I will leave the point cost of an armor piercing earth-killer attack as an exercise for the reader.
This message was last edited by the player at 18:34, Tue 19 July 2011.
trooper6
player, 29 posts
Tue 19 Jul 2011
at 18:43
  • msg #454

Re: Born Biter Judo

Tortuga:
You can take a force field limited to "only this one attack" for a greater % break.


Why can't you? Powers recommends such a thing on pg. 12:
Damage Resistance:
This works well for all three kinds of defenses. As an obstructing defense, DR should work against most or all attacks. The Force Field enhancement is especially appropriate.
As a diverting defense, restrict DR to the power’s own source or focus by applying the Limited modifier. For the purposes of Limited Defenses (p. B46), an entire source is “Very Common” (-20%), while almost any focus broad enough to justify a power is “Common” (-40%). The Absorption and Reflection enhancements are logical additions.
As a negating defense, use Limited to restrict DR to a focus that opposes that of the power.


on pg.46 under Partially Limited Abilities they show an explicit example of DR with both the Force Field Enhancement and the Limited Limitation:
Example: Many characters have DR with a bonus against certain threats. To get this, buy general DR at full cost and bonus DR with Limited; e.g., “DR 5 (10 vs. Fire)” is DR 5 [25] + DR 5 (Limited, Fire, -40%) [15]. As a force field, this would be DR 5 (Force Field, +20%) [30] + DR 5 (Force Field, +20%; Limited, Fire, -40%) [20].

And in the worked example on pg. 131, under Magnetism Abilities, they recommend: "Damage Resistance, with Force Field and Limited, Electricity (-40%) or Metal (-40%)"

So, it looks to be a canon combination of enhancements and limitations.
Tortuga
player, 35 posts
Tue 19 Jul 2011
at 18:47
  • msg #455

Re: Born Biter Judo

I said you can. Further, you can get an -80% limitation instead by saying it only functions against "my own personal fire (or whatever) attack". Immunity (my own powers) may be an even cheaper way to go about it.
trooper6
player, 30 posts
Tue 19 Jul 2011
at 19:14
  • msg #456

Re: Born Biter Judo

Tortuga:
I said you can. Further, you can get an -80% limitation instead by saying it only functions against "my own personal fire (or whatever) attack". Immunity (my own powers) may be an even cheaper way to go about it.


Ah, misread you, Thanks!
trooper6
player, 31 posts
Tue 19 Jul 2011
at 19:43
  • msg #457

Re: Born Biter Judo

Battle Bard,

I believe most people tend to bring up this as one of the most abusive powers:

Innate Attack 1d corrosive 10/lvl base (RoF 300 +300%, Area/24 +1200%, Cosmic No DR +300%, Emanation -20%) [188].

The Area/24 should engulf the whole planet. Emanation means it centers on you, but doesn't include you.  And every 5pts of corrosive damage reduces target DR by 1. The only problem is, this is not a legal build. You can't put rapid fire on Emanation.  Also, it doesn't make any sense to me to use a Corrosive attack that destroys DR and put Cosmic No DR on it.

So, looking at this as a start, you could do something like:

Innate Attack 1d Burning 5/lvl base (Area/24 +1200%, Cosmic No DR +300%, Emanation -20%, Limited Use 1/day -40%) [77] if you want to stay with the fire theme.
or
Innate Attack 1d Corrosive 10/lvl base (Area/24 +1200%, Emanation -20%, Limited Use 1/day -40%) [124] if you want to go a different way.

Now, considering how big the Enhancement costs are, I'd drop the Limited Use limitation so I could use it every second and do:

Innate Attack 1d Burning 5/lvl base (Area/24 +1200%, Cosmic No DR +300%, Emanation -20%) [79]
or
Innate Attack 1d Corrosive 10/lvl base (Area/24 +1200%, Emanation -20%) [128]

if you use multiplicative modifiers, the costs would end up:

Innate Attack 1d Burning 5/lvl base (Area/24 +1200%, Cosmic No DR +300%, Emanation -20%) [64]
or
Innate Attack 1d Corrosive 10/lvl base (Area/24 +1200%, Emanation -20%) [104]


So your PC would have additive/multiplicaitve
Fire Bomb: 17d/21d Burning 5/lvl base (Area/24 +1200%, Cosmic No DR +300%, Emanation -20%) [79]/[64]

You would unleash, on average 59 or 73pts of burning damage to everything on the planet. This bypasses all DR. So you'd probably kill most of the people on the planet right off, as well as certainly setting them on fire for a few more points of damage.

Acid Bomb: 10d/13d Corrosive 10/lvl base (Area/24 +1200%, Emanation -20%) [128]/[104]

You would unleash 35 or 45pts of corrosive damage to everything on the planet. It doesn't bypass DR, but it destroys 7 to 9 DR  every time you use it...and since it is an emanation if a target isn't sealed or using a force field...then they are getting damage.

So you won't really destroy the actual physical planet, but you can destroy significant swathes of life on the planet including all human life...thus ending the campaign. Congrats!
RedSabaron
player, 11 posts
Tue 19 Jul 2011
at 20:31
  • msg #458

Re: Born Biter Judo

A more fair way to calculate it would be with the Area of Effect enhancement.

The Earth has a surface area of 610,041,035,000,000 square yards. This comes out to approximately 945,800,054,263,565 hexes to cover the earth. You will need a 17,755,751 hex radius of effect to cover this.

2 hex radius = +50%
3 hex radius = +100%
4 hex radius = +150%
5 hex radius = +200%
...
17,755,751 hex radius  = 887,787,500%

Not cheap.


Area of Effect doesn't work like I thought.
This message was last edited by the player at 20:35, Tue 19 July 2011.
trooper6
player, 32 posts
Tue 19 Jul 2011
at 20:42
  • msg #459

Re: Born Biter Judo

Just to make clear, I'd never allow a PC to have those sorts of "Kill the World" Powers.

Well...if I did (which I can't imagine would ever happen)...the PC would immediately become a major super villain. And there would be other supers who could withstand the damage. And they would find the PC and kill him...which would be really easy to do, since he has no defenses.

Then with that PC dead, and bunch of the world and the ecosystem with it, if the players so desired, and I felt like it, then we'd be playing in a post-Apocolyptic game...there'd be little to no long term hope for humanity and the rest of life on the planet...but hey, that one player, gets to feel really powerful before his PC got shot.
BattleBard
player, 21 posts
Wed 20 Jul 2011
at 04:28
  • msg #460

Re: Born Biter Judo

I like the math and the calculations you where all doing to figure it out. I with RedSabaron didn't line his math out. I double any gm would and if they did it would be an arena style game at the End of time where all humanity has evolved into basic low level Gods.

Be an interesting as hell game. pvp

HE ignites the atmosphere of Earth! Only those with doesn't breath and vaccum support would live. As you said probably will all his points in one power to all him to do it,he could easily be kilt by a bullet or even lack of oxygen., from his own usage of hispower.

Have the prize be immortality. I could see that game. New players would have to wait to be born after male and female did what males and females do.

The game could be awesome.


Bout definitely interesting reading what you all are writing.
trooper6
player, 33 posts
Wed 20 Jul 2011
at 04:44
  • msg #461

Re: Born Biter Judo

I, on the other hand, wouldn't find this all that fun. This character posted could would eventually kill *all* not supers. All of life on the planet besides supers would be dead. And if the world killer took the corrosive innate attack, he would burn through even the high DR supers. So you kill everyone and everything, the only one left is you. You win. Yay. Game over.

That just doesn't seem fun to me at all.
RedSabaron
player, 12 posts
Wed 20 Jul 2011
at 05:37
  • msg #462

Re: Born Biter Judo

I lined my math out because it was wrong. Area of Effect is far more generous than I thought.
BattleBard
player, 22 posts
Wed 20 Jul 2011
at 05:46
  • msg #463

Re: Born Biter Judo

I don't know, I think players, at least the people reading these post would anticipate, the attack, buy defenses against it, and take the guy out. Heck flights and some type of dimension jumping would protect you when when the blast came.

When you returned you would fly to the center , eye beam Arnold the acid guy to death. Open a portal beneath the acid to swallow it into another universe and continue fighting.

As you said , one power wonders if they didn't hit first would be at a loss to defend themselves, same would be for the guy who went all defense, I ain't got to kill you, I just need to remove you from play.

Astral entities would be immune. DR absorption corrosive substances.

Hmm never thought of gms liking to play npcs. I guess you would have too if you wanted to gm, but nothing preventing gm from making game saving npcs at same point value.

"Benny he's going to nuke the planet!!!" shouts Oracle

A rift opens beneath Arnold Acid guys feet swallowing him up taking him to the 7th plane of hell.

"That was a close one Ben!"

Mwah mwah

lol
trooper6
player, 34 posts
Wed 20 Jul 2011
at 06:36
  • msg #464

Re: Born Biter Judo

The problem with the Kill the world PC is that, if this is a PC vs PC game that you envisioned--none of the other players know you have this power...they don't know where you are and they don't know what you are planning to do. It's like if you are sitting at work and a terrorist detonates a nuke in your hometown. Nothing you can do about that.

All you have to do is act like a normal person, go to the Himalayas, or lose yourself in the subway, some place where you are not visible, when you are by yourself. And then you start using your power every second. After the first five seconds you most likely destroyed all normal living beings on the planet. And you'd get number of the super powered ones as well. If you were smart and put yourself somewhere where it would take a while to get to you...and if no one knows were you are they can't teleport to you. You can probably take out most things. Because your area of effect is the whole world, you don't need to be anywhere where anyone can see your or reach you until it is too late. And it is going to be a surprise attack. Which means you'll probably be able to catch a number of other people before they go astral or whatever.

And let's say some other supers are still alive...so what? All of non-super life on the planet is dead. The ecosystem is dead. The world is dead. Except for some supers. Then the rest of the supers duke it out. But no one wins. The world is dead. The is power is the secret dirty bomb nuke power. That just isn't all that fun to me.
BattleBard
player, 23 posts
Wed 20 Jul 2011
at 06:50
  • msg #465

Re: Born Biter Judo

Well I will probably never gm, but I can see how it could be. Yes all life would be gone except for maybe a few super-humans. Not sure it would be instantaneous. Even a power like the would have a wave of destruction.

Just curious what is it about gming that makes a game fun to you or not fun to you?

Truthfully I never saw what gms got out of gming.
Tortuga
player, 36 posts
Wed 20 Jul 2011
at 14:21
  • msg #466

Re: Born Biter Judo

Even worse, that kind of power would basically destroy any campaign plans that the GM had by destroying the setting. YOUR CHARACTER would become the most important and influential figure in the setting at the expense of the other players and the GM, and that is not what we like to call "fun". That's just you being a jerk and hogging the spotlight.

Your "job" as a player is to add to the enjoyment of the game. If everybody has a worse time because of what you're doing, you're not doing your part. It may not be possible to win at an RPG, but you can sure as heck lose.
This message was last edited by the player at 14:22, Wed 20 July 2011.
BattleBard
player, 24 posts
Wed 20 Jul 2011
at 14:52
  • msg #467

Re: Born Biter Judo

@ Tortuga

Even worse, that kind of power would basically destroy any campaign plans that the GM had by destroying the setting.

True alot of settings aint suited for high power campaigns..some are ..see bottom

YOUR CHARACTER would become the most important and influential figure in the setting at the expense of the other players and the GM, and that is not what we like to call "fun". That's just you being a jerk and hogging the spotlight.

If only one player had all those points...then yes...haven't met a gm yet that doesn't have the same creation rules for everyone. So most influential, I would have to disagree.

Being a jerk?
Ahh how do you get being a jerk based off of what I said?



Your "job" as a player is to add to the enjoyment of the game. If everybody has a worse time because of what you're doing, you're not doing your part. It may not be possible to win at an RPG, but you can sure as heck lose.


Well one shot games you can...arena style you can...Not dying is a pretty big won for me.
_________________________________________________________________________________

Ok Let me read the rest.... oh boy...lol

:)

Ahh ok Answered trooper6
__________________________________________________________________________________





Wrote bottom stuff first so leaving it..........

Not sure you are seeing what I said. if everyone had say 4k cp. Then all are equal just really powerful.

Think DBZ, they where world killers. I am sure Pual Atraties(sure its spelled wrong) from Dune was a world killer.

Hmm other world killer be bleach though not a world killer was up on power scale, all the ancient Gods.

Wish I knew the rules better. I would make the game and those who like arena style combat would not find the fact that they had 10k points all that bad.

Heck a guy showed me Batman and he was nearly 4k.

But where did you get one person hogging all the spot light from asking about a high powered game like that.

One gm said it wouldn't be fun for him, then I asked him what makes a game fun for him. I didn't know never gm.

Not sure about it destroying the campaign. Depends on the campaign.

Heck was thinking last night about it.

Here is a campaign it would not destroy.


Its the end of the universe and creatures from all over space and time have gathered here on the planet Earth for one last free for all to see who will be the God of the next new Universe that will be born from the remains of this one.

The rules are simple last one standing rules!

___________________________________________________________________________________

Another high powered campaign, the Gods from the old universe escape to the new one.
Here you will wield your power to set up and create a new empire!

________________________________________________________________________________

LOL DBZ

______________________________________________________________________________

Escape from Hell
________________________________________________________________________________

just a few sure there are many campaigns that can be created around high powered games.
Tortuga
player, 37 posts
Wed 20 Jul 2011
at 14:55
  • msg #468

Re: Born Biter Judo

High Powered characters aren't the problem. High Powered characters designed to destroy the setting and disrupt the game - and then the players who make them do so - are.
BattleBard
player, 25 posts
Wed 20 Jul 2011
at 15:05
  • msg #469

Re: Born Biter Judo

Cant be me, think my sure norm is strongest guy I got.

Hmm...

Not sure where to go with that.


Ahhh

Ok yes if a character is designed with the sole purpose of being a pain then you are right.

But I think the gm would, stop that character before it even got in his game.

hope that puts us on same page.
Tortuga
player, 38 posts
Wed 20 Jul 2011
at 15:08
  • msg #470

Re: Born Biter Judo

The GM should stop it, yes, but the problem is the attitude that causes the player to want to disrupt the game and make it all about HIM. Selfishness.

That's the kind of player that eventually gets kicked out of gaming groups.
BattleBard
player, 26 posts
Wed 20 Jul 2011
at 15:11
  • msg #471

Re: Born Biter Judo

True has that been me? If so what game?
LandWalker
player, 53 posts
Wed 20 Jul 2011
at 15:18
  • msg #472

Re: Born Biter Judo

Tortuga:
The GM should stop it, yes, but the problem is the attitude that causes the player to want to disrupt the game and make it all about HIM. Selfishness.

That's the kind of player that eventually gets kicked out of gaming groups.

Just as unfortunately, the mindset of that sort of player isn't in any way related to campaign CP levels--the player will have the same approach in a 50-point game, and will constantly be trying to game the system, as if they're in some sort of contwst with the rules (or, sometimes, with the GM) and have to "win."  To be sure, it is possible for a GM to create a game or campaign that accommodates that attitude, and then it's less harmful.  Unfortunately, it's common for such a player to carry that mindset into games and campaigns where it isn't appropriate.  While the other players are trying to collaborate and go through the adventure, the problem-player is trying to twist the rules in order to dominate the game.

Needless to say, I share Tortuga's position that the GM in that situation should step in to rectify the problem and, if need be, remove the player.  Unfortunately,  in a medium as fragile and prone to abrupt game failure as play-by-post, the damage may often already be done and the game may fall apart despite attempted corrective measures.
Tortuga
player, 39 posts
Wed 20 Jul 2011
at 15:20
  • msg #473

Re: Born Biter Judo

BattleBard:
True has that been me? If so what game?


I don't know. I'm not talking about you, I'm talking about the sort of player who wants to focus the game on himself at the expense of everyone else's fun. Is that you? If not, don't worry about it.
BattleBard
player, 27 posts
Wed 20 Jul 2011
at 15:26
  • msg #474

Re: Born Biter Judo

Well as a player you trying to design a guy , you hope will survive, be playable and enjoyable. Have had some gm's where I have went through 20 or more remakes trying to get a guy that worlds for us both.

As a player, you understand, that no one is the center. But you do hope to be apart of. I will leave that there for now. There are some games where as a player you post to let gm know you are still with them, because the action does not include you. I will usually post something like stretching, thinking and so on. Because disappearing and not posting for a will is a problem with a lot of games.
BattleBard
player, 28 posts
Wed 20 Jul 2011
at 15:29
  • msg #475

Re: Born Biter Judo

I love the focus on me!!! :) Well sometimes. Sometimes I hope it will be off for a while so I can take care of other things. Disrupt a game, don't think I have, but if I have I would hope a gm would tell me.
trooper6
player, 35 posts
Thu 21 Jul 2011
at 04:49
  • msg #476

Re: Born Biter Judo

BattleBard:
Well I will probably never gm, but I can see how it could be. Yes all life would be gone except for maybe a few super-humans. Not sure it would be instantaneous. Even a power like the would have a wave of destruction.

Just curious what is it about gming that makes a game fun to you or not fun to you?

Truthfully I never saw what gms got out of gming.


Well, that is a big question.

So, I've been GM'ing since 1984. In that time I've dealt with so many different game systems, play styles, players, etc. I've learned a lot about what I like and don't like.

So. First off. I like character driven games with deep characterization and heavy role playing. So, I will not run games for people who are incompatible with that style anymore.

So what makes a game fun? Amazing players! Players who think deeply about their characters. Players who are just as happy listening to a scene when they aren't on camera as they are being in the spotlight.

I love to create situations that involve difficult choices where I don't know what the players will do, where there are no clear right or wrong answers and then see what happens. I love to really help deepen those characters in ways they don't normally get through real tough choices.

I love to see characters develop and grow influenced and influencing each other and the world around them.  I love figuring out what the consequences of the PCs actions are and then handing the PCs those consequences (both good and bad).

I love the simulation of the world.

When the games I like go well, I get to be part of the creation of a great work of art, of something profound. What is greater than that?
Mad Mick
player, 35 posts
Thu 21 Jul 2011
at 05:18
  • msg #477

Re: Born Biter Judo

Trooper, are you sure you're not secretly an alt of Ceredyn?  =)

Since 1984?  No wonder you always smoked my orc in AoC.  Supremely eloquent statement, man.
Zuldan
player, 7 posts
Thu 21 Jul 2011
at 21:44
  • msg #478

Re: Born Biter Judo

Gm stand point i would say i get the same satisfaction as Trooper6. maybe not as worded the same but the jest of it.

also would like to add or expand on:
i like to see players make "real" characters, characters not made to beat the system per sae. but characters that are believable. And watching those kind of characters grow.

i like to watch the PC interact with whats given to them and watch how there choices as well interact with the world in turn.

i myself deal with more political and drama aspects. don't really care for combat seeing it more as a necessary evil. like from one of my favorite tv shows babylon5 not much combat but a lot of intrigue or politics and drama.
trooper6
player, 36 posts
Thu 21 Jul 2011
at 22:30
  • msg #479

Re: Born Biter Judo

I'm not Ceredyn...that I know of!

Here is an example of tough choices.

I was running a campaign where the players were all Three Musketeer-like Swashbucklers. They were a French Foreign Legion style group, so there were a number of non-French PCs...and a couple of spies as well.

So their mission was to be the bodyguards for a French Diplomat. They had to escort the Diplomat to the court of Spain to negotiate France's entry into the 30 Years War on the side of Spain, a fellow Catholic country. They had to keep the Diplomat safe, and then return the Diplomat to France.

While in Spain, a bunch of assassins started showing up. Awkawrd. But the assassins were all creepy monks from a remote monastery.

After a lot of work, investigation, and observation. They learn that the monks are a secret order whose job it is to destroy demons foretold in prophecies by their seer. These demons are convinced the Diplomat is possessed by a Devil and that they must kill him to save the world...before he does whatever he is planning on doing in Spain.

So, what do the PCs do?
Do the PCs break their word to protect the Diplomat and allow the monks to kill him?

But then the monks themselves were all killed. Some by the PCs...and some through mysterious accidents in the presence of the Diplomat. The last monk gave the PCs the ritual dagger that would need to be used to kill the Diplomat and thus banish the demon.

So, what do the PCs do?
Do the PCs break their word to protect the Diplomat and kill him?
Do they decide the Monks were liars and protect the Diplomat?
Do they imprison the Diplomat and take over the negotiations themselves--thus keeping the Diplomat safe, but also stopping his plans?
Does the one PC who is secretly a Jesuit Priest and spy for the Vatican tell the rest of the party that he is actually a priest and therefore can conduct an exorcism?
Do they go to Church in Spain looking for an exorcist (where another PC has some powerful enemies)?
Do they see if there is some other way besides killing the Diplomat?
If they do kill the Diplomat, how do they not get executed for it?

So...all the PCs has some serious issues to wrestle with. They had secrets they could reveal or keep. They had pasts they could confront or not. They had a conflict between duty and honor on one side and a possible demon with nefarious plans on the other.

So, as a GM, I had no idea what the PCs were going to do. No clue at all. I had no plot I wanted them to follow. I wanted to see what they would do.

And in the end...I was really surprised! They did the last thing I imagined...something that had major implications for everything that was to happen from then on. That is what is fun for me as a GM. Being surprised by my players. Seeing the players surprise themselves by challenging their own ideas of who their PCs are and what they are willing to do...or not do. And then all of us seeing the ripples and consequences of their actions.

And let me tell you, when the very noble and honorable PCs, including a Priest, decided--even after being convinced 100% that the diplomat was indeed possessed by a Devil--to protect the Diplomat from all harm and allow him to carryout his nefarious plans to destroy the world "as they know it" because their promise to protect him (and their own secrets) was more important than the fate of the world, that was a real game changer! I was shocked and they had to deal with pretty serious consequences from then on out. Including a demon who now had a hook into them. And they who wanted to figure out how to undo the damage they had allowed to happen.

The campaign changed completely because of their (in)action. I imagined they would try to stop the demon and would probably continue on in other sorts of adventures...but that is not what happened.
Good times!
BattleBard
player, 29 posts
Fri 22 Jul 2011
at 05:55
  • msg #480

Re: Born Biter Judo

WOW that sounded interesting a hell.

And loved reading what you all got out of it. Will probably keep a lot of in in mind.

I like the role playing aspect of playing but like, the character design too, meaning that when a conflict or action comes that needs to be rolled on my character is good enough or functional enough to influence it.


Truthfully though, I am into strict character creation rules. Meaning gm says you have 100 points to spend and 10 must go here and 30 must go here and 60 must go here. I do it because there are few GURPS games, but prefer a more open character creation.

Don't get me wrong I have read what you all have written above. And I know that you worry that certain character builds will derail your story. I do understand that.

Even seeing how I play in games. I am seeing that I play best with a freeform/ GURPS style.

Yes there are rules but they are mostly in the background. I like simple combat more than advanced combat. That might be from my lack of knowledge of all the intricacies of the GURPS system.

I do like to roll some dice to have some feeling of control of my characters fate.


Spotlight? Hmm want to skip over it , because I do not want to argue. But I want to address it because I do not want to be misunderstood.


There have be times when I felt ok, I just posted this in a game and waited several posts and no one has interacted with me. Fine, I will interact with them in a way that I have to be noticed.

I have done so two times in recent memory. Was it the most mature way to do it, probably not. But it did get me in the game.

One time was when I came on the seen, think I said something. And no one responded back, so I was like I will help myself to some gold if I am invisible.

The second time was recently. I forgot that there was more than one language in the game.

I character was nice enough to post, something like hello in three different languages. which reminded me hey I wasn't using my language color. So I adjusted, went to my right color.

Then asked what did they say? waited a few posts. Then was like ok, I will just go back to my ship and drive it to other side of island.

Should I have waited longer. Probably.

But how long?
How may post must pass before you say hmm, either my post was missed or my post was ignored.

Truthfully, I would like to know.
Do I stop posting until someone acknowledges that I am there?
Do I say fine, I will solo somewhere else then?
Be straight be honest. I would like a good rule of thumb.

How do I participate and how do I know if my participation is being ignored?
And if I think it is how should I respond?

And when do I know I am being a spotlight hog or just want to be part of the game I took the time to make the character for?

GOOD RULES OF THUMB WILL BE GREATLY APPRECIATED.


I have passed on games which says this game revolves around Jon and Jill.

I did have a gm send a note to people that, hey these next few scenes are for these characters. And I have had no issue waiting.


I would say as much as gms hate having a game derailing character. I hate having an ineffective character.
This message was last edited by the player at 06:08, Fri 22 July 2011.
BattleBard
player, 30 posts
Fri 22 Jul 2011
at 12:32
  • msg #481

Re: Born Biter Judo

And GURPS gm for an rmail talk on how to make a super power.

Its for a game I want to join. But I like the idea of the power so much I want to make it in secret and if GM approves it. Keep it just between us 3.
LandWalker
player, 54 posts
Fri 22 Jul 2011
at 13:23
  • msg #482

Re: Born Biter Judo

BattleBard:
And GURPS gm for an rmail talk on how to make a super power.

Its for a game I want to join. But I like the idea of the power so much I want to make it in secret and if GM approves it. Keep it just between us 3.

Let me just make sure I understand what you're saying before I go any further. Correct me as needed.

You want to create a character with a world-destroying and campaign-destroying power that would be capable ofinstantly ending not only the game, but the entire setting, and you want to keep that power hidden from everybody else in the game.

Does that sound about right?
BattleBard
player, 31 posts
Fri 22 Jul 2011
at 13:28
  • msg #483

Re: Born Biter Judo

Nope this is new thing.

I want to create a super power.

And I need help doing it.

I think it is a cool power.
I think half the fun in the power will be in it not being public knowledge, because  I do not know who is playing in the game.

I know I need help in making it.
So I am asking for someone to rmail me, so that, we can discuss how to make this power.

After I make the power, I will check with the gm and see if I can use it.

The reason I do not go to gm is because he only posts like once or twice a day.

And I just want to make the power now.

The reasonI say just the 3 of us.
It one I will know
2 the person who helps me will know.
3 the gm will know when I submit the power to him.
LandWalker
player, 55 posts
Fri 22 Jul 2011
at 13:39
  • msg #484

Re: Born Biter Judo

I see.  I guess that's better than a secret all-encompassing incineration power.  Unless its a secret all-encompassing corrosion power...
BattleBard
player, 32 posts
Fri 22 Jul 2011
at 13:43
  • msg #485

Re: Born Biter Judo

Maybe I will regret asking or saying this.

But if anyone feels, I am here to do anything other than play in the game and participate in the role-play.

Please by all means, let me know. Be honest send my a list of your games, if I am in I will rapidly withdrawal from them.

Yeah I like to roleplay and play games here.

But trust me I rather look for another place to play than worry that my every word or action is suspect.

If you feel that way, I am requesting here publicly to be removed from your game.

Those that don't think that, I would love to continue to play.

In the end it ain't worth all that stress.
BattleBard
player, 33 posts
Fri 22 Jul 2011
at 13:48
  • msg #486

Re: Born Biter Judo

Wow
Not even like that.
But you will either try to help or not try to help.

But it remains a secret to me and the person who wants to help.

How do I get Flame Resistant Armor?
Or Troll Repellant?


Oh by the way are you offering to help?
:)
This message was last edited by the player at 13:52, Fri 22 July 2011.
BattleBard
player, 34 posts
Fri 22 Jul 2011
at 14:09
  • msg #487

Re: Born Biter Judo

Still looking for someone willing to help.
trooper6
player, 37 posts
Fri 22 Jul 2011
at 16:18
  • msg #488

Re: Born Biter Judo

BattleBard:
Still looking for someone willing to help.


Good morning. I'm just seeing your posts and thought I'd give a response. I feel uncomfortable helping out with the power mainly because that is something that should be done with the actual GM, and also, I don't consider myself a Powers Guru and suspect others on this board would probably do a better job than I. I tend to run games without a lot of magic or powers, to be honest, so I am not as well versed in the intricacies and implications others who do that regularly. Though I have the books.

However, as per the Powers book, the default assumption is that Powers are created by the GM not the player. Players can create custom powers with the permission of the GM.

So, while I am no Powers Guru. I'd be willing to help out--but only on the conditions that: 1) Battlebard has rMailed his GM with the power concept and the GM has okayed the concept first. 2) BattleBard's GM also okays BattleBard to make the power rather than having the GM make the power.

I don't want to step on another GMs toes.

 But if those two conditions are met, I'll help out. But again. I'm not the biggest Powers guru.
BattleBard
player, 35 posts
Fri 22 Jul 2011
at 16:26
  • msg #489

Re: Born Biter Judo

Cool works for me, I will ask him tonight. Don't think he will have big issue with it, though seems pretty willing to work with you. Thanks for the offer, I will send you a pm if he says yes or no, when I ask.
Zuldan
player, 8 posts
Fri 22 Jul 2011
at 16:34
  • msg #490

Re: Born Biter Judo

In reply to trooper6 (msg #488):

hey trooper6 are you running any games that you are currently looking for players? i would like to join one if possible. sounds like your style is something i would really enjoy playing under/with.
This message was last edited by the player at 16:34, Fri 22 July 2011.
LandWalker
player, 56 posts
Fri 22 Jul 2011
at 16:38
  • msg #491

Re: Born Biter Judo

Zuldan:
In reply to trooper6 (msg #488):

hey trooper6 are you running any games that you are currently looking for players? i would like to join one if possible. sounds like your style is something i would really enjoy playing under/with.

I was just thinking the same thing, actually.
trooper6
player, 38 posts
Fri 22 Jul 2011
at 18:57
  • msg #492

Re: Born Biter Judo

I've never run an rpol game...mainly because I've never gotten around to figuring out how to do online maps! That's bad, isn't it?

After get this article that I'm writing finished and my course prep done for my upcoming classes, I'll sit down and start checking out MapTools in earnest and see what I come with.
Zuldan
player, 9 posts
Fri 22 Jul 2011
at 21:11
  • msg #493

Re: Born Biter Judo

i have ran games on rpol, and i could never figure out the map thingy myself. i usually did my own thing.

probably with some games its easier then others.

but good luck to ya in figuring out. might find doing you own thing works.
Tortuga
player, 40 posts
Fri 22 Jul 2011
at 21:15
  • msg #494

Re: Born Biter Judo

I use maptools. Build the scene in paint.net, then import into maptools and add characters and other dynamic objects.
trooper6
player, 39 posts
Sat 23 Jul 2011
at 19:18
  • msg #495

Re: Born Biter Judo

paint.net is a windows only  program and I'm on a Mac. You can draw maps in Maptools, right? I downloaded it and was poking around in it (though I really need to be writing an article). I'm not quite sure how to draw lines that don't turn into shapes.

Also, if I make the map...how do you put it up on the rpol game? Do I have to have some sort of image hosting site or does rpol allow for updating of maps images?
RedSabaron
player, 13 posts
Sat 23 Jul 2011
at 19:38
  • msg #496

Maps

I use this: http://www.hexographer.com/

And GIMP for some photoediting. My maps aren't as sophisticated as some others you might see, though. I use imgur or imageshack to post images. Use this format

<.img src="www.yourimageprovider.com/filename.jpg">
trooper6
player, 40 posts
Sat 23 Jul 2011
at 20:49
  • msg #497

Re: Maps

Anyone have opinions on MapTool vs. Hexographer?
Also, any opinions on imgur vs imageshack?
LandWalker
player, 57 posts
Sat 23 Jul 2011
at 20:52
  • msg #498

Re: Maps

I haven't used it extensively because I have the creativity of a brick, but I like Hexographer for world-type maps that show a large expanse.  Maptools is good for the microscopic view (e.g. combat maps) if you can wrangle it into behaving. I'd say neither of them are appropriate for the opposing situation, though.
RedSabaron
player, 14 posts
Sat 23 Jul 2011
at 20:54
  • msg #499

Re: Maps

If you only want to use one program, use MapTool. Hexographer doesn't let you move tokens around on the map when you are finished; MapTool does. I prefer to use photoediting software rather than mess around with MapTool but that's just me.

Imgur is a pretty good image host for the most part but for very large files like my continent maps it turns them into highly compressed .jpgs that look awful. ImageShack is apparently slow to load for people in some areas but it won't compress your images.
trooper6
player, 41 posts
Sat 23 Jul 2011
at 21:16
  • msg #500

Re: Maps

Can you tokens and what not in Dungeoneer?
LandWalker
player, 58 posts
Sun 24 Jul 2011
at 01:09
  • msg #501

Re: Maps

Now that we've grossly diverged from the alleged topic of this thread, I actually have a rules question!

I know that, somewhere, hidden in the labyrinthine depths of the GURPS anthology, are rules for building and pricing variant-form abilities.  I'm not sure exactly what they're called or how I should succinctly refer to them, so I'll just describe my situation and I'm sure someone will see what I'm getting at.

A prominent NPC* has the ability to create undead thralls. There are many (at least half a dozen) types of thralls which have wildly variable levels of potency—Slave Thralls and Risen Thralls are weak, stupid, and cheap, while other types of thralls are formidable warriors, or even potent spell-casters.  Creating a Thrall takes a long time (the weakest forms take about eight hours, whereas the most powerful may take a week or more) and requires the creator to employ complicated glyph magic, inscribing the bones of the thrall-to-be in accordance with the thrall's abilities and powers.

The basic form for this power seems to be an Affliction (Alternate Form) with various time-based and other modifiers as appropriate for the process, linked to Affliction (Ally, Minion).  So far, so good.

The problem is that, because there are numerous types of thralls, the particulars of each "Create ______ Thrall" power will vary.  While Slaves and Risen might be negative-point templates whose base Alternate Form cost if 15 CP, the most potent forms could have base Alternate Form costs much higher (I haven't statted them out, but let's just say they might get up to 100 CP base).  Rather than create six or seven different "Create Thrall" powers, I want to have a single power that covers all of the possible Thrall types.

Now, I know that there are rules for this. Somewhere. But I don't know where they are, let alone what they are. But I know that people here know what I'm talking about and where to find it.

So, can I get a little help?




* And I do not want to hear "Oh, it's an NPC? Just hand-wave it."  That's not how this is going down. I'm building this sucker.
silveroak
player, 111 posts
Sun 24 Jul 2011
at 01:50
  • msg #502

Re: Maps

It seems to me that the power is something of a special effect as to how they replenish their ally group...
LandWalker
player, 59 posts
Sun 24 Jul 2011
at 02:11
  • msg #503

Re: Maps

silveroak:
It seems to me that the power is something of a special effect as to how they replenish their ally group...

Not quite the off-topic direction I was anticipating, but not terribly surprising regardless.

The creation of thralls is not an ability unique to this NPC.  Any sorcerer, sorceress, cleric, or wizard with necromantic inclinations can learn this ability. Futhermore, the creation of a thrall does not necessarily bind it to the creator—it just usually does (in mechanical terms, the Ally link is one-way (you can't have it by itself, so it's a +10% link modifier), but the Affliction part can be independent (+20%).
silveroak
player, 112 posts
Sun 24 Jul 2011
at 02:23
  • msg #504

Re: Maps

The thing is, as I understand it afliction (ally, minion) would give the person you are afflicting an ally with the minion enhancement. now affliction (reprgramable duty) would fit some forms of thralls/undead, while others would simply have affliction (duty), affliction (duty:involuntary) or affliction (sense of duty:individual).
LandWalker
player, 60 posts
Sun 24 Jul 2011
at 02:27
  • msg #505

Re: Maps

silveroak:
The thing is, as I understand it afliction (ally, minion) would give the person you are afflicting an ally with the minion enhancement. now affliction (reprgramable duty) would fit some forms of thralls/undead, while others would simply have affliction (duty), affliction (duty:involuntary) or affliction (sense of duty:individual).


Then substitute whatever necessary affliction you think would bind the thrall to the creator if that makes you feel better, but it's still ignoring my actual question:  Does anyone know where I can find the rules for building/pricing an advantage/ability that can take multiple forms?
trooper6
player, 42 posts
Sun 24 Jul 2011
at 02:51
  • msg #506

Re: Maps

Again, remember I'm not a Powers Guru....but this is what I'm seeing and the questions I have.

What is the Point of Affliction (Alternate Form)/Affliction (Ally, Minion)?  Do you want to turn a normal person into an undead thrall...is that what you want? It seems like you want an NPC to have the ability to summon Allies rather than turn normal people into thralls.

if you want the ability to be able to summon thralls, that would be Ally with the Summonable and Minion.
If you go with Ally Summonable Minion then you have to ask yourself, does the NPC only have the ability to have one minion at a time, or can they have multiple minions? If it is only one at a time, then go with Ally (Summonable, Minion, etc). If you want multiple Allies, then do the Ally Group route. DF9 Summoners has a little box about what to do about really low level thralls--how to make them cheaper.

The ally group should fix your problem...though I bet you are going to ask...what about the different point values? The thing you are thinking about is the Alternate Ability which is detailed on Powers pg 11, based on the Alternate Attack box on B61. The thing about alternate attacks/abilities though, is that you can't use both powers simultaneously. So you couldn't have the low power thralls up the same time as the high powered thralls. So you'd have to decide what you want to do with that.

If you are okay with only one type of thrall up at a given time, then go with Ally (Summonable, Minion, Unwilling, Preparation, etc), and slap an alternate on it so each thrall from is an alternate ally group. If you want multiple types of thralls up at the same time, then you need multiple ally groups.
LandWalker
player, 61 posts
Sun 24 Jul 2011
at 03:28
  • msg #507

Re: Maps

trooper6:
The thing you are thinking about is the Alternate Ability which is detailed on Powers pg 11, based on the Alternate Attack box on B61.

Ah, thank you. That is all I wanted.

I recognize that the Ally link is probably not the appropriate one, considering the circumstances, but perhaps tossing out what I have so far for the affliction side of things will help clear up the misunderstanding of the ability.  Below is the baseline Affliction that I worked up earlier before hitting the Alternate Ability stumbling block:

Alternate Form: Risen Thrall [Base 15 CP]
    Affliction                        +150%
    Takes Extra Time 15 (8 hours)     -150%
    Accessibility (Only on corpses)   - 20%
    Once On, Stays On                 + 50%
    Reduced Range 3 (Divisor 10)      - 30%
    Linked (???)                      + 20%

Final Cost:  18 CP


Originally, the Linked ability was:

Ally (25% or Less, FA 15) [Base 3 CP]
    Minion                              + 50%
    Summonable                          +100%
    Affliction                          +150%
    Takes Extra Time 15 (8 hours)       -150%
    Accessibility (Dead Only)           - 20%
    Reduced Range 3 (Divisor 10)        - 30%
    Linked (Alternate Form, Mandatory)  + 10%

Final Cost:  6 CP


Of course, if a linked Ally affliction is the improper way to represent it, then presumably there are other ways to model the desired effect.

It must also be pointed out that I am not after either the ability "to turn a normal person into an undead thrall" or "the ability to summon Allies."  This is straight-up thrall creation.  Nobody's spontaneously popping out of the ground, and no passerby is suddenly whirling around and chomping down into his or her spouse's juicy grey matter.



As far as what the desired effect is, I was deliberately scarce on it in my original post because it had nothing to do with my actual question (about Alternate Ability). It didn't matter. But, for clarity's sake, here's what Create Thrall is all about:

The NPC in question, and really, any other necromantically-inclined clerics or arcanists, can learn the ability to create thralls. All thralls are created from an intact corpse (generally an intact skeleton, though this needn't be the case) in a long, complicated ritual in which the creator inscribes runes into the bones of the thrall-to-be and does various other magical what-nots.  Thralls are distinct from the creations of the Zombie spell˜—they can be quite intelligent and clever, formidable warriors, or arcane casters in their own right. Some of them are even capable of speech. However, they are still bound to their creator.

Thrall creation isn't an "ongoing" power—the glyphs bind the thrall to the creator and don't require any "maintenance" or ongoing focus. In the original source material, thrall creation parallels the creation of magical items rather than the casting of a spell—it just happens that the "magical item" in question is an undead servant rather than a shiny sword. In fact, glancing at GURPS Magic, it functions not dissimilarly to the Golem spell (M.59), except that Thralls (well, most of them) are capable of taking initiative and responding to unplanned situations.

So, that said, perhaps there is a better way to model thrall creation than what I've been barking up so far. I'm not buying into Ally Group, because that just seems... wrong... for the flavor of the ability. Still, I'm open to suggestions on other ways I can tackle this.



Caveat:  The nature of the setting requires differentiation, both in "fluff" and mechanics, between those who have learned the arcane arts and those with inherent, unlearned arcane powers. In d20 terms (which are appropriate, since I'm trying to convert something from a d20 setting), it's the distinction between Wizards and Sorcerers. I realize they can both just be represented by slapping Magery on a person and calling it good, and for just about any other setting, that would be fine. Unfortunately, it's not fine for this setting. As a result, unless it would still achieve the goal of differentiation, I would prefer not to simply use Magery + Spells (regardless of possible limitations) in order to represent both this ability in particular and the NPC in general (for example, the NPC doesn't have Magery and the Lightning spell; she has Innate Attack [Lightning Bolt]).

Caveat 2:  The reason for the Affliction/Alternate Form approach in the first place can be found on Powers p. 125, in the last sentence under the description for the Death example power's abilities:  "The GM might allow Afflictions with Advantage: Alternate Form that can raise corpses as undead."



Ideally, I wouldn't even use a Power to model the whole thing.  I'd probably use
silveroak
player, 113 posts
Sun 24 Jul 2011
at 11:41
  • msg #508

Re: Maps

The problem is that thrall creation, as you put it, is specifically forbidden in teh rules for teh simple fact that it is essentially ally group with unlimited size based on how many you want to create. they do mention zombie ally groups, for example, and even though teh mage has the ability to create more the group is sized according to what they start the game with, and with an assumption that routine replacement is done when they wear out- the same applies to robot armies, or thralls, or whatever else you want to name that the character can create- you pay the price for the natural limit of expanding the group of thralls.
The rules under dominance, for example, allow for gaining new minions, but only if the character has the points to pay for them. Open ended creation of minions is forbidden as an ability within the rules. Affliction (slave mentality) might get you close, but again there is that express limitation of no free allies.
trooper6
player, 43 posts
Sun 24 Jul 2011
at 15:11
  • msg #509

Re: Maps

I really think what you want is Ally Group, Summonable...specifying that you need corpses, sounds like an accessibility limitation. Having a bunch of thralls is traditionally done as Ally Group.
LandWalker
player, 62 posts
Tue 26 Jul 2011
at 11:09
  • msg #510

Re: Maps

Alright, so it seems like learning how to Create Thralls would, in GURPS terms, actually mean "learning an Ally Group."  Correct?  And, more specifically, as the character learns how to create better thralls, they would need to buy new, additional, independent Ally Groups (assuming that they can have more than one group of thralls "active" at any given time)?

This raises another question:  How would you handle the Frequency of Appearance for something that is not only magically bound to the creator, but which is also capable of being spread over a considerable area (there might be some thralls in a cave, some thralls in the sewer, some thralls in an abandoned fort, etc.) and which may not be "present in the group's entirety" even then?  (If the character has a thousand warrior thralls, there might only be four of them in the cave or two in the sewer, for example, but there might be 800 in the abandoned fort.)


Edit:  Additional Questions

— Would you still want to have the Affliction: Alternate Form ability to represent the actual creation

— Can you put a "Takes Time" limitation on an Ally Group if you have to manually create each member of the group?

— How would you represent the creation of a thrall also costing money?
This message was last edited by the player at 11:10, Tue 26 July 2011.
2l8m8
player, 197 posts
Because somone else got
all the good names first.
Tue 26 Jul 2011
at 13:17
  • msg #511

Re: Maps

The freq I would figure 'all the time'. However, the group size I would figure as a campaign consideration. If you only 'use' the ones in the cave *or* the ones in the sewer, I wouldn't add them together. However, if they're all active at the same time, then the total would be the group size.

The actual creation would be more of a special effect. You can say they pop out of the ground without paying for any special ability. In fact, I'd say, 'needing a body' would be a limitation.

Takes time would be difficult, due to the way it's worded. Every time you use it, you need time, you need something that only works when you want to increase the group size. I'd say it would be similar, but a smaller limit. Anyone you already 'activated' would do as you want without the extra time. IMO, this would be kind of a small limit, but it's a cool idea so I'd let it be bigger than it should be just because you're trying to RP the effect.

There is a point cost for money, use the 'trading points for money' optinal rule (advantage?) to convert. Then just use the limits rules, I think it's 'side effect' that might fit, or something. It's not too hard once you convert $$ -> points.
Johnny Angel
player, 18 posts
Mon 29 Aug 2011
at 04:50
  • msg #512

Re: Maps

Can a slam attack be telegraphic?
trooper6
player, 48 posts
Mon 29 Aug 2011
at 05:57
  • msg #513

Re: Maps

Johnny Angel:
Can a slam attack be telegraphic?


Yes.
Johnny Angel
player, 19 posts
Sun 4 Sep 2011
at 01:09
  • msg #514

Re: Maps

[Low Tech]

There does not seem to be a cost or weight modifier listed for making armor out of wood...?
trooper6
player, 49 posts
Sun 4 Sep 2011
at 01:58
  • msg #515

Re: Maps

Wood is on the table on Low Tech pg 110. Right after Straw and right before Leathered Leather, Light. Lists cost and weight.
Johnny Angel
player, 20 posts
Sun 4 Sep 2011
at 03:32
  • msg #516

Re: Maps

trooper6:
Wood is on the table on Low Tech pg 110. Right after Straw and right before Leathered Leather, Light. Lists cost and weight.



Thanks... somehow my eyes developed a blind spot which only included that line of the table.
Ceredyn
player, 110 posts
Mon 10 Oct 2011
at 13:42
  • msg #517

Re: Maps

Is it legal to take an All Out (extra damage attack) and combine it with an Extra Effort (mighty blow)?  In other words, if you all out Extra Effort, can you inflict +4 damage?  I didn't think you could but am checking.
LandWalker
player, 69 posts
Mon 10 Oct 2011
at 13:57
  • msg #518

Re: Maps

No. This is explicitly disallowed in the rules for Mighty Blow. (I don't have my book with me, so I can't give a page reference. But it's there.)

There is a perk, somewhere, that allows you to combine them, but I don't remember what it is.
Ceredyn
player, 111 posts
Mon 10 Oct 2011
at 13:58
  • msg #519

Re: Maps

Thanks! :)
Mad Mick
player, 39 posts
Mon 10 Oct 2011
at 15:33
  • msg #520

Re: Maps

Ceredyn,  Martial Arts clarifies that Mighty Blows is only available for an Attack maneuver, not All-Out, Committed, Defensive, or Move and Attack.  Flurry of Blows, however, can be used with all of the above except a Move and Attack.

However, Mighty Blows can be used with Extra Attack, Dual-Weapon Attack, Rapid Strike, or a Combination.
Ceredyn
player, 112 posts
Mon 10 Oct 2011
at 18:35
  • msg #521

Re: Maps

thanks for pointing that out. I suspected the same thing but wanted to double check here.
LandWalker
player, 73 posts
Wed 28 Dec 2011
at 15:36
  • msg #522

Magic as Power

This isn't so much a question about clarifying a rule as it is one about folks' experiences with a rule.

The short background is that I'm looking to run a pretty basic-DF-y adventure, but I'm considering throwing out the normal, spell-based GURPS magic system and instead use the Magic as Power alternative, with magical-source/limited advantages, generally organized into unifying concepts like "Fire".

I'm wondering if people have used this either in games they've run or played in, and what their thoughts were. Any noteworthy pros or cons? Observations?

Bear in mind that I'm not interested in other powers-driven genres (like psi or supers); just the Magic as Power system specifically.
Tortuga
player, 61 posts
Wed 28 Dec 2011
at 15:39
  • msg #523

Re: Magic as Power

I tend to use Magic as Power almost exclusively now. I really don't like the GURPS Magic system.
Ceredyn
player, 113 posts
Wed 28 Dec 2011
at 15:49
  • msg #524

Re: Magic as Power

 Say I am a mage casting a fireball.  I successfully roll to create the fireball and my skill level is 15.  On the 1st round I create a 1 point fireball for a cost of 0, since my skill is 15.  Now what on rounds 2 and 3?

If I want to increase the fireball by 1 point of mana on rounds 2 and 3, what does it cost?  Since my skill is 15, does adding 1 point on the 2nd and 3rd rounds each cost 0?
LandWalker
player, 74 posts
Wed 28 Dec 2011
at 15:50
  • msg #525

Re: Magic as Power

I take it you've had pretty positive experiences with it, then?  Anything in particular that jumps out as a benefit?  Is it more manageable than spell-based systems? "Neater"?

I'm really hoping to find a way to avoid things like hunting through spell lists, trying to find all of the loopholes, exploits, and abuses that players find and don't tell you about until it's too late.  The Magic as Power system seems like it would be less prone to that, and at the same time, potentially more flexible in terms of what kinds of abilities you might be able to give a character.

Edit to respond to Ceredyn: Yes, that's how I'd call it.  On second thought, I have no idea. I could see it going either way. Maybe ask on the official fora, unless someone else knows for sure.
This message was last edited by the player at 16:00, Wed 28 Dec 2011.
The_Wrathchild
player, 29 posts
Wed 28 Dec 2011
at 16:01
  • msg #526

Re: Magic as Power

Ceredyn:
Say I am a mage casting a fireball.  I successfully roll to create the fireball and my skill level is 15.  On the 1st round I create a 1 point fireball for a cost of 0, since my skill is 15.  Now what on rounds 2 and 3?

If I want to increase the fireball by 1 point of mana on rounds 2 and 3, what does it cost?  Since my skill is 15, does adding 1 point on the 2nd and 3rd rounds each cost 0?


IIRC, reduction always comes from total cost, no exeptions.
Tortuga
player, 62 posts
Wed 28 Dec 2011
at 16:21
  • msg #527

Re: Magic as Power

What I like about Magic as Power:

1.It is balanced against other powers. Some of the GURPS 4 spells are legacy from 2e and haven't been updated, revised, or examined... Enlarge is a good example. They are not, in my experience, as well balanced for the cost of Magery + Hard Spell. Compare any given spell and the few Chi skills and compare their utility, even taking prerequisites into mind. Or, if you like, compare the utility of an optimal Wizard character with 200 points, and then see how much that costs using the Powers system... it doesn't map, and GURPS's design philosophy is against giving certain character types massive point breaks "just because".

2. Magic spells ARE powers. They do the same thing, only with a different system, and there's really no reason for it. It doesn't "fit" into the same mechanical mold that is GURPS's greatest strength. There is zero reason for Spells to be skills while other powers are Advantages.

3. It's simpler to GM them. Every aspect of a power's capability is mapped out when you create it, down to the enhancements and limitations. Some of the GURPS spell descriptions are maddeningly vague.

Downsides:

1. Coming up with a list of power-based spells is time consuming. But so is all of GMing and prep-work.
The_Wrathchild
player, 30 posts
Wed 28 Dec 2011
at 16:30
  • msg #528

Re: Magic as Power

On the Magic as Powers thing I'm with Tortuga.

It does change things quite a bit. Instead of having many spells mages most often have fewer abilities, but they can get quite powerful. I think my best example so far was a mage in a game doing Against the Giants GURPS style - at 500 points, he kicked some serious [CENSORED] - but only had 5-6 different magical abilities.

There are some dynamics to keep track of - especially:

1: Buffing is expensive relative to hurting - ie. Afflicting advantages cst a good deal more than Afflicting Disadvantges.

2: Adding Costs Fatigue changes the game plan for long-running spells much. Dose especially beneficial Afflictions with Extended Duration.

3: Taking a spell from Touch to Malediction-Ranged explodes cost a good deal.
LandWalker
player, 75 posts
Wed 28 Dec 2011
at 16:41
  • msg #529

Re: Magic as Power

The_Wrathchild:
3: Taking a spell from Touch to Malediction-Ranged explodes cost a good deal.

Tangential question is tangential:

1)  If a mage has a touch-based affliction or malediction, would striking an opponent with a weapon carrying the Staff enchantment "count"?

2)  In the absence of the entire Enchantment college, how is A) Enchantment in general conducted? And B) the staff-as-optional-conduit mechanism handled? (The latter seems like a form of Gadget, but as an enhancement rather than limitation.)
Tortuga
player, 63 posts
Wed 28 Dec 2011
at 17:04
  • msg #530

Re: Magic as Power

1. Enchantment doesn't interact with powers RAW, but you're free to houserule it otherwise.

2. Powers with a gadget-related limitation. A magical sword is part of the character that happens to also be a sword. Sting is part of Bilbo, Excalibur is part of Arthur.

So for Sting (glows in the presence of Orcs) you might go:

Sting: Detect (Common: Orcs-20, Vague -50%, Visible -10%, Can be Stolen -30%)[4]
That's in addition to its properties as a sword, which cost no points as it's just regular equipment.
LandWalker
player, 76 posts
Wed 28 Dec 2011
at 17:13
  • msg #531

Re: Magic as Power

Tortuga:
1. Enchantment doesn't interact with powers RAW, but you're free to houserule it otherwise.

2. Powers with a gadget-related limitation. A magical sword is part of the character that happens to also be a sword. Sting is part of Bilbo, Excalibur is part of Arthur.

So for Sting (glows in the presence of Orcs) you might go:

Sting: Detect (Common: Orcs-20, Vague -50%, Visible -10%, Can be Stolen -30%)[4]
That's in addition to its properties as a sword, which cost no points as it's just regular equipment.

I guess that's part of my confusion. I'm not at a point where I can be conceptually comfortable with "pick up a sword, permanently burn 4 CP," especially since so much of DF is centered around "kills things and take their stuff." Do you just rule that acquisition of minor items like Sting don't cost CP (unless you start with them), but are "bonus CP," in effect, so that when Bilbo picks up Sting, he gains 4 Sting-specific CPs, and when he drops it, he loses those CPs until such time as he re-acquires the sword?

If so, how would that dovetail with a wizard who uses his magical staff as an optional conduit for touch-based powers?  For example, if the wizard has a Shocking Touch ability that deals electrical burn damage on a Touch, which he can channel through his hands or through his staff?
Tortuga
player, 64 posts
Wed 28 Dec 2011
at 18:56
  • msg #532

Re: Magic as Power

I wouldn't charge points for something the players picked up and used once unless they planned to keep it.

But generally speaking, I'd treat magical artifacts that they randomly stumble across as "bonus CP rewards" like giving them a new Patron, etc. GURPS only recommends charging CP for improvements the characters pursue with intent - charge them if they enchant it themselves or pay for someone to make it for them.

Alternatively just fiat that PCs can't create magical items, gloss over the mechanics of their creation, and just treat them as equipment that does whatever you want it to.

For the staff thing I'd just add the range enhancement + range limitation, maybe with an accessibility limitation that you have to be using a wand or staff to increase the range, net +15% cost or so.
This message was last edited by the player at 18:57, Wed 28 Dec 2011.
LandWalker
player, 77 posts
Wed 28 Dec 2011
at 19:04
  • msg #533

Re: Magic as Power

Tortuga:
I wouldn't charge points for something the players picked up and used once unless they planned to keep it.

But generally speaking, I'd treat magical artifacts that they randomly stumble across as "bonus CP rewards" like giving them a new Patron, etc. GURPS only recommends charging CP for improvements the characters pursue with intent - charge them if they enchant it themselves or pay for someone to make it for them.

That makes sense, though it leads into a couple of other questions:

 If a characters wants to buy an axe with Sting-like detection properties, how much does it cost?  $100/CP (or whatever the going points-for-cash rate is)?  I believe I read somewhere that 1 CP is roughly equal to 25 energy points; so, maybe 100 times the going EP rate?  Under Magic as Power, does the PC pay both the monetary and the CP-based cost?  (If so, why? And why don't they get a "refund" if they subsequently sell it?  Or do they?)


Edit

By extension, what about a character who buys, for example, a silver dagger for killing werewolves in a setting in which werewolves have natural DR that doesn't protect against silver weapons?  Does that character have to buy some sort of gadget-limited advantage along the lines of "Armor-Penetrating: Werewolves only, requires silver dagger" or whatever? (I don't have any books on hand, so I'm just winging it.)  Does a character with a torch have to buy Create Light (with limitations)?  What's the difference between things like this versus buying an orc-detecting sword?

(And if the answer is "because light is a normal function of a torch," then wouldn't "orc-detecting" be a normal function of an orc-detecting sword?)
This message was last edited by the player at 19:16, Wed 28 Dec 2011.
Tortuga
player, 65 posts
Wed 28 Dec 2011
at 19:21
  • msg #534

Re: Magic as Power

Depends on how you want it to "feel".

1. The fact that the power is attached to an otherwise normal axe is incidental. Just charge them the $ for the axe - make it Balanced and Fine Quality for +13 CF (cheap axes aren't used to enchant with), for $50x14 = $700. Maybe add another few CF to make it ornate - magical items are usually engraved with golden runes or bejeweled, aren't they? Add another $50 to $450 to the axe's price for that, for a total of $750 to $1150. If they're smart, they'll take it as Signature Gear.

Then also charge the point cost for the power. If you want to be nice to your PCs and make ALL magical items signature gear, just add the "mundane" cost for the gear into the cost of the object.

2. OR Add the Axe part as a power. It's Cutting (7/level) + Melee Reach 1 (-25%) + Can be Stolen (-30%) = 3 points/level. Take as many levels as equates the user's ST swing damage with an axe.

EDIT:
quote:
(And if the answer is "because light is a normal function of a torch," then wouldn't "orc-detecting" be a normal function of an orc-detecting sword?)


The gadget limitations specify that points never be charged for ordinary manufactured equipment.

The silver knife wouldn't be a power, it would be a limitation on the werewolf's DR (not against silver). The torch is just a torch.
This message was last edited by the player at 19:24, Wed 28 Dec 2011.
LandWalker
player, 78 posts
Wed 28 Dec 2011
at 20:28
  • msg #535

Re: Magic as Power

Tortuga:
Depends on how you want it to "feel".

1. The fact that the power is attached to an otherwise normal axe is incidental. Just charge them the $ for the axe - make it Balanced and Fine Quality for +13 CF (cheap axes aren't used to enchant with), for $50x14 = $700. Maybe add another few CF to make it ornate - magical items are usually engraved with golden runes or bejeweled, aren't they? Add another $50 to $450 to the axe's price for that, for a total of $750 to $1150. If they're smart, they'll take it as Signature Gear.

Then also charge the point cost for the power. If you want to be nice to your PCs and make ALL magical items signature gear, just add the "mundane" cost for the gear into the cost of the object.

What's bugging/confusing me about that approach is that it means the market rate for a fine, balanced, ornate axe and a fine, balanced, ornate axe that also glows when orcs are nearby is one and the same.  By extension, the market rate for a broadsword and a flaming broadsword would presumably also be the same.

If the character wants to get his Sting-Axe at creation, and pay for the axe with cash and the funbits with CP, that's one thing. But if he wants to buy a Sting-Axe mid-campaign, or sell his Sting-Axe, there needs to be some way to determine how much a Sting-Axe is worth on the market, and it simply doesn't make sense (to me) for a Sting-Axe to have the same fair-market value as a mundane axe identical in all respects except in orc-detection.
Tortuga
player, 66 posts
Wed 28 Dec 2011
at 20:41
  • msg #536

Re: Magic as Power

Can magic items be bought and sold easily, by everyone? Then don't write them up as powers; just treat them as a category of mundane equipment, because that's what they are: Ordinary normal components of the mundane economy.

It's like GMing a sci-fi game. You invent gear, decide what it does, and charge whatever $ the market allows. Doesn't matter if it works by "magic" or by "superscience". It's just gear.

I'd only use magic items as powers if you had a scarcity of magical items represented in fantasy fiction, and they were largely unique and priceless, only found or gifted and never bought. For weird common magic settings, just decide on the items' effects and how much it costs.
LandWalker
player, 79 posts
Wed 28 Dec 2011
at 21:15
  • msg #537

Re: Magic as Power

So, just to clarify, for a DF-flavored game (a la Paizo's Pathfinder adventure modules, for example), your recommendation would be 1) Don't bother treating magic items as advantages, and 2) Charge whatever people want to pay for it.

On the other hand, this isn't the Forgotten Realms, where every second-hand street vendor has a +1 dagger, so maybe treating it with more rarity would be appropriate.  But on the third hand, even if magic items are uncommon, sometimes a PC might end up with one they just don't need--an ogre magus's SM+1 greatsword, perhaps--and they'll probably want to convert that into shiny currency, so I guess I'll need to figure out some method of pricing one way or another.

Thanks for all the help, Tortuga.  I'm pretty much a neophyte when it comes to working with powers, so every tip helps when it comes to understanding how it all fits together.
Tortuga
player, 67 posts
Wed 28 Dec 2011
at 21:31
  • msg #538

Re: Magic as Power

Well, the economics are entirely up to you... but consider that to convert a magical item into coin they need a buyer who a) can afford it and b) needs it.

They may be forced to either a) sell it for ridiculously low prices because nobody can/will pay more for it, or b) Keep it.

Then again, I prefer rare magic/low magic settings where magic is special, every artifact is unique, and hard to come by. :/ YMMV.
The_Wrathchild
player, 31 posts
Wed 28 Dec 2011
at 21:53
  • msg #539

Re: Magic as Power

My approach has been:

Gear is gear, it doesn't cost points, only as many $. However:

It doesn't hurt to know how many points the things that the thing does is worth, though - treat that as a "temporary bonus" to the characters point value (Enchantment time? Like learning time eg.: 400 hrs pr. character point, if you statted the power - set price after that, less for certain factors such as Magical Talent and such).

So he has Sting. That makes him effectively +4 points at the moment. So he has this sword that gives him +3 DX (without basic Speed Bonus) when it's wielded? That's ... about 27 points or so (-10% Only when wielded, -30% can be stolen, 15 points x 3 levels = 45 * 0.6 = 27) of bonus points. Factor it in to get that feeling for how powerfull they get with the stuff, and how set back they are if they lose it.
2l8m8
player, 211 posts
Because somone else got
all the good names first.
Thu 29 Dec 2011
at 00:47
  • msg #540

Re: Magic as Power

1) Officially, you take the point savings for that fireball off the total, it's considered one spell for all the rounds you build it, so you do not get the bonus each round, only once.

2) First, I say if you get treasure, it doesn't matter much if it's one hundred orc swords or one cool, magical, one. It's all treasure and limited by what the GM wants to put in there. However- to compare apples to apples, for later sale or somesuch, I use the points-for-cash rules in character creation. You can go (roughly- it's not perfect) back and forth between powers and cash value for same. I do think GURPS comes out way expensive for standard magic items, I haven't really priced the value of power-built items. But then, if I built them, they'd be cheap in points anyhow and have lots of limitations. It does work out decently for tech items built with powers. Huge squad weapons cost in the neighborhood of a car or small house, for example, which seems about right to me.
Ceredyn
player, 114 posts
Sat 31 Dec 2011
at 16:52
  • msg #541

Re: Magic as Power

Dumb, shockingly basic question, but I want to better understand it.

Mike the Mage has a Strike Blind spell skill of 16.  He is standing 10 yards away from Big Bob.  When he casts his Strike Blind spell from this range, what is his effective Skill?
LandWalker
player, 80 posts
Sat 31 Dec 2011
at 16:54
  • msg #542

Re: Magic as Power

Ceredyn:
Dumb, shockingly basic question, but I want to better understand it.

Mike the Mage has a Strike Blind spell skill of 16.  He is standing 10 yards away from Big Bob.  When he casts his Strike Blind spell from this range, what is his effective Skill?


Strike Blind is a Regular spell, so it takes -1/yd as a penalty. Mike's effective skill is, therefore, a paltry 6.
krusher
player, 1 post
Sat 31 Dec 2011
at 16:56
  • msg #543

Re: Magic as Power

It's a Regular spell, -1/ yard, or an effective skill of 6.
Ceredyn
player, 115 posts
Sat 31 Dec 2011
at 17:05
  • msg #544

Re: Magic as Power

excellent, that's what I thought but I just wanted to be sure. Range is a killer obstacle against all but the most powerful Mages, it seems. Very game balancing in my opinion.

Thanks guys.
LandWalker
player, 81 posts
Sat 31 Dec 2011
at 17:10
  • msg #545

Re: Magic as Power

Ceredyn:
excellent, that's what I thought but I just wanted to be sure. Range is a killer obstacle against all but the most powerful Mages, it seems. Very game balancing in my opinion.

Thanks guys.

It's killer for Regular spells, of course. Missile Spells are much more forgiving, but even the Range/Speed Table penalties from basic are nothing to sneeze at.
Magic Mushroomcloud
player, 2 posts
Fri 6 Jan 2012
at 14:58
  • msg #546

Status and Rank

Hey all.

I'm building an Age of Sail campaign (have been for awhile, actually) and it has often occured to me that the best way to bring people past the sheer possibility available in GURPS is to draw up a few templates and NPCs, CFs and the like to try and bring the game world into focus. Basically, I've finally started putting pen to paper with an eye to rules.

Anyway, it occurs to me that, without having any specific world-books, I have no solid idea what Status and Rank represents what. For example, I know Rank -2 works for a Slave, and 8 for a God-Emperor, but what about everything in between? A squire sounds like he'd be about 1, but what about a bishop or arch-deacon?

Is there somewhere I can go for more examples on this track? Or, preferably, who feels like fleshing out a couple of charts with me?
Tortuga
player, 68 posts
Fri 6 Jan 2012
at 17:16
  • msg #547

Re: Status and Rank

From page 265 of the Characters book:

7 King
6 Royal Family
5 Great Noble
4 Lesser Noble
3 Landed Knight, Guildmaster
2 Landless knight
1 Squire, wealthy merchant
0 Freeman
-1 Peasant (most people in the campaign)
-2 Serf/Slave

For the church, you're going to want to give them Religious Rank instead.

7 Pope
6 Archbishop
5 Bishop
4 Head of a powerful abbey
3 Head of a minor abbey
2 Senior Priest
1 Common Priest
0 Lay Priest

Now remember that high Rank may give free status; +1 Status at rank 2-4, +2 at 5-7, and that highly placed church officials will probably have Wealth, which may give additional free Status.
This message was last edited by the player at 17:22, Fri 06 Jan 2012.
Magic Mushroomcloud
player, 3 posts
Fri 6 Jan 2012
at 17:53
  • msg #548

Re: Status and Rank

Wow, thats... thats exactly what I was looking for, thank you.

You say thats in the Characters book? Like Basic Set: Characters? How have I never seen that before?

Thanks again for you help, bud.

Since we're on the subject, is there a handy list of Cultural Familiarities somewhere out there, or are they world-book specific as well? I imagine my campaign will be fine with Eastern/Western Europe, Mediterranean, Oriental (maybe?), North American/South American/Caribbean Native, maybe Colonial; does that look like it about covers everything? Need more? Omit some? What d'ya say?
Tortuga
player, 69 posts
Fri 6 Jan 2012
at 17:58
  • msg #549

Re: Status and Rank

The Basic book recommends a broad definition of culture; the examples given are Western, Muslim, East Asian, etc.

For a swashbuckling game I'd just go European, Native American (Maybe North American, South American, and Caribbean), Moorish/North African/Muslim, and maybe Oriental? The Colonies would be European - they had a different resource situation, but all of their habits and values came from their European heritage.
Magic Mushroomcloud
player, 4 posts
Mon 30 Jan 2012
at 16:50
  • msg #550

Re: Status and Rank

Hey all.

Has anybody bought or read GURPS: Tactical Shooting yet? Could you give me a review of it? Is it worth it? Most importantly, how much of the .pdf GURPS: Gun Fu does it reproduce (I bought Gun Fu a few months ago, don't want to have doubles).

Cheers.
2l8m8
player, 213 posts
Because somone else got
all the good names first.
Mon 30 Jan 2012
at 16:53
  • msg #551

Re: Status and Rank

The little I have seen or heard (which isn't much, mostly second hand answers to the exact question you just asked) leads me to believe Gun Fu is better for what I wanted. You would need to get extremely minute to use Tactical shooting to a great degree if you have Gun Fu.

Take it for what it's worth, like I said, based on others' opinions but conclusion was not to worry about the other book.
Tortuga
player, 73 posts
Mon 30 Jan 2012
at 16:56
  • msg #552

Re: Status and Rank

They don't overlap, really. Gun Fu is cinematic gunplay, Tactical Shooting is realistic stuff. You can use both I guess.
2l8m8
player, 214 posts
Because somone else got
all the good names first.
Mon 30 Jan 2012
at 17:00
  • msg #553

Re: Status and Rank

Ah, see, I like cinematic a lot. Perhaps that's why I chose the one, I forget the actual opinions.
Tortuga
player, 74 posts
Mon 30 Jan 2012
at 17:01
  • msg #554

Re: Status and Rank

Yeah, use one for one kind of game, the other for the other.
Magic Mushroomcloud
player, 5 posts
Mon 30 Jan 2012
at 18:53
  • msg #555

Re: Status and Rank

Right on, thanks for the opinions guys.

I haven't yet decided which setting I prefer - cinematic or realistic - so it'll be worth picking up just to have both covered. That, and I hate .pdf "books"; much rather actually have something in my hand, y'know?
RedSabaron
player, 16 posts
Mon 30 Jan 2012
at 20:23
  • msg #556

Re: Status and Rank

I have and have read Tactical Shooting. I really like it, but I am heavily biased toward realistic games.
Tortuga
player, 75 posts
Mon 30 Jan 2012
at 20:58
  • msg #557

Re: Status and Rank

If you ran a modern realistic game I would be thrilled. Your games are exactly the kind I like.
RedSabaron
player, 17 posts
Mon 30 Jan 2012
at 23:47
  • msg #558

Re: Status and Rank

I may at some point in the future. I haven't run a traditional adventure game on a forum before; I'm seeing how that goes before I start trying to run multiple games at once.
Ceredyn
player, 118 posts
Mon 6 Feb 2012
at 15:01
  • msg #559

Re: Status and Rank

Question: There is a rule in Magic to gain bonuses if you take 'double casting time', right? What is the bonus?

is there a similar rule for performing a skill (like Lockpicking, Stealth, etc.)? In other words, if you exercise slow, deliberate, extra effort you gain a bonus?  Or would that be a house rule?
Tortuga
player, 76 posts
Mon 6 Feb 2012
at 15:06
  • msg #560

Re: Status and Rank

I don't remember it applying to magic, but with other tasks you get a +1 to skill for each doubling.

+1 for x2 time, +2 for x4, +3 for x8, +4 for x15, and +5 for 30x as long.
Linkdead
player, 12 posts
Mon 6 Feb 2012
at 15:09
  • msg #561

Re: Status and Rank

The +1 to skill comes in the last line...


Optional Rule: Alternate Magic Rituals
Here is an alternative way to handle the rituals required for spells. It
gives wizards more flexibility in the way they cast their spells, but denies
powerful wizards the ability to forget about ritual entirely.
By default, all spells require two-handed gestures, subtle foot motions
like dance steps, and a clearly spoken incantation. However, any wizard
may choose to omit parts of the ritual by accepting a penalty to skill.
Omitting the foot movements requires a -2 penalty. Gestures with only
one hand require a -2 penalty, while casting with no hand gestures at all
requires a -4 penalty. Softly spoken incantations demand a -2 penalty, and
no incantation requires a -4 penalty.
If, on the other hand, a wizard has time to be especially precise with
his movements and speaks the incantation loudly and articulately,
doubling the casting time, he gets +1 to his effective skill.
This message was last edited by the player at 15:09, Mon 06 Feb 2012.
trooper6
player, 51 posts
Mon 6 Feb 2012
at 15:25
  • msg #562

Re: Status and Rank

The rules for getting bonuses to regular success rolls (not magic), are in the Campaign book, pg B345, under the section titled "Time Spent."
Ceredyn
player, 119 posts
Mon 6 Feb 2012
at 16:17
  • msg #563

Re: Status and Rank

Thanks!
Johnny Angel
player, 22 posts
Sat 11 Feb 2012
at 04:04
  • msg #564

Re: Status and Rank

Are there multiclass lenses for any of the Summoner templates?  In a face to face game, I have a player who is a wizard, and he wants to branch out into either necromancer or elementalist as a way to portray he's studied one area more in depth.  I might have just missed the info in the book, but I cannot seem to find it.  I'd also be interested in going the other way with things.
Ceredyn
player, 120 posts
Thu 12 Apr 2012
at 15:18
  • msg #565

Re: Status and Rank

Joe and Ed are 2 yards apart, each facing in the OPPOSITE direction.  Ed has a weapon that requires Close Range to attack.

In the next round, Ed wants to turn around, get into Close range with Joe and stab him in the back.

Is this legal without use of Cinematics? And how would one accomplish it?

Thanks!
Tortuga
player, 78 posts
Thu 12 Apr 2012
at 15:36
  • msg #566

Re: Status and Rank

Move and Attack. Change facing x3, move x3, attack.
Ceredyn
player, 121 posts
Thu 12 Apr 2012
at 15:40
  • msg #567

Re: Status and Rank

Forgive my ignorance, but what's the 'X 3' part mean?

And is this above move accomplished as a regular step and attack, or is it a wild swing or requires a Giant Step to get into close range after a full 180 degree turn?
Tortuga
player, 79 posts
Thu 12 Apr 2012
at 15:52
  • msg #568

Re: Status and Rank

x3 means 3 facing changes and 3 hexes of movement.

Say A is facing East, and B is facing west.

A: Turn turn se, turn s, turn sw, move w, move w, move w (into close combat), attack.

It's a Move and Attack maneuver, so there's no Step involved.
LandWalker
player, 85 posts
Thu 12 Apr 2012
at 17:10
  • msg #569

Re: Status and Rank

Alternatively, if Ed is using Martial Arts, he can make a Committed Attack with the double-step option. This will get him into close combat (when I see "two yards," I'm thinking that on a hex map, we see Joe, then an empty hex, then Ed, such that if they were facing each other, Joe could hit Ed with a Reach 2 weapon), his facing would be adequately adjusted, and he could knife Joe in the back.
Tortuga
player, 80 posts
Thu 12 Apr 2012
at 17:14
  • msg #570

Re: Status and Rank

Yeah, I thought "two yards apart" meant two empty hexes between them.

Alternatively Committed attack w/heroic lunge maybe?
jason254
player, 2 posts
Thu 12 Apr 2012
at 23:10
  • msg #571

Re: Status and Rank

I'm the player Ed in Ceredyn's game.  We use martial arts and to clarify there is only one free hex between us.  Ed currently has a move of 4 (with his current weight carried) and is holding a weapon with range 'C'.  I was thinking Ed could do a step and attack with the aid of an FP attack option.  If he took one step backwards, and since he would not use more than half his move pts, spin around to face Joe's backside.  Ed could then use the martial arts FP option Giant Step to get to range 'C' or Great Lunge to extend his range to one hex.

Does this sound plausible?
Tortuga
player, 81 posts
Thu 12 Apr 2012
at 23:21
  • msg #572

Re: Status and Rank

quote:
If he took one step backwards, and since he would not use more than half his move pts, spin around to face Joe's backside.


That rule only applies with a Move or a Move and Attack, and only after moving. If you make an All Out Defense (Increased Dodge) you can change to any facing.

With a maneuver that calls for a Step (Attack, Evaluate, Aim, etc) you can change facing freely before or after your movement.

So you can, with an Attack maneuver, change facing to the East, step to the east, and then make a Great Lunch (if extra effort is allowed). Unfortunately it seems that cinematic is not an option though?
trooper6
player, 52 posts
Fri 13 Apr 2012
at 00:38
  • msg #573

Re: Status and Rank

I'd go with Giant Step.

With a step you are allowed to change your facing to any you want.

So.

Step closer to the villain. Changing facing to face the villain as allowed with the step.
Spent 1fp for a Giant Step. Step right into close combat.
Attack.
Tortuga
player, 82 posts
Fri 13 Apr 2012
at 00:40
  • msg #574

Re: Status and Rank

Ceredyn:
Is this legal without use of Cinematics? And how would one accomplish it?


Ceredyn specified without the use of Cinematics, and Extra Effort is a cinematic option.
steelsmiter
player, 52 posts
Fri 13 Apr 2012
at 00:42
  • msg #575

Re: Status and Rank

if it were me I'd create a Pirouette technique that wasn't quite so committed based on acrobatics and rationalized using actual pirouettes with times I've personally observed being under a second. that's a handwavium though.
Tortuga
player, 83 posts
Fri 13 Apr 2012
at 01:02
  • msg #576

Re: Status and Rank

It does take less than a second to pirouette. You can change your facing to anything as the step part of a maneuver, and if the entire maneuver takes a turn, then the facing change takes less than a turn.

Alternatively you can make wild swings, which could very well represent spinning around and trying to hit someone.
steelsmiter
player, 53 posts
Fri 13 Apr 2012
at 01:18
  • msg #577

Re: Status and Rank

oh sorry idk why I was thinking that x3 facing changes meant 3 seperate maneuvers, perhaps it's the way it was worded... or my absent minded reading.
trooper6
player, 53 posts
Fri 13 Apr 2012
at 02:00
  • msg #578

Re: Status and Rank

Tortuga:
Ceredyn:
Is this legal without use of Cinematics? And how would one accomplish it?


Ceredyn specified without the use of Cinematics, and Extra Effort is a cinematic option.


The OP should ask their specific GM if he or she considers Extra Effort cinematic/off limits. I, for example, don't consider it cinematic.
Mad Mick
player, 43 posts
Fri 13 Apr 2012
at 02:09
  • msg #579

Re: Status and Rank

Ceredyn does allow Extra Effort, although you should probably ask him about Extra Effort maneuvers from Martial Arts.  The ones from the Basic Set are kosher, though.
jason254
player, 3 posts
Fri 13 Apr 2012
at 02:13
  • msg #580

Re: Status and Rank

Thanks for all the responses!
Tortuga
player, 84 posts
Fri 13 Apr 2012
at 03:01
  • msg #581

Re: Status and Rank

trooper6:
Tortuga:
Ceredyn:
Is this legal without use of Cinematics? And how would one accomplish it?


Ceredyn specified without the use of Cinematics, and Extra Effort is a cinematic option.


The OP should ask their specific GM if he or she considers Extra Effort cinematic/off limits. I, for example, don't consider it cinematic.


Yeah, I didn't want to assume, but GURPS RAW extra effort in combat is a cinematic optional rule.
Mad Mick
player, 44 posts
Fri 13 Apr 2012
at 03:55
  • msg #582

Re: Status and Rank

Eh, it depends on the GM.  Let me quote Kromm on this:

Kromm:
Extra effort in combat isn't inherently cinematic. What sets its realism level is how many FP the GM lets you spend . . . which is a judgment call akin to the decision to allow the "Godlike Extra Effort" rule (Powers, p. 161). That said, I'm not sure that it's entirely cinematic to go from "fine" to "knocked out" in a second or two without being badly injured. People do in fact panic and faint in combat, and the simplest way to simulate a faint in GURPS is to say, "You're out of FP." I don't see this becoming much of a problem in actual play. Dramatically speaking, it's unbecoming for heroic PCs to panic and faint, but players won't have their PCs do that because they know that means losing the fight.

Tortuga
player, 85 posts
Fri 13 Apr 2012
at 04:18
  • msg #583

Re: Status and Rank

Which is not a statement that it's a "not cinematic" option by default, just that it's justifiable to go either way.
LandWalker
player, 87 posts
Wed 9 May 2012
at 13:29
  • msg #584

Re: Status and Rank

In order not to derail the self-aggrandizing/self-deprecating going on in the Lounge, I bring an actual GURPS question here instead, though it's not so much a rules question as a style question.

I'm working on a HT game based on the computer game Jagged Alliance 2. I have a player who has created a sniper for a PC, which inherently I have no problem with. However, this player is drawn to high damage output like a heat-seeking missile is drawn to, well, heat. If it were up to him, he would just go around building armored sniper nests everywhere and then blasting away at the enemy with impunity. If I let him, he would probably spend his entire starting budget on a smart missile. Because he is a crazy munchkin and is convinced that the most optimal solution lies "on the fringe".

Obviously that isn't going to fly here, but his obsession with damage output has also made me wary of giving him anything capable of significant damage, which brings me to my style question. Do those of you with HT GMing experience feel that it is appropriate or necessary to limit PCs' accss to weaponry early in a game to relatively low-damage options (like pistols or M1 carbines) even though "realistically" high-damage weapons (like 7.62mm NATO or .308 Winchester hunting rifles) would be commonly available?

I guess my ultimate question is, does it make sense for me to limit the PC's access to commercial firearms on a purely artificial basis, or should I not be worried about him getting his hands on 7d-level weapons? If not, why shouldn't I be concerned? Help talk some sense into me to put my mind at ease about turning a highly proficient murder-hobo loose in a third-world country with 7d worth of damage potential at hundreds of yards.
Tortuga
player, 94 posts
Wed 9 May 2012
at 13:33
  • msg #585

Re: Status and Rank

He wants to play a sniper, so let him play a sniper. Sniping is long, long, long periods of sitting and waiting and watching while the rest of the party is off doing fun adventurer stuff. If that's his idea of a good time, go ahead and stick him in a private thread, and don't give him an update unless someone contacts him or he happens to see someone passing his field of vision.
LandWalker
player, 88 posts
Wed 9 May 2012
at 14:01
  • msg #586

Re: Status and Rank

For the sake of discussion, let's say it's a single-player / solo game.

I'm not as much concerned with "how to model sniping in-game" (although now that you mention it, I'm not wild about the prospect of making dozens of rolls for NPCs while the PC sits in his sniper nest and takes a nap) as I am with the player's mindset of "get the highest damage I can from as far away as I can."

Additionally, if this is a solo game, it doesn't make for a very enjoyable experience on either end for the PC to sit in a tree for four hours while NPCs actually do the work. I'm not sure how to get around that aside from making enemies completely idiotic, but we'll see.
Tortuga
player, 95 posts
Wed 9 May 2012
at 14:09
  • msg #587

Re: Status and Rank

Since it's a solo game I would recommend acknowledging that your player's chosen focus is sniping; it's thus a game about sniping.

Throw in some problems that cannot be solved by sniping. Situations where the caliber of the bullet is meaningless. Give him problems that can only be solved through stealth and intrusion.
trooper6
player, 56 posts
Wed 9 May 2012
at 15:03
  • msg #588

Re: Status and Rank

I don't find the existence of 7d weapons to be a problem. Because...well...they do exist. But a 7d rifle isn't the end all be all--if this is a military campaign then targets will also be military targets...which means they will have good body armor.

So that is one thing.

Also, the adventure shouldn't all consist of that one moment where the trigger is pulled and the target goes down or doesn't. That is like imagining the entirety of the dungeon fantasy campaign is the last blow the fighter throws against the dragon.

The adventure, especially if it is a solo game, should be about finding the target, getting to location without getting caught. Waiting for the right time...without getting caught. Making the shot (ho hum). Then getting out without getting caught.

And then, I'd build in complicated choices while the sniper is looking down the barrel. Play up the fact that the sniper will probably only get to reliably have that one shot...because after it, everyone will react...so make that one shot count. What if the sniper sees something creepy in the scope? Something that makes him/her want to shoot a target different than the one they were given? What if there is a victim in the location who will be killed if the sniper takes the shot? What if they learn the enemy is doing something noble?

Build in timing choices. Take a shot now when the lighting is good but the target is crowd so the shot will be difficult...or wait until the party is over and the target will be isolated...but the lighting penalties will be greater.

Have there be roving guards. The target may be a mile away...but there will probably still be scouts in the area of the sniper...that should add complications.

And then there are all the non-sniping moments. What happens in off duty time? Romance? Rivalry? Etc.

Check out some sniper movies like "Enemy At the Gates" "Jarhead" "Assassins" "Shooter" etc.

A rival is a good set up device.

Anyhow...the amount of damage is a red herring...because that isn't where I'd place the drama of it all.
Mad Mick
player, 47 posts
Thu 10 May 2012
at 03:52
  • msg #589

Re: Status and Rank

Excellent suggestions, Trooper!  Now that's a great description of a game.

And the enemy's weaponry will be as good as the opponent's, as well.  In Linkdead's awesome XCom game, he made it clear that whatever weapons we had, the aliens would have as good, if not better, so that's one way to keep munchkin players in line.

Johnny, have you played the Metal Gear Solid games?  I'm sure there are other games out there with even better depictions of snipers, and the sniper battle with Sniper Wolf in Metal Gear Solid was probably unrealistic (snipers don't usually trade shots with each other like that), but you could use the set-up and location of the target as another inspiration for your game.
LandWalker
player, 89 posts
Thu 10 May 2012
at 15:06
  • msg #590

Re: Status and Rank

I suspect my question might have had a little more meaning if anyone other than I had actually played the game this is based on...

One issue is that it's not an assassination game. The source material is a game in which a small team of mercenaries are enlisted to overthrow the dictator of some dirtball third-world fictional country. The game is mostly tactical-strategy; if anyone has played Fallout Tactics, the style of the tactical portion is similar, but 1) it's better, 2) characters have actual personalities, and 3) there is a slight strategic element as well. The gist is that you run around the country, gradually retaking areas from the dictator's army, train local militia to aid in the uprising, cut off the dictator's economic powerbase, etc. What you don't do is just up and assassinate the dictator.

There are two reasons for this that I see:  First, that wouldn't make for much of a computer strategy game; second, from a more in-context perspective, it's likely that such an assassination would lead to a croney or right-hand man stepping into the power vacuum, and the net benefit for the oppressed country would be about zero.

Which brings me back to my original point:  This isn't an assassination game.  It's a game about, basically, spearheading a revolution.

Motivation? You're a mercenary and you were paid to do it, but just as importantly, the source game doesn't have much in the way of gray area. The dictator is an evil, insane narcissist who uses an iron grip on the military to subjugate the populace, uses the entire economic base of the country to either prop up the army or splurge on personal items, has suspended (generally with bullets) the entire judicial system, and has and has wiped out the entirety of the country's social programs. Kind of like North Korea, if North Korea had roughly the same location and population density as El Salvador.

So, that's the story behind the game and the situation.

The intention for the GURPS incarnation is to maintain the spirit and flavor of the source material to the extent that's possible, which means that the (intended) game plan will probably entail a healthy dose of combat and social interaction with the locals. Sniping won't be useless, of course--the PC might try to take out the commanding officer prior to an assault, for example--but there's a lot more going on than just sneaking into the capital and waiting for four days to take a shot at the dictator.
This message was last edited by the player at 18:28, Thu 10 May 2012.
Tortuga
player, 98 posts
Thu 10 May 2012
at 15:09
  • msg #591

Re: Status and Rank

It's not an assassination game, but your player wants to play a sniper/assassin. Either change things to suit him or find a different player.
Magic Mushroomcloud
player, 6 posts
Thu 10 May 2012
at 15:40
  • msg #592

Re: Status and Rank

You might consider something like shifting the battles too quickly for a sniper to be very effective; for example the front-line or main action or whatever is going through a ruined town, and the sniper just isn't getting any 100 yard opportunities.

Or the dictator's army might include a lot of special forces guys that love sneaking up on snipers, or maybe it has a huge amount of tanks and other armour that the sniper's gun just can't penetrate?
LandWalker
player, 90 posts
Thu 10 May 2012
at 15:43
  • msg #593

Re: Status and Rank

I'm not sure I see why the character in question is any different than, or any more inappropriate for a military game than, a squad designated marksman is in real-life military conflicts (beyond the fact that most real-life designated marksmen presumably aren't controlled by insane munchkins).
Tortuga
player, 100 posts
Thu 10 May 2012
at 15:45
  • msg #594

Re: Status and Rank

The problem seems to be that the GM and player have different expectations for the game. If they can resolve that disconnect then there won't be any problems. If they can't... well, then, the game is doomed to become an exercise in frustration.
jason254
player, 4 posts
Thu 10 May 2012
at 18:58
  • msg #595

Magic questions

Hello all,

I have a question on magic, specifically missile spells.  Let's say a mage knows the fireball spell and has a skill of 15 so he gets a 1FP discount.  Time to cast is 1 to 3 seconds.  I read in Magic pg12 that you can put more than 1FP in a missile spell at the end of a one second casting, or opt to enlarge with subsequent castings.  So lets say Johnny the fire mage, who has the magery advantage of 3, wants to make a 3FP fireball.  Are his options to either spend 2FP in a single casting (3FP - 1FP for a 15 skill), or cast fireball three times over a 3 second period for net cost of 0FP?

Also, I assume after charging the spell a turn has to be spent aiming at his target to get the spells acc bonus on Johnny's Innate Attack Skill.  Is this correct?

Thanks in advance for the help!

-Jason
trooper6
player, 57 posts
Thu 10 May 2012
at 21:50
  • msg #596

Re: Status and Rank

LandWalker:
I'm not sure I see why the character in question is any different than, or any more inappropriate for a military game than, a squad designated marksman is in real-life military conflicts (beyond the fact that most real-life designated marksmen presumably aren't controlled by insane munchkins).


If you were a Special Ops commander and were going to send in only one solo operative into a country with the mission of training up resistance forces, gaining Allies, engaging in some sabotage, etc -- in other words a sort of one man Jedburgh, then you aren't going to send in a dedicated sniper...because that person is not going to have the skills or the mentality to carry off the mission. Rather, you'd send in a good well rounded soldier/spy.

For the game you are describing, the character concept itself seems to be a problem, not a 7d rifle. And since you keep calling the player an insane munchkin...maybe it is a player problem. If this insane munchkin will not engage in diplomacy, training, ally building, etc...then the campaign is not going to work. And the sniper concept, as you've described it, doesn't seem to fit with the campaign concept.

I'm seeing red flags.
LandWalker
player, 91 posts
Thu 10 May 2012
at 22:12
  • msg #597

Re: Status and Rank

trooper6:
LandWalker:
I'm not sure I see why the character in question is any different than, or any more inappropriate for a military game than, a squad designated marksman is in real-life military conflicts (beyond the fact that most real-life designated marksmen presumably aren't controlled by insane munchkins).


If you were a Special Ops commander and were going to send in only one solo operative into a country with the mission of training up resistance forces, gaining Allies, engaging in some sabotage, etc -- in other words a sort of one man Jedburgh, then you aren't going to send in a dedicated sniper...because that person is not going to have the skills or the mentality to carry off the mission. Rather, you'd send in a good well rounded soldier/spy.

For the game you are describing, the character concept itself seems to be a problem, not a 7d rifle. And since you keep calling the player an insane munchkin...maybe it is a player problem. If this insane munchkin will not engage in diplomacy, training, ally building, etc...then the campaign is not going to work. And the sniper concept, as you've described it, doesn't seem to fit with the campaign concept.

I'm seeing red flags.

Well, that at least answers the original question—and I'm sure he'll be glad to hear that I've decided to give him something other than a Winchester M1 Carbine to start the game, to boot.

I will additionally point out that the character is not exclusively a marksman. He has Leadership, Tactics, Strategy, Intelligence Analysis, the Born War Leader talent, Fast-Talk, and even a smidge of Diplomacy. For combat purposes, he's definitely a dedicated marksman, but he is capable of handling (or at least expecting to be able to handle) the non-combat aspects of the campaign. I'm actually less worried about that than I am about him cutting a swath of murder through the dictator's army.


Magic Mushroomcloud:
You might consider something like shifting the battles too quickly for a sniper to be very effective; for example the front-line or main action or whatever is going through a ruined town, and the sniper just isn't getting any 100 yard opportunities.

Or the dictator's army might include a lot of special forces guys that love sneaking up on snipers, or maybe it has a huge amount of tanks and other armour that the sniper's gun just can't penetrate?

I actually missed this post earlier because I was writing my response to Tortuga on my phone, but these are definitely things that will come into play (well, not a huge amount of tanks, but they exist).  A sniper can't get army soldiers out of a town, or even out of a SAM installation, on his own. Ultimately, the "good guys" are going to have to go in and get their hands dirty—and a bolt-action rifle is far from the ideal piece of equipment to take into a job like that.
2l8m8
player, 219 posts
Because somone else got
all the good names first.
Fri 11 May 2012
at 13:20
  • msg #598

Re: Status and Rank

A few considerations to ruin the sniper role:

Close quarters battle. Take a penalty = bulk, and those rifles are usuaully massive. Let him have the .50 Barret, but if doesn't have a pistol, it'll be useless.

Aiming. If he can't aim, he doesn't get Acc, scope bonus, bracing, aim bonuses, precision aiming, or any of that. Have the target moving (as mentioned) in a city or woods where line of sight is broken constantly. You need L-o-S to aim, IIRC in the RaW. It'll make those long shots impossible.

Don't allow gunslinger (which allows 1/2 Acc bonus) because it's too cinematic. See above, but this would negate a lot of those considerations so don't do it. Definitely no Zen Marksmanship.

If you have patrols of guys all over the op area, he will need to rely on his NPC allies a lot more than his own skills. If you can't see them, or if he can shoot one of  a patrol of 6, and there's 20 patrols around, popping a few guys from distance will do nothing more than stir up a hornet's nest.
Magic Mushroomcloud
player, 8 posts
Tue 31 Jul 2012
at 16:43
  • msg #599

Re: Status and Rank

Okay, so I have two quick questions that might sound a little dumb; please bear with me, I have many excuses.

Anyway, here goes:

1) Is a Technique built around eliminating Size Modifiers legal, and if it is does that bonus apply to targeting specific locations, and if not why not?

2) Assuming a High-Tech campaign with everyone at identical starting CPs, what's to stop a player from dumping all his CPs into Wealth and just buying hundreds of CPs worth of, say, cybernetic attachments to increase his point total? And I don't mean "well, the GM can just tell him not to", because that's the obvious answer.

I've been wrestling with these two questions for a little while now, and I'm sure any GURPS veteran will be able to knock them out with no problem. Any thoughts? Thanks in advance.
The_Wrathchild
player, 50 posts
Tue 31 Jul 2012
at 16:58
  • msg #600

Re: Status and Rank

1) I haven't seen it anywhere, but it's sort of similar to Hit Location, isn't it?

2) There is only the obvious answer.
Tortuga
player, 152 posts
Tue 31 Jul 2012
at 17:08
  • msg #601

Re: Status and Rank

Magic Mushroomcloud:
1) Is a Technique built around eliminating Size Modifiers legal, and if it is does that bonus apply to targeting specific locations, and if not why not?


I'd say no? Hit locations are one thing; you can train to strike at where specific targets are in specific ways; martial arts DO teach you to make head shots/go for the groin/etc. It becomes a matter of muscle memory, and the techniques specialize by attack type. (Brawl Punch/face, not Punch/face, etc)

SM on the other hand is in the same class as range modifiers. Things that are smaller are more difficult to hit because they have a smaller surface area. There's no way to train that will make hitting a strawberry easier other than just upping your overall skill level.

quote:
2) Assuming a High-Tech campaign with everyone at identical starting CPs, what's to stop a player from dumping all his CPs into Wealth and just buying hundreds of CPs worth of, say, cybernetic attachments to increase his point total? And I don't mean "well, the GM can just tell him not to", because that's the obvious answer.


When a player chooses to acquire an advantage they have to pay the points for it. If a cyber-arm costs $5000 and gives Arm ST +3, they need to pay both the $ cost and the point cost.
Magic Mushroomcloud
player, 9 posts
Tue 31 Jul 2012
at 17:31
  • msg #602

Re: Status and Rank

Awesome, thanks guys; I knew all I needed was an experienced perspective. ^_^
trooper6
player, 62 posts
Tue 31 Jul 2012
at 18:18
  • msg #603

Re: Status and Rank

MM,

I thought I'd address #2 since I've run Cyberpunk a couple of times. The answer to your question is on B294. According to the rules, cybernetics/Body Mods acquired before the character enters the game cost points--so you can't just go and spend cash for it (See Ultra-Tech 207 for some really good enhancements and limitations for your cybermods, like Eletrcial, mitigator for no arm, etc).

After the game begins, then it is up to the GM if he or she wants to go with points or cash or both or nothing (B295). In the last full on cyberpunk game I ran, I went with points for before play (as per the rules), and cash afterwards...with all the recovery time and surgery rolls and all of that. People often didn't want to be taken out of the game for so long, so we didn't have lots of cybermods happening post-start of game. Though, we did have some.

Also, part of this is taken care of by having a campaign frame that makes sense and holding PC concepts to that frame. For example, if the concept is that you are all living on the edges of society working as under the table trouble shooters...then I'm not going to approve a character who is a multi-millionaire. That makes no sense. Similarly, if the concept is that you are all highly trained mega-corp agents...I'm not going to approve a -2 Status, Dirt Broke character.

Now what if the concept is a sort of Cyberpunk Gossip Girl, where the PCs are the kids of the rich and famous? Then they'd have wealth for all the cybermods...but do they want to spend all their campaign time recovering from surgery rather than adventuring? And what about the social consequences for being all cyber-modded out within the high-society? Most c-punk universes tend to give negative social reactions to people who look like cyborgs

So, as long as the GM has a coherent world/campaign frame and the PCs make characters who fit that frame/world...I find it all works out.
Tortuga
player, 156 posts
Wed 15 Aug 2012
at 20:15
  • msg #604

Re: Status and Rank

Here's something that most GURPS players I know seem to overlook:

From the Characters book under Disadvantage:

quote:
extra points you can gain from disad-vantages; see  Disadvantage Limit (p. 11). This limit applies to the total points you can get from all traits with negative point costs, from Chapter 1 (reduced attributes, low Status, etc.) or the list below. Mandatory disadvantages assigned by the GM don’t count against this limit.


Seems pretty plain to me, but most people seems to gloss over it and only consider "Disadvantages" as counting against the limit. It's not even a house rule in most cases; they just don't remember it.
This message was last edited by the player at 20:16, Wed 15 Aug 2012.
MazVN
player, 25 posts
Wed 15 Aug 2012
at 20:29
  • msg #605

Re: Status and Rank

In reply to Tortuga (msg # 604):

Using GCA helps to remember that. :)
But yea, thats my experience as well. I think though, it's not so much forgetting, but ignorance. In my experience noone who isn't a GM, and even not all of them, have read the basic books cover to cover. Or even the main parts. Most seem to just browse the parts they need.

Most of the time when I GM I do not have a strict disad limit, instead I usually allow most physical disads (including attribute-reductions).  And only put a restriction on mental/social disads that the player have to remember to play as part of their personality. You do not have to remembe rto play a -10 Basic speed reduction. But if you have both Bad Temper, Confused, Impulsive and Intolerance (read headed people) then you quickly forget some of them as you play. It might be similar mindset that makes people forget.
This message was last edited by the player at 20:34, Wed 15 Aug 2012.
trooper6
player, 64 posts
Wed 15 Aug 2012
at 20:29
  • msg #606

Re: Status and Rank

What part don't they remember, the lowered stats part counting, or the GM-assigned disads not counting?

I remember the lowered stats/all things with negative point values  part, because it is the thing that makes "one half of point total in disad" recommendation in the book work. -75cp in Disads may seem like a lot if you are only thinking about Phobias and the like, but once you factor in buying down basic speed, buying down Will, etc. those things can add up quickly.

ETA: Though, I think, because of the recommendation being a Disad limit of 1/2 total cp, there are many players who, if told they have a disad limit much Less than that, especially if the limit is between -40 and -50, which is what it was in 3e, they will assume that like in 3e, quirks and small negative attributes won't count against the limit.
This message was last edited by the player at 21:57, Wed 15 Aug 2012.
Tortuga
player, 157 posts
Wed 15 Aug 2012
at 21:37
  • msg #607

Re: Status and Rank

Pretty much. I think it's largely a 3e legacy attitude.
trooper6
player, 65 posts
Wed 15 Aug 2012
at 22:02
  • msg #608

Re: Status and Rank

Indeed, but it sort of goes both ways. When you have a GM who says: 500cp Characters, -45cp in Disads, including 5 Quirks...that really comes off as a 3e legacy way of thinking about Disads...which leads to people thinking they can take HT! or IQ! or whatever without it counting against the limit. Which is of course, isn't true.

But I also know that when I'm presented with such a low Disad limit, I usually end up not lowering attributes because I just can't fit them into the limit, and buying down a fraction of my basic speed tends to effect characterization a lot less than Sense of Duty (Friends and Companions), and I'd rather go for the points that effect my characterization more. When I have more cps in the Disad limit, then I can start doing some of the more subtle characterization tweaking that comes with adjusting attributes.
Tortuga
player, 158 posts
Wed 15 Aug 2012
at 22:05
  • msg #609

Re: Status and Rank

What I used to do in 3e was tell people "You have 145 points. Take whatever disadvantages and quirks fit. You don't get points for them."

Solved the problem of players making broken psychotics to squeeze every last point out of a build by just assuming that everyone maxed disads and quirks out.
trooper6
player, 66 posts
Wed 15 Aug 2012
at 22:17
  • msg #610

Re: Status and Rank

I always give the players the points for their Disads. And I don't mind having the recommended 1/2cp total disad limit.
To get around the psychopaths situation I do 3 things:
1) Tell players that they don't have to take up to the full limit...and then they often don't.
2) Tell players that I will ruthlessly exploit their Disads...so if they don't want to actually be disadvantaged by something, then they need to not take it. This will also include explaining to players what this particular Disad will mean in play. (Doing this really cuts down on the number of people taking Lecherous, for example)
3) As with other elements, I veto builds that won't work for the campaign. If you create a crippled psychopath and it doesn't fit into the campaign I say no, regardless of how few points those disads are worth.
Mad Mick
GM, 62 posts
Thu 16 Aug 2012
at 02:51
  • msg #611

Re: Status and Rank

Usually, I tell players that they can take something like 50 points of disadvantages plus 5 quirks because I want players to take all five quirks.  I feel that quirks can really help players roleplay their character.

But you're right, tortuga.  Players often take 50 points of disads, and then buy down Speed or DX on top of that.
Tortuga
player, 159 posts
Thu 16 Aug 2012
at 03:55
  • msg #612

Re: Status and Rank

I've been going 40 disads including up to 7 quirks.
LandWalker
player, 100 posts
Sat 22 Sep 2012
at 15:05
  • msg #613

Retreating

Let's say that I was considering implementing a house rule to get rid of the "free step" afforded by Retreating.

The way I see it, I can approach this one of two ways:

  1. If a character uses up all allowable movement on their previous return, they cannot retreat until after their next turn.
    • This means that if, for example, a character executes an Attack maneuver with a step, they've used all allowable movement (because an Attack maneuver only allows a step). If they executed an Attack without a step, they could retreat if attacked afterwards.

  2. If a character retreats, this counts against the allowable movement on their next turn.
    • Thus, a character could make a Step-and-Attack, and then retreat. But if they retreated, they would not be able to make a Step-and-Attack on their subsequent turn.


Any thoughts on which avenue would be more appropriate?
MazVN
player, 26 posts
Sat 22 Sep 2012
at 15:22
  • msg #614

Re: Retreating

LandWalker:
If a character retreats, this counts against the allowable movement on their next turn.
Thus, a character could make a Step-and-Attack, and then retreat. But if they retreated, they would not be able to make a Step-and-Attack on their subsequent turn.[/list][/olist]

Any thoughts on which avenue would be more appropriate?

I have use this rule for a while and I really like it. I think nr. 2 here is the best option as it is easier to use and remember. There is already rules for not being able to use retreat if you move very fast (enhanced move, sprinting or move and attack) and nr.1 would overlap with those.
This message was last edited by the player at 15:23, Sat 22 Sept 2012.
LandWalker
player, 101 posts
Sat 22 Sep 2012
at 16:21
  • msg #615

Re: Retreating

MazVN:
LandWalker:
If a character retreats, this counts against the allowable movement on their next turn.
Thus, a character could make a Step-and-Attack, and then retreat. But if they retreated, they would not be able to make a Step-and-Attack on their subsequent turn.[/list][/olist]

Any thoughts on which avenue would be more appropriate?

I have use this rule for a while and I really like it. I think nr. 2 here is the best option as it is easier to use and remember. There is already rules for not being able to use retreat if you move very fast (enhanced move, sprinting or move and attack) and nr.1 would overlap with those.

True, there would be a bit of overlap with Option 1, but it would also be keeping with the theme of "What you did this turn affects your retreats for this turn" that more or less pervades existing GURPS rules—Did you make an All-out Attack or Committed Attack? Can't retreat anyway. Move-and-Attack? Same deal. Sprint? No retreats for you.

It mostly just makes changes to Retreat's availability with respect to Attack, Defensive Attack, Evaluate, All-Out Defense, Ready, Concentrate, and Aim.

My problem with Option 2 is this:  If you retreat, then on your next turn, you can't take an action that doesn't allow a step to begin with—you have to pick a maneuver that allows a step (you just can't take it, because you used it to retreat). This means that, after retreating, you cannot take a Do Nothing, Change Posture, or Wait maneuver, because none of these allow steps as part of the maneuver.

On the other hand, if the legality of retreat is predicated on your previous maneuver, then taking a Do Nothing maneuver precludes retreating (which makes sense, since stunned characters shouldn't be able to retreat anyway). The same is true for Change Posture. The issue is whether to allow someone who took an Aim maneuver with a braced, two-handed weapon, or someone who took a Wait maneuver, to retreat provided that they do something like "let go of the braced weapon in order to retreat," or forfeit their Wait, or something, which might get a little clunkier.
MazVN
player, 27 posts
Sat 22 Sep 2012
at 16:55
  • msg #616

Re: Retreating

LandWalker:
My problem with Option 2 is this:  If you retreat, then on your next turn, you can't take an action that doesn't allow a step to begin with—you have to pick a maneuver that allows a step (you just can't take it, because you used it to retreat). This means that, after retreating, you cannot take a Do Nothing, Change Posture, or Wait maneuver, because none of these allow steps as part of the maneuver.

The issue is whether to allow someone who took an Aim maneuver with a braced, two-handed weapon, or someone who took a Wait maneuver, to retreat provided that they do something like "let go of the braced weapon in order to retreat," or forfeit their Wait, or something, which might get a little clunkier.

The way I run it I simply say "you have one less move" if you take an action that do not normally require any move then there is no problem. It's simplistic and easy.
Btw. there are already rules for defense and Aim... an active defense spoils your aim. Likewise the rule would still affect your Wait-actions movement.
Tortuga
player, 160 posts
Sat 22 Sep 2012
at 16:57
  • msg #617

Re: Retreating

How does that fit in with the idea that a Step is not a Move and has nothing to do with terrain, posture, or Move rating?
MazVN
player, 28 posts
Sat 22 Sep 2012
at 17:00
  • msg #618

Re: Retreating

In reply to Tortuga (msg # 617):

Perfectly fine. In effect what the rule means is that most actions (those allowing step) now force you to stand still, and those few the allow a move are slightly reduced.

I like it because it prevents the paradox of someone being able to move more around if getting attacked than if not.
LandWalker
player, 102 posts
Sat 22 Sep 2012
at 17:09
  • msg #619

Re: Retreating

MazVN:
In reply to Tortuga (msg # 617):

Perfectly fine. In effect what the rule means is that most actions (those allowing step) now force you to stand still, and those few the allow a move are slightly reduced.

I like it because it prevents the paradox of someone being able to move more around if getting attacked than if not.

I think that what Tortuga is asking about is this situation:

You're in rough terrain that requires two points of Move per hex to traverse.

Under normal RAW, if you are attacked, you can take a step retreat without issue.

Under your suggestion, the retreat only costs you 1 "move point" instead of the 2 "move points" normally required to traverse the terrain.

Of course, the same problem can also be applied to approaching the retreat from the opposite direction: If someone with Move 5 moves two hexes during their turn, they have Move 1 left, they just can't move anywhere with it. But can they still take a Step during their Retreat? After all, they have 1 "move point" left.

The only response I can come up with to that is "Well, if they have any movement left, they can still retreat, circumstances be damned, and that's just how it goes." But I will say that I've always had a hard time getting in line with the notion that a Step is the same whether you're on a flat surface or a staircase or waist-deep in water, and whether you're standing or lying on your face or balled up into a fetus on the floor, all for the same "cost."
Tortuga
player, 161 posts
Sat 22 Sep 2012
at 17:21
  • msg #620

Re: Retreating

I've always viewed the retreat as a reactive jerking away from whatever's coming at you. Rolling away if prone, stepping away, etc. The hex is the smallest significant unit of distance in GURPS, so that's how far you move away.
LandWalker
player, 103 posts
Sat 22 Sep 2012
at 17:26
  • msg #621

Re: Retreating

Tortuga:
I've always viewed the retreat as a reactive jerking away from whatever's coming at you. Rolling away if prone, stepping away, etc. The hex is the smallest significant unit of distance in GURPS, so that's how far you move away.


That's generally how I view the idea of retreating—but I feel like it is (or should be) abstracted into the overall defense, unless you actually make a conscious decision to retreat far enough to cover a hex. And I don't see any reason why that should be any easier than covering the same amount of distance in circumstances that don't involve a sword flying at your throat.
Tortuga
player, 162 posts
Sat 22 Sep 2012
at 17:29
  • msg #622

Re: Retreating

That's the difference between a dodge -- weaving back -- and a retreating dodge, I guess. One takes out out of range of a followup (or close combat) should they fail to followup, the other does not.

Tactically that's the important part. The change in range. It's factored into the rest of the combat system's balance (particularly with regards to close combat), so carefully consider the ramifications that will ripple outward when you change it.
steelsmiter
player, 86 posts
Thu 18 Oct 2012
at 15:28
  • msg #623

Re: Retreating

In reply to Tortuga (msg # 620):

a great example is Patrick Swayze dodging a knife in Roadhouse. he doesn't actually step back but he leans at least a foot and a half back. it amounts to the same thing as he leans back in for his own attack.
Johnny Angel
player, 40 posts
Fri 11 Jan 2013
at 04:35
  • msg #624

cleaning some of the rust off

I have a few rules questions.  I'm working on getting ready to run a campaign, so I want to brush up on a few things that I'm rusty on or somewhat unsure of.


1) When jumping long distances, does the jump take multiple turns to complete?

What brings this up is the way that Super Jump is explained.


2) Can you target a specific body part with a slam?



3) For those who have run Mirror of The Fire Demon, how do you figure out how long it takes for the party to travel to a location?

The DF rules (as well as the adventure) seem to imply you shouldn't use the normal overland travel rules and should instead just say it takes X amount of time to get to each location with the time being shorter or longer based upon a few skill rolls.  However, the premise behind the adventure is a race against time, so I'm unsure if I should reference the overland rules from Basic Set to determine how quickly the PCs can move compared to some of the NPC adventuring parties.
trooper6
player, 67 posts
Fri 11 Jan 2013
at 05:41
  • msg #625

Re: cleaning some of the rust off

1) Long jumps don't take multiple turns...that would be awkward, so those turtles will do their slams in one turn.
2) You can target a specific body parts with a slam as far as I know.
3) No clue about question 3!
LandWalker
player, 105 posts
Fri 11 Jan 2013
at 12:08
  • msg #626

Re: cleaning some of the rust off

1) Based on the wording of Super Jump, I would absolutely say that very long jumps can take longer than one second.  Specifically, if the distance of your jump is greater than (the greater of your normal ground Move or 1/5 maximum long jump distance), then the jump will take more than one turn to complete.

Additionally, Tactical Shooting (page 32) has rules for bullets taking more than one turn to arrive at their target—and if bullets can travel for more than one second, people (or monsters) certainly can, as well.  Of course, that rule is a Harsh Realism call-out box, so its relevance to DF is limited.

2) Absolutely! Watch any football game for a few minutes, and you'll see that players clearly (and sometimes illegally) target specific body parts (i.e. the head) when they make slams, so there's no reason for GURPS to disallow it.  That said, as a GM I might draw the line at things like slams vs. wrist joints or something where the body part is sufficiently independently mobile that it would just get knocked out of the way without major injury.

3) I haven't run it, although I did read the adventure back when it was released. I think that as long as all parties are treated the same, it shouldn't matter—either everyone is subject to the Basic Set overland travel rules, or nobody is. Because timing and speed are important to the adventure, I would err on the side of "more detail."
Johnny Angel
player, 41 posts
Fri 11 Jan 2013
at 16:51
  • msg #627

Re: cleaning some of the rust off

@ Landwalker

Football is actually what I had in mind; as well as hockey checks.  To some extent, I was also considering some of the cinematic moves used in pro-wrestling.  There are a few wrestlers I can think of off hand which use a "shoulder block" to the head or a football style chop block as a move.
Tortuga
player, 171 posts
Fri 11 Jan 2013
at 17:00
  • msg #628

Re: cleaning some of the rust off

A quick search on the SJGames forum turned up a Kromm supported ruling that slams target the torso.

In addition, the cross checking rule from GURPS Martial Arts allows you to target the neck, which it says is an option you do not normally have in slams.
MazVN
player, 38 posts
Fri 11 Jan 2013
at 19:20
  • msg #629

Re: cleaning some of the rust off

Johnny Angel:
1) When jumping long distances, does the jump take multiple turns to complete?

What brings this up is the way that Super Jump is explained.

There was a recent thread on this on the SJG board: http://forums.sjgames.com/showthread.php?t=102376 (not that conclusive though).

I agree with LandWalker on this. Basically I would count the move-distance as part of you move for that turn, if it takes more move than you have, you are "in the air" and land once you have paid all the more (next turn in any realistic situation).
trooper6
player, 68 posts
Fri 11 Jan 2013
at 19:50
  • msg #630

Re: cleaning some of the rust off

The flying attack maneuver in Martial Arts says you get the move and jump distance in one turn...which sets a precedent for exceeding your move in one second while remaining in the realm of non-cinematic--as does the sprinting bonus actually. And most realistic people jumping in combat aren't going to get much more of an extra distance beyond 1-2 yds anyway...usually the equivalent to sprint bonus--but there is the DX roll to avoid falling down.

And this is also DF we are talking about...which *is* cinematic.

I think a lot of this has to do with ease of play. If you are in the air mid jump and someone attacks you, what are their combat modifiers? How high off the ground are you and does that mean attacking at different levels modifiers? Do you have to deal with speed on the speed/range table? What are your defense options as the jumper? Do you get to parry or block? Do you get to dodge?

I think in the absence of super jump, I think it is better to just follow the martial arts guidelines.
Johnny Angel
player, 42 posts
Sat 12 Jan 2013
at 01:31
  • msg #631

Re: cleaning some of the rust off

To give some context:

I mentioned DF, but I'm not necessarily asking all of the questions in the context of DF.  I'm working on a few different ideas on the side as well.  Overall, it's been a while since I've DMed a campaign, so I'm trying to refresh my brain on certain things. Currently, I have a few ideas, and I'm not settled on one.  I'm going to propose the ideas to the prospective group and allow them to decide what they'd like me to run.  At the time being, the most popular concepts seem to be DF, Ninjas VS Zombies, Supers, and a Pro-Wrestling themed game.

With that in mind, I'm considering adding a rule to deal with the cinematic nature of pro-wrestling.  I was having trouble figuring out how to portray some of the moves without said movies killing people or ending bouts too quickly.  The idea I have right now is to grant everyone (for free) some amount of Semi-Ablative DR.  Depending on a wrestler's position on the card, they would get different amounts.

The faceless/nameless NPC wrestlers ("jobbers") would either not get any or would have a very small amount of Ablative DR.  Regular wrestlers (including starting PCs and some NPCs which have personality enough to be written up) about have Semi-Ablative DR 10, and I might allow certain special wrestlers to have a little more.  I've also considered ruling that some of the title belts might have special abilities which they grant to whomever is the champion at the time.

Does 10 seem reasonable?  Too little?  Too few?
Johnny Angel
player, 43 posts
Wed 16 Jan 2013
at 20:21
  • msg #632

Re: cleaning some of the rust off

By default, does Ablative DR all wear away at the same rate or does it vary by hit location?


Say you have Ablative DR.  An opponent focuses on attacking your legs.  Does that only wear away the DR on your legs or does it wear away the same amount of DR from everywhere?
MazVN
player, 39 posts
Wed 16 Jan 2013
at 21:43
  • msg #633

Re: cleaning some of the rust off

Johnny Angel:
By default, does Ablative DR all wear away at the same rate or does it vary by hit location?


Say you have Ablative DR.  An opponent focuses on attacking your legs.  Does that only wear away the DR on your legs or does it wear away the same amount of DR from everywhere?

Uhm, that's actually a pretty good question.
Ablative DR is typically used as cinematic HP (although I personally never liked that). And by that logic it should be "floating" in the sense that you lose it nomatter where you are hit.

But looking at it with RAW eyes, it should protect each location individually as that's what DR does. Look at Semi-ablative as an example. Here it seems much more logical that you might only get reduced DR in one spot... and I don't see why ablative should be any different.
Johnny Angel
player, 44 posts
Wed 16 Jan 2013
at 22:09
  • msg #634

Re: cleaning some of the rust off

MazVN:
Johnny Angel:
By default, does Ablative DR all wear away at the same rate or does it vary by hit location?


Say you have Ablative DR.  An opponent focuses on attacking your legs.  Does that only wear away the DR on your legs or does it wear away the same amount of DR from everywhere?

Uhm, that's actually a pretty good question.
Ablative DR is typically used as cinematic HP (although I personally never liked that). And by that logic it should be "floating" in the sense that you lose it nomatter where you are hit.

But looking at it with RAW eyes, it should protect each location individually as that's what DR does. Look at Semi-ablative as an example. Here it seems much more logical that you might only get reduced DR in one spot... and I don't see why ablative should be any different.




For the sake of simplicity, I could see saying it all wears away equally being a good way to go.

However; in spite of some increased book keeping, I can see a lot of merit in saying hit locations lose it at different rates as well.  For a Martial Arts game (or the wrestling game I mentioned) it seems genre appropriate to do so.  Focusing attacks on a certain part of the body is something commonly seen.
MazVN
player, 40 posts
Wed 16 Jan 2013
at 22:50
  • msg #635

Re: cleaning some of the rust off

In reply to Johnny Angel (msg # 634):

As mentioned I don't like using it as "cinematic HP", for that I would simply buy more HP. More HP fits better, makes it harder to make major wound son you, harder to cripple your limbs and you can survive much longer.

for armour worn Ablative DR makes perfect sense to be "by location"... except if it's a forcefield, then it makes more sense that you can wear it down. Not sure how to distinguish between the two in cost though. Ie. the difference between "by location" and "floating". floating should be even cheaper, maybe a -50% limitation.
Johnny Angel
player, 45 posts
Thu 31 Jan 2013
at 05:20
  • msg #636

Re: cleaning some of the rust off

For the purposes of the wrestling game (which has now started,) the group has been tracking DR by hit location.  It's a little more book keeping, but I think it adds to the game.  Though, I am considering cutting semi-ablative down to only needing 5 damage before it gets worn away.  Currently, 10 seems a bit much, and it causes matches between higher ranks to drag on. I've also -for the wrestling game- ruled that a lot of the techniques which normally ignore DR do not; I did that because I wanted the DR to represent the resiliency of pro-wrestlers without some of the arm locks and such being a cheap way to end matches.
-------------------------------------------------------------


Now, I'm trying to brush up on slams.

The basic idea of a slam is easy; I understand the idea.  However, there are a few things I've started to question as I've been running a game where martial arts and melee combat is coming into play more.

1) Does the slam formula change as I lose HP?

For example, let's say a character has 10 HP when healthy.  After taking some damage, the character finds himself without only 5 HP.  When calculating slam damage, do I use the 10 or the 5?


2) As written, Campaigns seems to imply that the same amount of damage is inflicted upon both participants in a slam.  Is that accurate?  I assume that bonus damage from certain techniques and sumo skill are only applied to one person.

Example, let's say Character A hits character B with a slam.  Character A's (HP x Velocity) determines the damage rolled against both A & B?

If A has a skill which grants him bonus damage when calculating a slam, it seems to me that the bonus damage should only be inflicted upon B; with the reason being that would give A an edge and the benefit of having that skill.
Tortuga
player, 175 posts
Thu 31 Jan 2013
at 05:27
  • msg #637

Re: cleaning some of the rust off

1: No. The formula stays the same.

2: Both parties in the collision take damage, and the bonuses from skill apply only to the person using the skill.

Now, slams generally aren't terribly useful RAW unless you have enhanced move or a lot more HP than your opponent. You do as much damage with a punch.
Johnny Angel
player, 46 posts
Thu 31 Jan 2013
at 06:23
  • msg #638

Re: cleaning some of the rust off

Tortuga:
1: No. The formula stays the same.


Thanks.  I thought so.

Tortuga:
2: Both parties in the collision take damage, and the bonuses from skill apply only to the person using the skill.

Now, slams generally aren't terribly useful RAW unless you have enhanced move or a lot more HP than your opponent. You do as much damage with a punch.


That makes sense.

When figuring out slam damage, should I do the formula twice?  ...using the HP of each participant or just once?   Say A and B have different HP values.  Do I figure out the damage one time using A's move and HP and then apply that to both OR do I figur


Nevermind, I answered my own question by looking at the collision rules later in the book.  At first, I was confused because the wording of the slam section can be taken more than one way.  The way collisions are explained later (especially the example on 432) helps a lot.

To double check, this is my understanding:

-Bob has 10 HP and a move of 5.  Bob attempts to slam into an Ogre which has 20 HP.
-When Bob slams into the Ogre, Bob inflicts (10x5)/100 slam damage onto the Ogre which is .5, so 1d-2.
-The Ogre inflicts (20x5)/100 slam damage onto Bob which is 1, so 1d.
-As luck would have it, both Bob and the Ogre roll a three on their rolls; Bob deals 1 damage to the Ogre, and the Ogre deals 3 damage to Bob.
-Since the Ogre rolled more than twice what Bob rolled, Bob falls down.


Feeling that he'd rather live to fight another day, Bob later attempts to run away from the Ogre at full speed.  The Ogre decides to give Bob a taste of his own medicine and seeks to slam into Bob from behind.

-Bob's max HP is 10 HP and he has a move of 5; he is moving away from the Ogre.
-The Ogre's max HP is 20, and this is an exceptionally swift Ogre which has a move of 6.
-Velocity is 6 minus 5, so 1.
-The Ogre inflicts (20x1)/100 slam damage on Bob which is .2, so 1d-3.
-Bob inflicts (10x1)/100 slam damage on the Ogre which is .1, so also 1d-3, but Bob cannot inflict more damage than the Ogre in this case.
-Both roll threes again and both inflict 0 on each other; neither falls down.


Later in the same battle, Bob realizes he cannot outrun the Ogre and attempts a kamikaze charge.  Both the Ogre and Bob move full speed toward each other with intend to collide.

-Bob's max Hp is 10, and he has a move of 5; he is moving toward the Ogre.
-The Ogre's max HP is 20, and this is an exceptionally swift Ogre which has a move of 6.  He is moving toward Bob.
-Velocity is 6 plus 5, so 11.
-Bob inflicts (10x11)/100 slam damage on the Ogre which is 1.1, so 2d-3. (1 die for the full 1, and then another 1d-3 for the left over fraction.)
-The Ogre inflicts (20x11)/100 slam damage on Bob which is 2.2, so 3d-3. (2 dice for the full 2, and then another 1d-3 for the left over fraction.)
-Strangely, both Bob and The Ogre roll all threes again.  This means Bob deals 3 damage to the Ogre, and the Ogre deals 6 damage to Bob.
-The Ogre rolled twice Bob's damage, so Bob falls down.  Bob also took over half of his HP in damage, so he needs to make a HT roll for a major wound.
Tortuga
player, 176 posts
Thu 31 Jan 2013
at 11:40
  • msg #639

Re: cleaning some of the rust off

The Ogre cannot move on Bob's turn, so I'm assuming you mean that Bob, somehow 11 yards away from the Ogre at this point, makes his full move towards him, and then the Ogre slams Bob with a full Move + Attack?
Johnny Angel
player, 47 posts
Thu 31 Jan 2013
at 17:36
  • msg #640

Re: cleaning some of the rust off

Tortuga:
The Ogre cannot move on Bob's turn, so I'm assuming you mean that Bob, somehow 11 yards away from the Ogre at this point, makes his full move towards him, and then the Ogre slams Bob with a full Move + Attack?


Yeah...

In the last one, they were both moving toward each other before the slam.

I worded it somewhat poorly, but what I had in mind was that the Ogre was moving toward Bob.  Then Bob decided to charge toward the Ogre and slam into him.
otghand
player, 4 posts
Sun 17 Mar 2013
at 02:23
  • msg #641

Pharmacy (Herbal)

What is the general consensus on what a PC can do in game with Pharmacy (Herbal)?  I gather from the rules and from GCA that in a game world with Magic a PC with Herb Lore can make the equivalent of any Alchemical Elixer out of Herbs.  I am less clear what in game terms a PC can do with Pharmacy.  I see that in Low Tech p150 some examples of herbal preparations are given, but I am uncertain how a PC would work with this in game.  Thoughts?
Tortuga
player, 182 posts
Sun 17 Mar 2013
at 02:51
  • msg #642

Re: Pharmacy (Herbal)

Low Tech also provides several means of preparing the herbs.
This message was last edited by the player at 02:53, Sun 17 Mar 2013.
Aethulred
player, 1 post
Sun 17 Mar 2013
at 02:59
  • msg #643

Re: Pharmacy (Herbal)

With reasonable preparation time, he/she should be able to make salves, ointments, Elixirs and the like to deal with most common problems , ie headache, cleaning wounds, intestinal ills, slowing or stopping infections. All of these would require a skill roll to find the correct plants/fungi/minerals and another to make the medicine... and all of these should have a definite shelf life of days/weeks or perhaps months before they lose their efficacy and don't work as well or at all. GMs call. Preparation should take hours as a minimum and might well take a day or more. There is a reason most of these folks work in shops.
I'd also allow a roll for filed knowledge... ie chew Willow bark to alleviate a headache.
You may well want the PC to keep a 'pharmacy' record of each thing they make ... you can roll, or use their rolls to say how long it's good and how well it worked.
otghand
player, 5 posts
Sun 17 Mar 2013
at 14:52
  • msg #644

Re: Pharmacy (Herbal)

In reply to Aethulred (msg # 643):

With Magical Herb Lore the herbalist has a game-distinct list of herbal elixers that they can know, either at start, or by being taught in game, or via re-invention, plus they can invent new elixers outside the current rule set.  For the Herbal Pharmacist there does not appear to be such a list, unless I am misunderstanding LT and the list of examples should be viewed as Techniques?  Or is it that a PC with Pharmacist (Herbal) can automatically make anything they can find the ingredients for, either via purchase, making a gardening roll, or naturalist?
Tortuga
player, 183 posts
Sun 17 Mar 2013
at 14:55
  • msg #645

Re: Pharmacy (Herbal)

LT provides the rules for this.

quote:
At TL0, herbs are mostly used singly, as simples.At any TL, though, it’s possible to combine different herbs, using one to neutralize another’s toxicity, or mixing plants that jointly produce the desired medicinal effect but that contain different toxins, so that the patient gets only a low dose of any one toxin. Treat such herbal preparations as Hard techniques based on the Pharmacy skill, with an upper limit of Pharmacy+4


and

quote:
To gather fresh herbs, roll against Naturalist (p. B211) to find and identify the plant species. In Neolithic and higher-TL societies, an alternative is growing them; this calls for a roll vs. Gardening (p. B197). In societies with marketplaces, it may be possible to buy herbs; treat this like a search for a Pharmacist hireling (pp. B517-518), but at +1 to search rolls. Fresh herbs are only available during their growing season. Dried herbs may be available year-round, but they’re usually less potent: -1 to Pharmacy skill.


So Pharmacy (Herbal) teaches you the properties of all herbs you're familiar with and how to make use of them as simples. To make combinations you can take techniques, but they default to Pharmacy.
This message was last edited by the player at 14:58, Sun 17 Mar 2013.
Mad Mick
GM, 72 posts
Sun 17 Mar 2013
at 15:01
  • msg #646

Re: Pharmacy (Herbal)

My understanding of herbal medicine is that you simply make a Pharmacy roll if you have the correct herb.  To combine herbs to make a new medicine, that would require a roll versus a Hard technique to properly combine the herbs, but otherwise, it's a straight Pharmacy roll.
otghand
player, 6 posts
Sun 17 Mar 2013
at 15:10
  • msg #647

Re: Pharmacy (Herbal)

So does a PC have to specify at creation all the herbs they are familiar with or by definition is a PC familiar with some herb (unspecified) that will do whatever the PC needs it to do if they can make their roll?  Does a PC need to ask the GM to define in advance the herbal properties of all local flora?
Tortuga
player, 184 posts
Sun 17 Mar 2013
at 15:47
  • msg #648

Re: Pharmacy (Herbal)

Well, that's probably up to the GM.

In practice what I do is assume that the herbalist is familiar with all herbs known to her culture; plop a viking herbalist in medieval japan and he won't know what the properties of the local herbs are until someone teaches him or he has time to observe their effects.

But imagine the actions of the herbalist-player. Does he say, "I want to make a concoction out of Meadowsweet: what does it do?"

or does he say, "I need to make an analgesic. What herbs do I need?"

So you'd decide what you wanted to do, would make a Pharmacy roll to know how to do it, make a Naturalist or Gardener roll to obtain it, and make a Pharmacy roll to prepare it (if needed).
Mad Mick
GM, 73 posts
Sun 17 Mar 2013
at 15:47
  • msg #649

Re: Pharmacy (Herbal)

No, in the same way that chemists have a general knowledge of chemistry and mycologists have a general knowledge of mushrooms, I'd say pharmacists would study common, well-known herbs.  In fact, Chinese herbal medicine has a list of herbs used for all kinds of ailments, and I'd think an herb doctor would have sinilar knowledge, as would a contemprary pharmacist.  You can assess a penalty based on more uncommonly known herbs.

Here's one page that might be helpful:  http://www.squidoo.com/a-list-of-herbs-that-heal

And Chinese Herbology:  http://en.wikipedia.org/wiki/Chinese_herbology
Tortuga
player, 185 posts
Sun 17 Mar 2013
at 15:48
  • msg #650

Re: Pharmacy (Herbal)

There's also a list in the back of Low-Tech Companion 1.
otghand
player, 7 posts
Sun 17 Mar 2013
at 16:01
  • msg #651

Re: Pharmacy (Herbal)

I think part of the problem is that a player can not safely make any assumptions about the world the PC inhabits without asking the GM first.  The PC might want to prepare an herbal concoction of property X, but there is no guarantee absent asking the GM that ANY herb or combination of herbs will have that effect.  It seems that either:

A:  The GM must define in advance what is possible to accomplish with Pharmacy (Herbal) by game local (allowing for importation if the setting permits) and make that knowledge accessible in game to a PC with the skill.

-OR-

B:  Any non-magical medicinal / physiologically effective effect the PC attempts is possible if the PC can make the required rolls.

With the magical Herb Lore skill this problem is absent via the rule mechanism that lists known elixers and the PC paying points for Techniques.

It might be interesting to try having the Pharmacy (Herbal) skill impart the knowledge of what herbs are good for what ailment, with the ability to compound governed by Techniques, with each point granting a compounding ability at Pharmacy Skill.
Ceredyn
player, 8 posts
Fri 22 Mar 2013
at 11:18
  • msg #652

Re: Pharmacy (Herbal)

Joe steps and makes a Rapid Strike, Flurry of Blows attack on Fred. He swing twice with his baseball bat for -3 to hit for TWO hits.

Does this cost 1 Fatigue or 2 Fatigue?
MazVN
player, 43 posts
Fri 22 Mar 2013
at 11:28
  • msg #653

Re: Pharmacy (Herbal)

In reply to Ceredyn (msg # 652):

2, one per attack.
He could spend 1, and make one attack at -3 and another at -6.

The attacks are treated as separate and you can apply attack options to them individually. For instance, you could apply deceptive or telegraphic to only one of them.

So there ar many different ways a Rapid Strike can look:
1 FP: -3/-6
2 FP: -3/-3
1 FP (and deceptive): -6/-5 (but -1 to defend against second atk).
1 FP (and telegraphic): -3/-2 (but +2 to defend against second atk).

And so on. They can also target different hit locations, or even, using the same weapon, attack in different ways (a thrust an a swing with a sword).
This message was last edited by the player at 11:34, Fri 22 Mar 2013.
Ceredyn
player, 9 posts
Fri 22 Mar 2013
at 11:31
  • msg #654

Re: Pharmacy (Herbal)

gotcha, thanks much.
otghand
player, 10 posts
Sat 23 Mar 2013
at 03:20
  • msg #655

Re: Pharmacy (Herbal)

Is GURPS DF sort of GURPS Lite but not as lite as actual GURPS Lite, i.e. is it a subset of standard GURPS BASIC+Magic, or does it have distinct rules not present in GURPS BASIC+Magic?
Tortuga
player, 190 posts
Sat 23 Mar 2013
at 03:37
  • msg #656

Re: Pharmacy (Herbal)

It's a toolkit of optional rules and tweaks to make running a particular sort of campaign go more smoothly. GURPS Action and Monster Hunters are the same thing for different genres. There's a little that you might want to use in a different sort of game, but most of it is pretty specialized to hack n' slash dungeon crawls.
This message was last edited by the player at 03:39, Sat 23 Mar 2013.
Gurpser
player, 30 posts
Mon 25 Mar 2013
at 03:01
  • msg #657

Re: Pharmacy (Herbal)

Quick help for a player of mine from the hive mind, what's the fastest you can load a six-shooter with a loadgate and which skills would you need to get there.
Tortuga
player, 191 posts
Mon 25 Mar 2013
at 03:10
  • msg #658

Re: Pharmacy (Herbal)

Weapons with loading gates take 1 Ready maneuver to retrieve each cartridge and one to insert it. A successful Fast-Draw (Ammo) roll reduces this time by 1 second per three cartridges.

So a six-shooter with a loading gate normally takes 12 seconds. Fast-Draw (Ammo) reduces this to 10.
This message was last edited by the player at 03:11, Mon 25 Mar 2013.
otghand
player, 12 posts
Mon 25 Mar 2013
at 03:11
  • msg #659

Re: Pharmacy (Herbal)

In reply to Tortuga (msg # 658):

Double load should cut down the time as well, no?
cltchrn
player, 5 posts
Mon 25 Mar 2013
at 03:17
  • msg #660

Re: Pharmacy (Herbal)

The Quick-Reload perk is also helpful.
Tortuga
player, 192 posts
Mon 25 Mar 2013
at 03:28
  • msg #661

Re: Pharmacy (Herbal)

I'm sorry, I was looking at the info for gate-loading rifles.

Okay a gate-loading revolver takes one second to open the gate, two seconds to remove each round, one to insert each round, and one to close the gate. Fast-Draw (Ammo) reduces this by a second per cart.

So it takes 2 rounds to open and close the gate. It takes 12 seconds to remove the carts, and 6 to insert them. 20 rounds.

With fast draw it takes 2 rounds to open/close. It takes 12 seconds to remove the carts, 6 to insert. Then drop 6 seconds from the whole process. 14 rounds.

With Double Loading it takes 2 rounds to open/close, 6 seconds to remove the carts, then 3 to insert them. Then drop 6 seconds from the process. 5 rounds.

edit: I remember reading something (might have been on the SJGames forums) about Quick Reload not working for revolvers without a speadloader.
This message was last edited by the player at 03:31, Mon 25 Mar 2013.
Gurpser
player, 31 posts
Mon 25 Mar 2013
at 03:44
  • msg #662

Re: Pharmacy (Herbal)

otghand:
In reply to Tortuga (msg # 658):

Double load should cut down the time as well, no?

Can't double load with a load gate, only on chamber is exposed at a time, but a drop cylinder would benefit. ( my terms might be slightly off)
art42
player, 2 posts
Mon 25 Mar 2013
at 03:51
  • msg #663

Re: Pharmacy (Herbal)

I pretty sure that it only takes one ready maneuver to eject each round. It should take 2 ready maneuvers to open/close. 6 to eject the cartridges. 6 to draw the cartridges, and 6 to insert. Total of 20 ready maneuvers. Fast draw should reduce this by 1 second per round for a total of 14 ready maneuvers to reload completely.
Tortuga
player, 193 posts
Mon 25 Mar 2013
at 04:51
  • msg #664

Re: Pharmacy (Herbal)

Nope, High-Tech is pretty clear. Gate Loading Revolvers take 2 rounds per cartridge to remove. I made the same mistake.

Gate-loading revolver.It takes one Ready maneuver to open the loading gate, one
to push each empty case through the gate using an ejector rod (weapons without an
ejector rod require at least two seconds per case), one to retrieve each new
cartridge, one to insert each round, and one to close the gate. A successful
Fast-Draw (Ammo) roll reduces this time by a second per cartridge.

Guns with ejector rods note it in their description.
art42
player, 3 posts
Mon 25 Mar 2013
at 05:03
  • msg #665

Re: Pharmacy (Herbal)

But for the single action army it says that a variant of the gun lacks an ejector rod.
quote:
The Sheriff’s or Storekeeper’s model had a 3” barrel: Dmg 2d pi+, Acc 1, Wt. 2.5. The latter lacked an ejector rod, increasing reloading time considerably (to five seconds per round).
This implies that the base version has one. If it was lacking an ejector rod the time in the example would not make sense because drawing and inserting a round takes two ready maneuvers not one.
Tortuga
player, 194 posts
Mon 25 Mar 2013
at 05:04
  • msg #666

Re: Pharmacy (Herbal)

That's what I meant. It notes it if they lack the rod.
art42
player, 4 posts
Mon 25 Mar 2013
at 05:08
  • msg #667

Re: Pharmacy (Herbal)

No it notes that the the Sheriff’s or Storekeeper’s model lacks a rod. It says
quote:
the Colt M1873 Cavalry version in the table had a 7.5” barrel, but there were many other lengths. The next most common was the 4.75” Civilian model: Dmg 2d+1 pi+, Wt. 2.6. The Sheriff’s or Storekeeper’s model had a 3” barrel: Dmg 2d pi+, Acc 1, Wt. 2.5. The latter lacked an ejector rod, increasing reloading time considerably (to five seconds per round).
if all variants lacked an ejector rod why would it specifically state "The latter lacked an ejector rod". Instead of something explicitly saying they all lack an ejector rod.
Tortuga
player, 195 posts
Mon 25 Mar 2013
at 05:28
  • msg #668

Re: Pharmacy (Herbal)

That's what I meant. Typo. It notes if they lack the rod.
art42
player, 5 posts
Mon 25 Mar 2013
at 05:35
  • msg #669

Re: Pharmacy (Herbal)

But the main variant doesn't. So for that it would be  be 2 ready maneuvers to open/close. 6 to eject the cartridges. 6 to draw the cartridges and 6 to insert. Total of 20 ready maneuvers.
krusher
player, 3 posts
Mon 25 Mar 2013
at 08:47
  • msg #670

Re: Pharmacy (Herbal)

At the beginning of the Revolver section:

Side-gate revolvers have a small loading gate on the side.
The shooter must use the integral loading rod – mounted
under the barrel – to push each empty case out through the
gate. He can then insert fresh cartridges one by one.


And pg 87 Reloading Your Gun
Gate-loading revolver. It takes one Ready maneuver to
open the loading gate, one to push each empty case
through the gate using an ejector rod (weapons without an
ejector rod require at least two seconds per case), one to
retrieve each new cartridge, one to insert each round, and
one to close the gate. A successful Fast-Draw (Ammo) roll
reduces this time by a second per cartridge.


Seems the description for the Colt is correct. The time jumps to 5 seconds per round to remove it using the Sheriff's or Storekeepers version.

Actually to reload the entire regular weapon would be this:
One Ready to open Gate
One Action per empty case to remove (6 seconds total)
One Ready per new case (6 seconds total)
One Action to load each shell (6 seconds total)
One Action to close gate

20 seconds total or with Fast-draw(ammo), 14 seconds.

Using the Sheriff or Storekeeper's changes the Remove time from 6 seconds total to 30 seconds total, adding 24 seconds to the times above.
This message was last edited by the player at 08:48, Mon 25 Mar 2013.
MazVN
player, 47 posts
Mon 25 Mar 2013
at 09:19
  • msg #671

Re: Pharmacy (Herbal)

In reply to krusher (msg # 670):

And that is why you carry two :)

That's some serious loading time.
art42
player, 6 posts
Mon 25 Mar 2013
at 13:42
  • msg #672

Re: Pharmacy (Herbal)

In reply to MazVN (msg # 671):

quote:
And that is why you carry two :)
Yes, Yes it is.
otghand
player, 15 posts
Tue 26 Mar 2013
at 23:49
  • msg #673

TL5 Revolver malfunction

The general, but optional, rule for TL5 gun malfunction [B407] is that they malfunction on 16+

Several of the revolvers in HT have the note

quote:
[1] Very Unreliable. Malfunctions on 14+ (see p. B407).


Some have the note

quote:
[3] Unreliable. Malfunctions on 16+ (see p. B407).


Others have no note at all.  Does this mean that they don't ever malfunction?  That they malfunction only on 17+?
otghand
player, 16 posts
Wed 27 Mar 2013
at 17:50
  • msg #674

Re: TL5 Revolver malfunction

Looking at it further, this applies to most of the gun tables in HT.  Is there somewhere where HT changed the default TL5+ malfunction to 17+ and I just can not find it?
Mad Mick
GM, 76 posts
Thu 28 Mar 2013
at 04:52
  • msg #675

Re: TL5 Revolver malfunction

I have a player who has an Electric Body alternate form and wants to be able to possess electrical devices.  I'm thinking Possession with Specialization (Electrical devices only), but what would the Specialization modifier be?
Tortuga
player, 203 posts
Thu 28 Mar 2013
at 04:54
  • msg #676

Re: TL5 Revolver malfunction

I'd just go with the same mod for 'machine only'.
otghand
player, 17 posts
Tue 2 Apr 2013
at 16:48
  • msg #677

Trap Finder's Kit

Can someone with Dungeon Fantasy 4, which I do not own, please post the description of the Trap Finder's Kit on page 12?  I have the stats as presented by GCA but was curious what was in the kit.
Tortuga
player, 206 posts
Tue 2 Apr 2013
at 16:56
  • msg #678

Re: Trap Finder's Kit

quote:
Trap-Finder’s Kit. Gives a Traps bonus when actively searching for, disarming, or removing traps. Good kit (well-made probes): +1 to skill; $250, 2 lbs. Fine kit (mirror-on-a-stick, spring-loaded pincers, etc.): +2 to skill; $1,250, 10 lbs


That's all it says, so its various probes.
otghand
player, 18 posts
Tue 2 Apr 2013
at 17:38
  • msg #679

Re: Trap Finder's Kit

Thank you.  Is there a regular kit?  What price?  GCA has only a Good kit and a Fine kit.  For Lockpicks, which are in DF1, there is regular, good, and fine.
Tortuga
player, 207 posts
Tue 2 Apr 2013
at 17:51
  • msg #680

Re: Trap Finder's Kit

Nope. That's it.
hakootoko
player, 1 post
Sun 14 Apr 2013
at 16:43
  • msg #681

Re: Trap Finder's Kit

I wish there was a way to search here, to see if these questions have been asked already...

1) Does basic clothing weigh anything when worn?

2) Does clothing, armor, etc. for a Size -1 character weigh half that of a Size 0 character?

3) Can Techniques be used to improve defaults from one skill to another? I have Performance 15, and Acting defaults to Performance-2. Can I buy off that -2 with a Technique (no higher than -0, or course)? There are so many skills in GURPS that I'm always trying to stop myself from buying a ton of skills that seem virtually the same, and using Techniques like this could help.
Tortuga
player, 216 posts
Sun 14 Apr 2013
at 16:49
  • msg #682

Re: Trap Finder's Kit

1. 2 lbs. This is why people take off their clothes when weighing themselves. You can test this by putting on 10 sets of clothing and seeing if you notice the weight.

2. Because of the cube root law it's actually 64% -- This applies to both weapons and armor. Stats are mostly unaffected, but reach gets multiplied by .9, and damage bonus by .8. This is rounded up.

3. No. Techniques only improve a single application of a given skill, anyway. For example, "Monologue" might be a valid Performance technique, but even if you could learn other skills as techniques "Acting" is too broad.
Gurpser
player, 35 posts
Sun 14 Apr 2013
at 16:59
  • msg #683

Re: Trap Finder's Kit

  1. What Tortuga said.
  2. Yes, if your GM is using the Tiny Tools optional rule.
  3. Not with a Technique but you can improve skills from defaults if the default level is high enough you only pay the difference to raise it (see Basic 173)

hakootoko
player, 2 posts
Sun 14 Apr 2013
at 17:29
  • msg #684

Re: Trap Finder's Kit

Tortuga:
2. Because of the cube root law it's actually 64% -- This applies to both weapons and armor. Stats are mostly unaffected, but reach gets multiplied by .9, and damage bonus by .8. This is rounded up.


How do you get 64%?

p19's Size Modifier Table implies that a Size -1 character is 3/4 the height of a Size 0 character. Weight varies as height cubed, and 3/4 ** 3 ~ 0.42
hakootoko
player, 3 posts
Sun 14 Apr 2013
at 17:33
  • msg #685

Re: Trap Finder's Kit

Gurpser:
[*] Not with a Technique but you can improve skills from defaults if the default level is high enough you only pay the difference to raise it (see Basic 173)


Thanks. That's what I was looking for. So in the long run, it'll cost me 8 points to buy off that -2 penalty.
Tortuga
player, 217 posts
Sun 14 Apr 2013
at 17:35
  • msg #686

Re: Trap Finder's Kit

From the chart on p 21 of Low Tech Companion 3.

quote:
•SM determines height via the Size Modifier Table(p. B19).
•Typical User Strength is 5 x (height in yards), rounded up.
•Damage (+1 or more) factor is Typical User Strength/10.
•Weight factor is the square of (Typical User Strength/10).
•Reach factor is the cube root of the Weight factor.


So that's their math.
hakootoko
player, 4 posts
Mon 29 Apr 2013
at 23:32
  • msg #687

Vague Grenade Tossing


Let's say I want to throw a grenade, and I don't care if I actually hit someone with it, because it's an explosion.

1) Is it just as easy to target a hex as the character in the hex, or is it easier to target the hex?

2) If there's a mob of zombies and I just want the grenade to land somewhere in the mob and don't care which zombies are damaged, is there a bonus to hit? If there is a 7-hex mob of zombies, could the mob be considered a Size+2 or Size+3 target? And where could I find a table for size vs number of hexes?

Thanks.
Tortuga
player, 233 posts
Mon 29 Apr 2013
at 23:37
  • msg #688

Re: Vague Grenade Tossing

It's DX to throw a grenade into a general area, or DX-3 if you want to hit someone.
art42
player, 11 posts
Mon 6 May 2013
at 04:15
  • msg #689

Martial Arts style for morning star

Anyone know of a style from martial arts or one of its supplements that would be appropriate for fighting with a morning star and shield?
Tortuga
player, 239 posts
Mon 6 May 2013
at 04:20
  • msg #690

Re: Martial Arts style for morning star

Kobujutsu includes Flail and Shield (Buckler) as skills. That's it.
art42
player, 12 posts
Mon 6 May 2013
at 04:27
  • msg #691

Re: Martial Arts style for morning star

That's what what I thought. I was hoping someone else might remember something I had missed. I'm looking for something more European.
Mad Mick
GM, 86 posts
Mon 6 May 2013
at 09:15
  • msg #692

Re: Martial Arts style for morning star

You could always design one.  I think RedSabaron used one in one of his games.

Ah, here it is.  This was in his Midsummer Knights Dream game:

GM Sabaron:
The game is also lacking a flail style.  This is suitable for both one and two handed flails.  I've written the style for use in any GURPS campaign, and as such it includes Weapon Master, which is not used in this game.

Manthreshing

Traditionally, the flail was an agricultural implement used for threshing grain.  The war flail is meant for threshing people, hence the name.  As flails are readily available to farmers, this weapon is seen in every peasant revolt, but it is also popular with soldiers and knights.

Skills: Flail, Two-handed Flail.
Techniques:  Arm Lock (Two-handed Flail); Back Strike (Flail or Two-handed Flail); Choke Hold (Flail or Two-handed Flail); Return Strike (Flail or Two-handed Flail); Targeted Attack (Flail or Two-handed Flail Swing/Skull); Targeted Attack (Flail or Two-handed Flail Swing/Face).
Perks: Reach Mastery (Two-handed flail)

Optional Traits
Advantages: Weapon Master (Flail; Two-handed Flail)
Disadvantages: Overconfidence
Skills: Brawling; Wrestling
Perks: Weapon Bond

Varsovian
player, 1 post
Wed 8 May 2013
at 11:09
  • msg #693

Re: Martial Arts style for morning star

Oh, oh. We're discussing Martial Arts!

I'm currently reading through this (excellent) book. I'm trying to decide what constitutes "cinematic" martial arts. For example, let's take this sabre fight I found on Youtube:

http://www.youtube.com/watch?v=rBTtq2Gzm6w

Realistic or cinematic?

Also, is this scene (from "Crouching Tiger, Hidden Dragon") cinematic?

http://www.youtube.com/watch?v=1I4Moi3-g14

I realize it starts with Zhang Ziyi making a Flying Leap and all, but the fighting itself? Is this "chambara fighting", or not really?

Finally, this:

http://www.youtube.com/watch?v=usdcpWXPaDY

Again, cinematic or realistic? What do you think?
Mad Mick
GM, 87 posts
Wed 8 May 2013
at 15:51
  • msg #694

Re: Martial Arts style for morning star

I'm not an expert on weapons and combat, so some of the others will be able to give you better information, but by definition, most movie sword fights cinematic.  =)

In general, if you have a really long sword fight, it's cinematic, not realistic.  Real sword fights are over quickly, often in a matter of seconds.

That said, the saber fight looks pretty realistic to me.

Here's a good blog post that breaks down the differences:

http://globalwahrman.blogspot....fight-in-cinema.html

A sample of a realistic sword fight from the blog:  http://www.youtube.com/watch?v...&feature=related

So apparently this qualifies as realistic:

https://www.youtube.com/watch?v=DIzAaY2Jm-s#t=6m19s

This guy has some opinions on sword fights:  http://www.thearma.org/essays/Swordfighting-Not.html

And the sword fight from Rob Roy is held up as being pretty realistic:  http://www.youtube.com/watch?v=BEtPluUi0_U
Varsovian
player, 2 posts
Wed 8 May 2013
at 17:57
  • msg #695

Re: Martial Arts style for morning star

Interesting links, thank you :)

Overall, when I was asking about realistic vs cinematic, I was thinking in GURPS terms. Meaning, which rules would be needed to simulate each fight?
MazVN
player, 60 posts
Wed 8 May 2013
at 21:14
  • msg #696

Re: Martial Arts style for morning star


You could have said the duel didn't start until 2 mins in.
Anyway. I think this could be fought using the normal rules. There are lots and lots of attacks and parries. Thie is how GURPS duels often look if none of the attackers takes risk or if none of them have high skill.

The "nobleman" has very little skill or running on pure defaults and making telegraphic attacks often combined with All-Out. It is clear that the small dude has significant more actual saber-skill. It is however also clear that he isn't trying to end the fight. Even without understanding a single word being said, purely from combat style and body-language I'd say his goal is to humiliate the "nobleman", by showing his own superior swordmanship. In fact the final blow almost seems to be more of a muscle-memory reflex than a deliberate attack.

Give the small guy Saber:12.
The "nobleman" 9 or even less and let him make Telegraphic and sometimes All-out determined.


Varsovian:
Also, is this scene (from "Crouching Tiger, Hidden Dragon") cinematic?

http://www.youtube.com/watch?v=1I4Moi3-g14

I realize it starts with Zhang Ziyi making a Flying Leap and all, but the fighting itself? Is this "chambara fighting", or not really?

Once again, its' a situation where the two fighters aren't actively trying to kill each other but trying to "show superiority". This is actually something GURPS doesn't handle all that well as GURPS is more effect-oriented (Which is fine as that's what players usually want as well).

Anyway. Its definitely cinematic, if nothing else then for all the unnecessary fancy moves like backwards spinning parries and stuff like that.
A few other examples that need cinematic special rules to achieve:
1:21 (Judo throw fro man armed weapon grab). 1:31 (Flying Attack, using tic-tacs).
Also the pure force the attacks are showed to be at despite being so fast and done be relative slight people is highly unrealistic (1:55 knockback, 2:02 destroys table, 2:08 chopping wooden staff to pieces with single quick blows, 2:44 throwing two sharp handle underhand 10y into solid wooden wall... and so on).

All in all, I think it's a beautiful dance with weapons, but not looking much like a fight-scene you would see in GURPS, no matter what cinematic option you apply.

But if you wanted to model something like it, they should both have weapon master and mostly have a really, really high Acrobatis and then make a lot of Acrobatic feints and acrobatic parries. They donøt actualyl need that high skill but best to give it to them anyway to make those rapid strikes and deceptive attacks. Yu Shu Lien should also have stuff like Power blow and Striking ST++. While you'd also have to stat up green Destiny as a magical weapon that damages other weapons on parries. Possible several of the other weapons are magical as well (at least the short bronze staff for its' ability to resit breaking for so long).
The way she wins Btw. I'd say is a good example of a Ruse (IQ-based feint).


Varsovian:
Finally, this:

http://www.youtube.com/watch?v=usdcpWXPaDY

Again, cinematic or realistic? What do you think?

It could be done using realistic GURPS rules. The first blows are simple use of Deceptive attack. Then there is a Wait-turned into a creative Stop hit with an acrobatic move thrown in for flair.
After all, it's not so much a "fight" as someone with a pretty decent skill level, making all-out-attacks on a "punching kicking bag" with really low (if any) skills who aren't even really trying to defend himself.

The only thing is the kick at 1:42 that might seem a bit cinematic, but his opponent is so slow and stupid that it could be done using realistic rules.

This message was last edited by the player at 21:20, Wed 08 May 2013.
Tortuga
player, 241 posts
Wed 8 May 2013
at 21:31
  • msg #697

Re: Martial Arts style for morning star

I would definitely say that "showing superiority" is possible if run as a social challenge, perhaps using Combat Art instead of Combat.
MazVN
player, 61 posts
Wed 8 May 2013
at 22:33
  • msg #698

Re: Martial Arts style for morning star

In reply to Tortuga (msg # 697):

Oh yes diffidently. I would probably just let it be a straight up opposed roll. The more one part win by, the faster and more convincing they show their superiority. But I think most players would probably feel a bit cheated then.
hakootoko
player, 6 posts
Wed 8 May 2013
at 22:49
  • msg #699

Re: Martial Arts style for morning star

I thought The Duelists http://www.imdb.com/title/tt0075968/?ref_=sr_1 was a realistic movie, and it has a couple of exceedingly long sword fights. In one of them, the two protagonists collapse from exhaustion and the duel has to be called off.
Mad Mick
GM, 88 posts
Wed 8 May 2013
at 23:47
  • msg #700

Re: Martial Arts style for morning star

MazVN, nicely done!  =)
steelsmiter
player, 93 posts
Wed 8 May 2013
at 23:55
  • msg #701

Re: Martial Arts style for morning star

In reply to Mad Mick (msg # 700):

Love your avatar mick!
Varsovian
player, 3 posts
Thu 9 May 2013
at 16:20
  • msg #702

Re: Martial Arts style for morning star

MazVN, thank you for your detailed analysis. It's absolutely fantastic how much you're able to get from these clips...

I'd say that your analysis is spot-on. In the first clip, the "small guy" (actually Michał Wołodyjowski, a fictional character important in Polish culture) is definitely supposed to be the better fighter. I'd actually give him a much higher Sabre score, as he's supposed to be an expert swordsman. And yes, he's definitely toying with the other guy, Kmicic - after all, Kmicic's last words in this fight are "End it, sir... Spare the shame!".

Both of these guys are noblemen, BTW.

When it comes to the second clip - again, you're right: Shu Lien is supposed to be a much better (or, at least, experienced) fighter. IIRC, Jen was supposed to be this upstart warrior with lot of raw talent and the advantage of using the Green Destiny.

BTW. If I may ask another small question somewhat related to the Martial Arts: can anyone explain to me the difference between a shortsword, a longsword and a broadsword? Which of them is the (stereo)typical knightly / fantasy sword?
Aethulred
player, 6 posts
Thu 9 May 2013
at 17:13
  • msg #703

Re: Martial Arts style for morning star

OK, Understand that the definitions are mine, as there is a lot of variation in definitions and the lines between types are muddy as well.
A shortsword has a blade that is wider and heavier than a knife and from 14" to around 26" in length... It is a one handed weapon emphasizing thrust as much or more than swing/cut.
A Broadsword is a vague term, but here we'll call it a one handed weapon with a blade from 26" to around 33" in length. It can be oriented toward cut or thrust, depending on design.
There is a Hand and a half sword in here between Long Sword and Broadsword that has a slightly longer blade and a longer handle that allows two hands to be used on a 'special' basis for extra powerful cuts. It leans toward cutting more than thrusting normally.
The Longsword is a two handed weapon with about 10-12 inches of handle, so that two hands are the common use, although it can be used with one hand if need be... it is heavier by 1/2 a pound up to about a pound and often has a slightly longer blade. Somewhat surprisingly, it often is designed to thrust equally well or better than it cuts. This is because it came later, when armor was getting better and the swing was becoming ineffective against a well armored opponent.
The bigger, longer heavier swords are Two Handed Swords and can weigh up to 10 pounds, they are always two handed weapons and emphasize the swing over the thrust. They are often designed to have one hand on the forward blade so they can be thrust with in close confines, somewhat like a spear or Staff, although normally shorter at around 5 feet long.
Mad Mick
GM, 89 posts
Fri 10 May 2013
at 00:05
  • msg #704

Re: Martial Arts style for morning star

I was just reading Musashi Miyamoto's The Legend of the Five Rings yesterday, and he focused on using a combination of a shorter sword and a longer sword (and sometimes even two long swords). In translation, he says that at one time, experts called this pair the long sword and the sword, and he referred to th terminology changing to now be called the sword and the companion sword.  He's referring to using both a katana (60-73 cm) and a wakzashi (30 to 60 cm), a longsword and a shortsword.
Tortuga
player, 242 posts
Fri 10 May 2013
at 00:06
  • msg #705

Re: Martial Arts style for morning star

And then he went around beating people up with an oar.
steelsmiter
player, 94 posts
Fri 10 May 2013
at 01:40
  • msg #706

Re: Martial Arts style for morning star

In reply to Tortuga (msg # 705):

Lol
Linkdead
player, 15 posts
Tue 14 May 2013
at 13:41
  • msg #707

Re: Martial Arts style for morning star

Say that a character takes the Aim maneuver to its full extent but does not fire because of penalties (distance and others), so he decides to walk closer to the target to reduce the distance penalty.  Can he walk his full Move and keep his full aim?  Or is he limited to Step maneuvers to keep aim?

Follow up question:  are there certain guns that permit walking a full Move and keeping aim?
Tortuga
player, 243 posts
Tue 14 May 2013
at 13:43
  • msg #708

Re: Martial Arts style for morning star

It's not the gun; the Aim maneuver itself is what limits you to a single Step. Doesn't matter the weapon. Rocks, bows, thrown knives, guns.
Linkdead
player, 16 posts
Tue 14 May 2013
at 13:45
  • msg #709

Re: Martial Arts style for morning star

Thanks!
Mahatatain
player, 4 posts
Thu 23 May 2013
at 22:47
  • msg #710

Lankhmar/Nehwon using GURPS

Hi there.  I'm currently setting up a Lankhmar/Nehwon game using GURPS and I wondered if anyone had done this before and whether they had any advice for me?  In particular with regards to tailoring the magic system to the setting as I'm going to have a PC with some magical abilities.  Most probably he will be a very Grey Mouser style of character with some capability with magic but not a full blown wizard, if that makes sense.

Any suggestions?

Thanks.
Mad Mick
GM, 91 posts
Sat 25 May 2013
at 02:20
  • msg #711

Re: Lankhmar/Nehwon using GURPS

Cool game idea.  I don't think I've seen a Grey Mouser game using GURPS before.
Snowmantle
player, 27 posts
Mon 17 Jun 2013
at 00:06
  • msg #712

Re: Lankhmar/Nehwon using GURPS

I'd like to ask for a little direction on Strength rules in 4th edition.  I can't seem to find the rules on Super Hero level strength scores.  I recall in 3rd edition there being a chart that reduced the cost as strength got into really high levels, but is there a similar rule in 4th edition?  I found the racial formula of [Base Strength = 2 x (Cube Root of Weight in Lb)] but what about SM 0 creatures?  Is it a straight cost of 10 points per level regardless?

Thanks a bunch!
RedSabaron
player, 29 posts
Mon 17 Jun 2013
at 00:11
  • msg #713

Re: Lankhmar/Nehwon using GURPS

Straight 10 points per level. You can modify this with a higher SM, but otherwise it's 10 points per level, whether you have 10 ST or 10,000 ST.
Snowmantle
player, 28 posts
Mon 17 Jun 2013
at 01:00
  • msg #714

Re: Lankhmar/Nehwon using GURPS

Awesome... thanks for the rapid reply!
trooper6
player, 74 posts
Mon 17 Jun 2013
at 20:58
  • msg #715

Re: Lankhmar/Nehwon using GURPS

Actually, there are options for super strength (i.e. cheaper Strength) in GURPS 4e. There is a basic treatment in Powers, but expanded and more specific in GURPS Supers. GURPS Supers it is on pg 24-25.

I don't tend to play Supers or Powers heavy games, so I'm not all that familiar with it, but I believe it is about using a "Super Effort" trait. This allows heroes to pull off super human strength things sometimes...but not kill the mugger when they punch him out (I believe).
otghand
player, 29 posts
Tue 18 Jun 2013
at 01:31
  • msg #716

Re: Lankhmar/Nehwon using GURPS

Now I am curious.  Is there a rule published tha allows one to pull their punch?
LandWalker
player, 115 posts
Tue 18 Jun 2013
at 01:34
  • msg #717

Re: Lankhmar/Nehwon using GURPS

otghand:
Now I am curious.  Is there a rule published tha allows one to pull their punch?

There is.  B.401, Subduing a Foe.
Geryone
player, 2 posts
Wed 10 Jul 2013
at 17:02
  • msg #718

GCA questions

How would you do teleportation of someone else in GCA?  I was thinking about taking Warp and then adding a +100% modifier.  Is there a better way to do it without using the Psionics book?
Tortuga
player, 245 posts
Wed 10 Jul 2013
at 17:06
  • msg #719

Re: GCA questions

Make it an Affliction?
Geryone
player, 3 posts
Wed 10 Jul 2013
at 17:17
  • msg #720

Re: GCA questions

Affliction with the +100 points in 'adding an advantage" would give them the ability to warp themselves.  It should not be under their control in my opinion.  I thought of that and even began to write it up, then had second thoughts.
otghand
player, 33 posts
Wed 10 Jul 2013
at 17:29
  • msg #721

Re: GCA questions

Do you mean target someone and teleport them elsewhere to a location of your choice?

Do you want to do it as a Power or a Magical effect?
Geryone
player, 4 posts
Wed 10 Jul 2013
at 17:31
  • msg #722

Re: GCA questions

Power please.  Warp works for the character, but there appears to be no power for someone else.  Snatcher and Jumper are not really appropriate.  I am trying to avoid Psionics although I may have to break down and go there.  :)
otghand
player, 34 posts
Wed 10 Jul 2013
at 18:41
  • msg #723

Re: GCA questions

Powers p. 134

quote:
Teleportation Abilities
     Detect, for Warp, matter transmis- sion, wormholes, etc.; Enhanced Dodge; Jumper (World), but not with Interplanar; Protected Power; Snatcher, but not with Creation; and Warp, with any special modifier.
     The only “attacks” normally avail- able are Afflictions with Advantage, Jumper or Advantage, Warp, which teleport other people or objects in their entirety. The GM might permit attacks that teleport away part of the target or send foreign objects into his body. Build these as Afflictions with Malediction, or Impaling Attacks with Malediction and Based on HT.


This seems pretty straight forward.  It is an Affliction attack with the Advantage Warp.

Since it seems so easy, I assume I am missing some dimension of the problem?
Geryone
player, 5 posts
Wed 10 Jul 2013
at 18:46
  • msg #724

Re: GCA questions

I may have misinterpreted the affliction rules slightly.  I had read it as giving the recipient the warp advantage, instead of actually warping them at the behest of the character.  If that is the correct interpretation then I can create the character without any problems.  Thanks for letting me bounce that off of you to make sure I had it right in my mind.
Magic Mushroomcloud
player, 12 posts
Thu 8 Aug 2013
at 19:07
  • msg #725

Re: GCA questions

This may not be the perfect place to ask this, but does anyone have or know where I can find a list of all the accepted Wildcard skills?
otghand
player, 35 posts
Thu 8 Aug 2013
at 20:08
  • msg #726

Re: GCA questions

LOL - I had the same problem.  I asked on the SJGAMES forum, and the answer was there was no definitive published list.  I do think there was a user contributed list.
Magic Mushroomcloud
player, 13 posts
Thu 8 Aug 2013
at 20:22
  • msg #727

Re: GCA questions

In reply to otghand (msg # 726):

I was afraid of that.
trooper6
player, 75 posts
Thu 8 Aug 2013
at 20:45
  • msg #728

Re: GCA questions

There is no "official" list of Wildcard Skills because they are meant to be created by the particular gaming group to suit their needs and flavor...just like there isn't an official list of Talents.

Wildcard Skills have a couple of different approaches you could take and that is really a GM decision.

You could go with class/profession wildcards: Barbarian!, Spy!, Magician!
And what skills count as part of that would depend on the gaming Group/GM.

You could go with the skill area: Investigation!, Combat!, Talking!
And what skills count as part of that would depend on the gaming group/GM.

You could go with regional/racial groupings: Elf!, Scottish!, Sea Creature!
And what skills count as part of that would depend on the gaming group/GM.

They are meant to be flexible, so printing out a definitive list would really hamper the goal of being flexible.
Varsovian
player, 4 posts
Wed 11 Sep 2013
at 19:42
  • msg #729

Re: GCA questions

I have a question:

Is there some info in any of the GURPS books about travel speeds? As in, how fast you can travel by foot / horse / carriage / ship? I'm looking through my GURPS books, but I didn't find anything yet.
Tortuga
player, 249 posts
Wed 11 Sep 2013
at 19:50
  • msg #730

Re: GCA questions

Low-Tech Companion 1 gives some generalized daily speeds that's simpler and more accurate than basing it on Move.

Large groups of travelers on foot or with wagons and animals: 10 miles a day.

Groups of fit disciplined travelers moving without any particular urgency: 15 miles a day. This is the same if they're on horseback.

A desperate horseman who doesn't care about fatiguing his animal: 32 miles a day, sustainable for a day or two, and then as above.

A horse relay: 45 miles/day
Varsovian
player, 5 posts
Wed 11 Sep 2013
at 19:53
  • msg #731

Re: GCA questions

Thanks! Are there any modifiers for terrain etc.? Moving along a road is different than hiking through rough terrain...
Tortuga
player, 250 posts
Wed 11 Sep 2013
at 19:57
  • msg #732

Re: GCA questions

That's an aggregate average. Under very favorable conditions, double movement speed. Under bad conditions, reduce it by up to 1/5th.

There are more complicated ways to figure it, I'm sure.
Varsovian
player, 6 posts
Wed 11 Sep 2013
at 20:02
  • msg #733

Re: GCA questions

Again, thanks! :)
Johnny Angel
player, 64 posts
Sun 15 Sep 2013
at 23:55
  • msg #734

Re: GCA questions

Have any of you used non-GURPS rules as part of a GURPS game?


Lately, I've been considering using the concept of the light and dark side fate tokens from Star Wars: Edge of the Empire as a way to give some limited narrative control to the players.  The price being that doing so gives me -as DM- points to spend against them during encounters.

Then I started thinking of other ways I might use the dark side tokens.



For those who are not familiar with the SWs game, the basic idea behind the fate tokens goes something like this:

At the beginning of each game session, the players roll a force die which has white and black circles on it.  The circles represent the light side of the force and the dark side of the force.  If a white circle is rolled, a light side fate token is added to the session's fate pool.  If a black circle is rolled, a dark side fate token is added to the session's fate pool.  Players can spend a light side token to do a lot of things which are similar to the option rule for spending GURPS CP found at that back of Campaigns.  A basic example would be a player spending one to add a narrative element to a scene such as a crate of boxes to hide behind.  The idea being that the player adds some element to the scene which makes things easier for the players in some way.  The DM can spend dark side tokens to make things harder on the PCs; an example might be (but certainly isn't limited to) saying that a rain storm suddenly breaks out and reduces visibility for an encounter.

The catch to spending these tokens is that spending a token turns it into a token of a different type.  On each token, one side is light and one side is dark.  If the PCs spend a light side, it gets flipped over and becomes a dark side.  Likewise, if the DM spends a dark side, it gets flipped over and becomes a light side.  In this way, the game encourages a bit of back and forth when it comes to adding narrative elements to a scene.


Anyway, I started thinking about other mechanics I might be able to use or at least draw inspiration from.  Have you used non-GURPS ideas inside of a GURPS game?
Tortuga
player, 251 posts
Mon 16 Sep 2013
at 00:03
  • msg #735

Re: GCA questions

I've used Unknown Armies' Madness Meters instead of Fright Checks.
Zarmonic
player, 3 posts
Sun 22 Sep 2013
at 20:50
  • msg #736

Re: GCA questions

Just writing to see if anyone has any valuable experience to draw upon for advice.

I'm working on kind of a urban fantasy / low-powered-supers campaign. Maybe at 300pts but not sure yet. I'm considering incorporating Ritual Path Magic as well as characters with magical 'Powers' My thinking is that the act of casting spells should feel like an Art to Master rather than just a Power to Have. I like RPM because it's flexible but potentially challenging to use effectively, pretty much same reasons I like the GURPS system in general. But not everyone is a magic user, and some people in this world, with certain Unusual Backgrounds, will have abilities that can be called powers as well.

My main question is do I have at all a chance of maintaining balance in a scenario like this?

Also, I really like the idea of spell casters with thematic specializations so I'm considering allowing for Aspected and One College Only Magery. That way you get characters who only get the advantage of their magery if the spell involves something like, say, fire, just for example. Has anyone tried combining limited Magery with the RPM system yet?

Thanks to anyone who sees fit to respond.
Witchycat
player, 41 posts
Furry Kitty with
a witch's hat
Mon 23 Sep 2013
at 00:46
  • msg #737

Re: GCA questions

I think GURPS balances things well but you have to look at if the advantages and disadvantages balance out. I have to admit, I am not familiar with Ritual Path Magic in GURPS. I would not allow something into the game I was not familiar with.
2l8m8
player, 1 post
Tue 26 Nov 2013
at 22:36
  • msg #738

Re: GCA questions

It's almost essential to combine the magic systems as written, until you understand them in play very well. I fudged on the pre-req penalty once, and the mages using that type of magic were way more powerful than mages in the other system. It was a horrible idea. The whole reason for the penalty was so they'd either miss their rolls a lot more often, or spend a ton more points buffing their abilities. Letting that penalty slide made it so they didn't spend more, made their rolls the same amount, but didn't need to follow any of the other rules. It was a bad idea all around, and while the player understood it was experimental, they opted for a whole new character rather than follow the rules as written. The character was basically a normal mage, with every spell in the 4E grimoire.
Johnny Angel
player, 66 posts
Wed 27 Nov 2013
at 03:57
  • msg #739

Re: GCA questions

If a mage were Fit, does that help with recovering FP used for casting?  If so, how does that then interact with having the Recover Energy spell at a high enough skill to regain FP faster?
art42
player, 15 posts
Wed 27 Nov 2013
at 05:00
  • msg #740

Re: GCA questions

Basic Set p.55:
It has no effect on FP spent to power psi or magic spells.

Johnny Angel
player, 67 posts
Wed 27 Nov 2013
at 05:04
  • msg #741

Re: GCA questions

Well then, the answer was staring me right in the face.
art42
player, 16 posts
Wed 27 Nov 2013
at 13:32
  • msg #742

Re: GCA questions

Glad to be of service.
KnightSteve
player, 1 post
Thu 28 Nov 2013
at 19:37
  • msg #743

Re: GCA questions

Hey guys and gals. I have been wanting to get into learning GURPS for awhile, and thought here was the best place. I wanted to see if anyone had a game going where I can lurk and observe the gameplay. I have the GURPS lite rules, but I think if I'd observe a live game, it would make sense faster. I'm interested in a fallout style or steampunk game to learn on.
Tortuga
player, 255 posts
Thu 28 Nov 2013
at 20:55
  • msg #744

Re: GCA questions

I've got a post-apocalyptic game link to another game and a modern horror game link to another game

Both are newbie friendly. You don't even need to know GURPS to play... or you can just lurk.
This message was last edited by the player at 20:56, Thu 28 Nov 2013.
2l8m8
player, 2 posts
Fri 29 Nov 2013
at 03:30
  • msg #745

Re: GCA questions

Tortuga's a decent GM, been in a game or two of his. I don't particularly care for the settings he's currently running or I'd probably be in one of his now.

I'd recommend him as a good resource, you should join one of his games if you like them. They're generally low powered, IIRC, and based a lot on RL(ish) situations, so the PCs have about the same skill levels as regular people. That happens to be one of the turn-offs for me, I like Big Damn Heroes, but it's great for learning skills & the combat system. You kind of need to know your stuff in that sort of a game, as opposed to pulling out some super-power. That said, it's not a difficult sort of thing to know, just less broad, you won't use most of the advantages available in the game, so your focus is very tight. And it's all stuff you'll use in any genre, so good learning place.
Magic Mushroomcloud
player, 14 posts
Thu 13 Feb 2014
at 18:58
  • msg #746

TL 4 Firearms

Hey all. I just had a question about TL 4 firearms that I thought I'd ask you guys; try as I might, I'm totally stumped.

In a lot of the literature, including GURPS Low Tech, Rifles are described as ideal for hunters and sharpshooters; if you've read any of the Sharpe's series of novels you know just how much esteem a rifle can have over a musket.

The thing is, looking at their stats I can't see much to recommend a rifle over a musket. Here are two examples:

Flintlock Carbine (musket): 2d+2 Pi++; Acc 3; 65/670; Reloads 1(40); Rcl 4; $245
Jager Rifle: 3d+1 Pi+; Acc 3; 65/650; Reloads 1(60); Rcl 3; $300

So... how is the rifle in any way the better weapon, exactly? It fires farther (670 vs. 650) and reloads faster (by 20 seconds), has effectively the same top damage (28 vs. 28.5) and a superior bottom damage (8 vs. 6), has the same Accuracy, costs less... what am I missing?

For that matter, why would anyone want to use a Rifle for distant targets (max range 650) when they could use a Blunderbuss (max range 810)?

I know there must be something I'm missing, but for the life of me I can't figure what it is. Any of you old GURPSers had this conversation before? Can you please shed a little light on this for me?
This message was last updated by the player at 18:59, Thu 13 Feb 2014.
2l8m8
player, 20 posts
Thu 13 Feb 2014
at 19:47
  • msg #747

Re: TL 4 Firearms

A) Blunderbuss is a multi-projectile weapon. Look up the shotgun rules, they kind of suck unless you're really good or really close.

B) I think that must be a rifled musket. They did have them, and you need to look in the descriptions. Smoothbores definitely have less range, not more. Either that, or it's a mistake, whether typo or statting. No smoothbore of the period had a range of 650+ yards. We're talking effective to about the same ranges as shotguns with slugs, probably less. Especially modern shotguns with rifled barrels, they're good for deer out to 200+ yards, so it'd probably be GURPS about 400 - 450 yards.

Yes, there's a huge difference between GURPS max range, and RL effective range. Think of the difference between being able to hit a beer can, and being able to kill a deer- I can hit pretty darn far, but the energy is limited by friction, gravity, and other factors to be a pretty constant distance whether or not you can actually hit.

I don't have the books with me ATM, but I would guess if you looked in GURPS High Tech, you'd find what you're looking for. I never bought low tech, but from all the questions I hear about it, I think it may have confused things worse than ever.
steelsmiter
player, 113 posts
Thu 13 Feb 2014
at 20:45
  • msg #748

Re: TL 4 Firearms

2l8m8:
B) I think that must be a rifled musket. They did have them, and you need to look in the descriptions. Smoothbores definitely have less range, not more. Either that, or it's a mistake, whether typo or statting. No smoothbore of the period had a range of 650+ yards. We're talking effective to about the same ranges as shotguns with slugs, probably less. Especially modern shotguns with rifled barrels, they're good for deer out to 200+ yards, so it'd probably be GURPS about 400 - 450 yards.

Haha, My uncle says his personal record shot with a smoothbore was 550 but he had to walk to the other hillside so the bullet travel was a bit less.
otghand
player, 57 posts
Thu 13 Feb 2014
at 22:16
  • msg #749

Re: TL 4 Firearms

You are looking in the wrong period.  Those are very early guns.  For a better comparison take a look in HT at the early TL 5 muskets and rifles.  The rifles have better acc than the smooth bores and tend to be lighter as well.
Aethulred
player, 13 posts
Sat 15 Feb 2014
at 19:00
  • msg #750

Re: TL 4 Firearms

In reply to Magic Mushroomcloud (msg # 746):

Umm... the Bunderbuss is essentially a sawed off shotgun from an earlier period. Alll but useless past about 10 hexes and more effective at half that. 810 feet the shot might carry too... Hexes... only if you carried it out there.
A smoothbore musket was inaccurate  at 50 paces (say a hundred twentyfive feet) as it could hit a man sized target about 10-15% of the time. Careful loading and ball choice might improve that some, but for hunting, you'd want to be ccloser ... say 60 feet or less. At that range you could probably keep the baall inside a 1 foot crircle most of the time, and closer is desirable. As for power, the Musket ball is large, heavy and loses poweer/speed very quickly.
The rifle fires a smaller projectile, but gets better velocity  from a better seal. It still loses velocity quickly as the sphere is a poor design for a bullet  in terms of mass/drag. Rifles were quite capable of hitting inside the 1 foot circle at 125-150 feet. They could shoot out to a 100 yards or more, but power fell off a lot at those ranges. I have heard of 200 yard shots, but the fact that it is mentioned inclines me to believe it was a spectacular accomplishment.

I am speaking here in terms of about 1750-1820, before that, muskets were even less reliable and accurate. Rifles were exceedingly rare. After this time, Firearms start to progress rapidly and everything gets better in ffits and starts. The 1845 era Colt Dragoon pistol is the equal of any musket iin a line military unit for both power, and probably accuracy, although careful aim would be required.  By the American Civil War, Muskets are really rifles, and the Minnie Ball" is no longer a sphere, but a proper elongated bullet with much better ballistic performance.  810 Hexes would be quite believable, for a maximum range, if fired at a 45º angle or so.
steelsmiter
player, 117 posts
Mon 10 Mar 2014
at 15:49
  • msg #751

Magic and Relativistic speed

I'm coming across a problem that I can't find a solution for in Spaceships 7 where magic makes things "reactionless" so they can eventually hit c in a vacuum. And no I don't have the article in Pyramid 3/64 where Christopher Rice discusses it.
2l8m8
player, 23 posts
Mon 10 Mar 2014
at 16:45
  • msg #752

Re: Magic and Relativistic speed

I haven't read Spaceships 7, but what exactly is the problem? You can't find the rule, or what?
steelsmiter
player, 118 posts
Mon 10 Mar 2014
at 17:02
  • msg #753

Re: Magic and Relativistic speed

In reply to 2l8m8 (msg # 752):

All reactionless drives go c eventually. I want to not go c without handwaving it. Only two ways I know are to give magic drives practical levels of delta-V or read an article I don't have.
Tortuga
player, 297 posts
Mon 10 Mar 2014
at 17:04
  • msg #754

Re: Magic and Relativistic speed

Say that all magical drives are hobbled by the wizard guild, because reaching c would tear open the barriers between worlds, and nobody wants that.

If they breach c anyway end the campaign and tell them it's their fault.
This message was last edited by the player at 17:05, Mon 10 Mar 2014.
Big Brother
player, 7 posts
Mon 10 Mar 2014
at 17:06
  • msg #755

Re: Magic and Relativistic speed

Tortuga:
Say that there's a magical barrier that prevents drives from going to c. It's not handwaving if you invent a consistent explanation, and magic allows the GM to create new magical laws.


Strictly speaking you don't need a magical explanation - scientifically there's no way to go c, let alone faster.
Tortuga
player, 298 posts
Mon 10 Mar 2014
at 17:08
  • msg #756

Re: Magic and Relativistic speed

It's a magical drive, so scientific limits aren't as much a factor.
Big Brother
player, 8 posts
Mon 10 Mar 2014
at 17:09
  • msg #757

Re: Magic and Relativistic speed

Of course they are, if you want them to be. Science is science. Say some scientific laws are just as effective for magic as not. Badabing, badaboom.
steelsmiter
player, 119 posts
Mon 10 Mar 2014
at 17:15
  • msg #758

Re: Magic and Relativistic speed

steelsmiter:
All reactionless drives go c eventually. I want to not go c without handwaving it.

How do I not handwave it.
This message was last edited by the player at 17:17, Mon 10 Mar 2014.
2l8m8
player, 24 posts
Mon 10 Mar 2014
at 17:16
  • msg #759

Re: Magic and Relativistic speed

steelsmiter:
In reply to 2l8m8 (msg # 752):

All reactionless drives go c eventually. I want to not go c without handwaving it. Only two ways I know are to give magic drives practical levels of delta-V or read an article I don't have.

Why? If it's impossible to go that fast, why would it matter how it is being pushed? Reactionless, magic, nuclear, if it can't go there, it doesn't matter what sort of wheels you bolt on it.
steelsmiter
player, 120 posts
Mon 10 Mar 2014
at 17:18
  • msg #760

Re: Magic and Relativistic speed

2l8m8:
Why? If it's impossible to go that fast, why would it matter how it is being pushed? Reactionless, magic, nuclear, if it can't go there, it doesn't matter what sort of wheels you bolt on it.

Why do you have to ask? Either you can help me not handwave, or you cannot.
Tortuga
player, 299 posts
Mon 10 Mar 2014
at 17:19
  • msg #761

Re: Magic and Relativistic speed

It's not handwaving. It's developing your background and the rules of magic.

Defining rules is not handwaving.
steelsmiter
player, 121 posts
Mon 10 Mar 2014
at 17:21
  • msg #762

Re: Magic and Relativistic speed

Tortuga:
It's not handwaving. It's developing your background and the rules of magic.

Defining rules is not handwaving.

We're getting somewhere. Help me define the rules in terms that allow me to buy a system that isn't reactionless and won't go c. Magic systems as written do not follow those guidelines.
This message was last edited by the player at 17:24, Mon 10 Mar 2014.
Tortuga
player, 300 posts
Mon 10 Mar 2014
at 17:23
  • msg #763

Re: Magic and Relativistic speed

As massive objects approach C they damage the fabric between worlds. That would end the multiverse. If an object hits C it will destroy the universe.

If the players' craft hits c, end the campaign, and blame them for it.
steelsmiter
player, 122 posts
Mon 10 Mar 2014
at 17:24
  • msg #764

Re: Magic and Relativistic speed

Tortuga:
As massive objects approach C they damage the fabric between worlds. That would end the multiverse. If an object hits C it will destroy the universe.

If the players' craft hits c, end the campaign, and blame them for it.

And we reverted right back with handwavium
Tortuga
player, 301 posts
Mon 10 Mar 2014
at 17:39
  • msg #765

Re: Magic and Relativistic speed

It's not handwaving. It's defining the way that magic works in your campaign. Don't like it? Stick to reaction drives. You're making up how anything TL^ works no matter what, doubly so with magic drives.
This message was last edited by the player at 17:41, Mon 10 Mar 2014.
steelsmiter
player, 123 posts
Mon 10 Mar 2014
at 17:42
  • msg #766

Re: Magic and Relativistic speed

Tortuga:
It's not handwaving. It's defining the way that magic works in your campaign.

in a way that is handwavy... but I think I'm getting a less handwavy answer elsewhere. Thanks anyway.
This message was last edited by the player at 17:42, Mon 10 Mar 2014.
Tortuga
player, 302 posts
Mon 10 Mar 2014
at 17:43
  • msg #767

Re: Magic and Relativistic speed

Well, yeah. Superscience and "magic drives" are the very essence of hand-wavey. You can't really get away with it once you leave real science behind.

Detailed handwaving is still hand-waving.
This message was last edited by the player at 17:44, Mon 10 Mar 2014.
otghand
player, 63 posts
Mon 10 Mar 2014
at 17:44
  • msg #768

Re: Magic and Relativistic speed

Actually it could be quite simple.  Reactionless drive or not, physics says the energy required to attain C is infinite.  Magic is not an infinite energy source, ergo magic can not propel an object to C.
steelsmiter
player, 124 posts
Mon 10 Mar 2014
at 17:48
  • msg #769

Re: Magic and Relativistic speed

otghand:
Actually it could be quite simple.  Reactionless drive or not, physics says the energy required to attain C is infinite.  Magic is not an infinite energy source, ergo magic can not propel an object to C.

That comes close, but at that point I need to define an adequate delta-V. Which I'm given to understand is easier than I think. Apparently I can use a "Weather Gauge" or something like that. I'm trying to sort out what that really means at the moment.
otghand
player, 64 posts
Mon 10 Mar 2014
at 17:52
  • msg #770

Re: Magic and Relativistic speed

Unless you have a magical inertial compensator anything over a few G's sustain makes a biological mess for the maintenance bots to clean up.
steelsmiter
player, 125 posts
Mon 10 Mar 2014
at 17:59
  • msg #771

Re: Magic and Relativistic speed

otghand:
Unless you have a magical inertial compensator anything over a few G's sustain makes a biological mess for the maintenance bots to clean up.

indeed, and I have a ship that either has a practical limitation on delta-V that will become quite messy before it reaches that point, or it will become a very messy ship going c. It all depends on what 'not infinite' means. I'm coming to understand that this weather gauge the other person is talking about may be a quantifiable not infinite acceleration.
otghand
player, 65 posts
Mon 10 Mar 2014
at 18:46
  • msg #772

Re: Magic and Relativistic speed

Assuming you are using a mana based magic system all you need to do is set the amount of mana required to drive the ship such that it goes no faster than works for your plot.  It is not like there is a right answer to how much delta-v you can get out of a given mana level.
steelsmiter
player, 126 posts
Mon 10 Mar 2014
at 18:51
  • msg #773

Re: Magic and Relativistic speed

In reply to otghand (msg # 772):

I accidentally stumbled on the answer. Using Control Air requires an atmosphere. Using sails doesn't make sense on a ship without Nautical Lines and a Top Deck to allow the sailors to manipulate the rigging.
2l8m8
player, 25 posts
Mon 10 Mar 2014
at 22:55
  • msg #774

Re: Magic and Relativistic speed

Control Air was the reactionless power source? There will be other attempts by players. Remember time dilation- how many mages want to age just to get someone to point B? Or worse, have them get younger and forget how to cast spells. What you need is a reason for no FTL (or near light anyhow), not an excuse for a single spell.
steelsmiter
player, 127 posts
Mon 10 Mar 2014
at 23:46
  • msg #775

Re: Magic and Relativistic speed

2l8m8:
Control Air was the reactionless power source?

No, originally it was Create. A Symbol Enchantment. the beauty of using control instead is that preexisting air is required so it has zero function in a vacuum.

quote:
What you need is a reason for no FTL (or near light anyhow), not an excuse for a single spell.

Complete inability to function in a vacuum works too. I am fine with the possibility of relativistic ships coming into existence some day, if someone figures out about how the standard Spaceships 7 systems are effectively reactionless. What I needed and have obtained is a system that either doesn't function in the area where relativistic speed is possible (vacuum) or has some measurable delta-V.
2l8m8
player, 26 posts
Tue 11 Mar 2014
at 11:56
  • msg #776

Re: Magic and Relativistic speed

Well, I'm glad you found it. I'm still missing something, I'd need a lot more discussion or a copy of the book. Good luck! :)
Magic Mushroomcloud
player, 15 posts
Wed 30 Jul 2014
at 21:31
  • msg #777

Re: Magic and Relativistic speed

Hey gang.

I heard mention recently about something called "Social Engineering Rules". Does anybody know what they are exactly, or where to find them?

Thanks in advance, guys.
Tortuga
player, 333 posts
Wed 30 Jul 2014
at 21:52
  • msg #778

Re: Magic and Relativistic speed

GURPS Social Engineering. It's a pdf they sell.
Magic Mushroomcloud
player, 16 posts
Wed 30 Jul 2014
at 22:17
  • msg #779

Re: Magic and Relativistic speed

Oh, cool; that should be easy enough to find.

Thanks!
Magic Mushroomcloud
player, 17 posts
Mon 27 Oct 2014
at 16:57
  • msg #780

Re: Magic and Relativistic speed

So, I'm building a city-of-crime campaign (picture pretty much any 1980's action flick) and I'm having some trouble making a call on something; I was hoping you GURPS veterans would be able to help me out.

Assume a group that uses a lot of slang in their speech combined with a thick regional accent (in this particular example, a Jamaican street gang). Would their particular patois be best represented as:
- A unique Language, something like "Yardie-speak" limited to Broken/None?
- Just regular English, limited by the speaker's own Broken speaking level? (I don't like this one, since it means outsiders can't "learn the language")
- Just regular English, but the listener would need to roll Streetwise or Savoir-Faire (Yardies) to understand?
- Something else I haven't considered?

As always, your insight is very much appreciated.
BlueDwarf
player, 22 posts
Mon 27 Oct 2014
at 22:48
  • msg #781

Re: Magic and Relativistic speed

In reply to Magic Mushroomcloud (msg # 780):

I would call it a unique language, but default it to English at level -1 or -2. Language levels being

-Native
-Accented
-Broken
-None

Hence, if you knew English at Native, you could communicate in this language at Accented or Broken, unless you spent points specifically to increase it. Likewise, if you only knew this language and not English, you could communicate in English at Accented or Broken.
steelsmiter
player, 140 posts
Mon 27 Oct 2014
at 23:09
  • msg #782

Re: Magic and Relativistic speed

Magic Mushroomcloud:
Assume a group that uses a lot of slang in their speech combined with a thick regional accent (in this particular example, a Jamaican street gang). Would their particular patois be best represented as:

How about a perk which if you don't have, you speak the base language at 1 comprehension level less?
Tortuga
player, 339 posts
Mon 27 Oct 2014
at 23:10
  • msg #783

Re: Magic and Relativistic speed

Doesn't GURPS have pidgin rules that sort of cover this? Or was that 3e.
steelsmiter
player, 141 posts
Mon 27 Oct 2014
at 23:11
  • msg #784

Re: Magic and Relativistic speed

Tortuga:
Doesn't GURPS have pidgin rules that sort of cover this? Or was that 3e.

Now that you mention it, I could have swore someone did something in a pyramid article.
Magic Mushroomcloud
player, 18 posts
Tue 28 Oct 2014
at 14:18
  • msg #785

Re: Magic and Relativistic speed

Those are both really good ideas, thanks guys. ^_^

From what I know about GURPS I wouldn't be entirely surprised to find out there were already rules for this, but if there are I have no idea where to look. Any pointers?
steelsmiter
player, 142 posts
Tue 28 Oct 2014
at 14:21
  • msg #786

Re: Magic and Relativistic speed

Well, for something like a language, probably Social Engineering, or a pyramid featuring articles along that line. I'm thinking somewhere in the 3-40s or 3-50s maybe, can't recall off the top of my head.

EDIT: Nope, none of those work. Now it's bothering me that it seems like I'm remembering some box somewhere about thieves cant.
This message was last edited by the player at 14:38, Tue 28 Oct 2014.
Aethulred
player, 33 posts
Tue 28 Oct 2014
at 15:18
  • msg #787

Re: Magic and Relativistic speed

Pyramid 3/47; Page 17, A Brief History of the Thieves Guild, by Matt Riggsby:
"In GURPS terms, a thieves’ cant doesn’t qualify as a language or other distinct trait. Rather, much as knowing military acronyms and similar jargon is an application of Soldier skill, use of appropriate jargon is covered by Streetwise skill. Because slang vocabularies have local and even occupational flavors (for example, the speech of beggars is different from that of prostitutes, which is dif- ferent from that of thieves) and mutate rapidly, the GM may want to apply familiarity penalties if a character has been out of circulation for a while or has to work in an unfamiliar community."
steelsmiter
player, 143 posts
Tue 28 Oct 2014
at 15:24
  • msg #788

Re: Magic and Relativistic speed

That's not it, but it's good to know that there's an interpretation that has validity, but for the sake of flavor, I wouldn't use.
Aethulred
player, 34 posts
Tue 28 Oct 2014
at 16:35
  • msg #789

Re: Magic and Relativistic speed

There is also this from GURPS Social Engineering -“Restricted Knowledge: -5 for questions about secret knowledge; e.g., any form of Hidden Lore, or anything that requires Rank or a Security Clearance to access.“
Magic Mushroomcloud
player, 19 posts
Tue 28 Oct 2014
at 16:57
  • msg #790

Re: Magic and Relativistic speed

Awesome, thanks for the help guys.
Johnny Angel
player, 68 posts
Sat 29 Nov 2014
at 22:28
  • msg #791

Technical Grappling

Have any of you used technical grappling?  If so, what are your opinions thus far?
steelsmiter
player, 149 posts
Sat 29 Nov 2014
at 22:56
  • msg #792

Re: Technical Grappling

I haven't. I have seen some weapon ST changes based on Control Points. I don't really understand it, but from examples provided, it seems to produce rules closer to what I'd expect.
steelsmiter
player, 151 posts
Mon 15 Dec 2014
at 23:24
  • msg #793

Redoing Mass Combat

So I'm thinking the Mob rules from Social Engineering are very nice

  • HP of a mob is its individual member's HP multiplied by 60% of its members
  • Grappling is done at +40% of an individual member's ST
  • Attacks are treated as Rapid Fire with Rcl 1


But let's say someone attacks a mob with a 1d corr attack with an 8 yard radius.

  1. Do I multiply by the total number of hexes of the effect?
  2. How many hexes would that cover?
  3. Is there an easier way?

Varsovian
player, 16 posts
Wed 18 Feb 2015
at 21:26
  • msg #794

Re: Redoing Mass Combat

So, I happened to skim through my copy of Ultra-Tech today, as a friend of mine asked me for ideas for SF weapons. And I noticed something:

Laser seem to be better at penetrating armour than ordinary bullets, as they Armour Divisor. At the same time, they don't cause as much damage to the person wearing the armour... Why? Wouldn't a beam that's strong enough to burn through armour, burn through flesh even more easily?
Aethulred
player, 47 posts
Wed 18 Feb 2015
at 21:36
  • msg #795

Re: Redoing Mass Combat

Perhaps because it also cauterizes the wound channel so there is no bleeding to speak of... many other weapons work by causing a massive loss of blood.
BlueDwarf
player, 36 posts
Wed 18 Feb 2015
at 21:42
  • msg #796

Re: Redoing Mass Combat

In reply to Varsovian (msg # 794):

Perhaps, but the hole would be a nice, neatly quartarized hole, whereas a bullet can often tumble, bouncing of and perhaps breaking bones and generally tearing up a hole much larger than it's small size would need. The damage takes all that into consideration.

Further, the vapours themselves caused by burning through stuff can actually reduce the penetration, as a laser is a light beam. So the outer layer really cops a burning, but the inner layers are more shielded than the outer layers as a laser has no momentum. Whilst this would also increase the size of the hole burn (but only slightly when compared to a tumbling bullet), it is a mixed blessing due to the quartarizing effect.
Magic Mushroomcloud
player, 20 posts
Thu 2 Jul 2015
at 14:32
  • msg #797

Big guys with big guns

Heya folks.

So, I'm building a sci-fi setting and I've got a small issue; from what I can tell looking through the rules it's not really an issue at all, but I can't shake the feeling that somewhere along the line I've missed something.

Assume a race of humanoids that are SM +1, with their own industry that caters to their increased size. That industry produces weapons for SM +1 beings. Now let's say a regular SM 0 human gets his hands on one of these weapons - either a pistol or a rifle, not a heavy or melee weapon.

In narrative terms, the weapons would be big, bulky, and probably a bit unwieldy. Assuming the character met the ST requirement to actually heft the thing, would there be any sort of game term effect for using the too-big weapon?
Tortuga
player, 377 posts
Thu 2 Jul 2015
at 14:46
  • msg #798

Re: Big guys with big guns

Yes, I believe that using equipment designed for a larger SM is a -1 penalty.
Magic Mushroomcloud
player, 21 posts
Thu 2 Jul 2015
at 15:01
  • msg #799

Re: Big guys with big guns

In reply to Tortuga (msg # 798):

That makes perfect sense, thanks much.

Is that mentioned somewhere in GURPS Basic? I feel like I should have known this answer.
Tortuga
player, 378 posts
Thu 2 Jul 2015
at 15:40
  • msg #800

Re: Big guys with big guns

I don't remember where it is. Might be in Martial Arts or Fantasy.
steelsmiter
player, 175 posts
Thu 2 Jul 2015
at 18:04
  • msg #801

Re: Big guys with big guns

the opposite rule may be mentioned in DF 3 or so, because they deal with different SMs there, but don't quote me.
hedonismbot
player, 5 posts
Thu 2 Jul 2015
at 18:28
  • msg #802

Re: Big guys with big guns

DF 3 p14 implies that it's a -1 per SM difference, but Fantasy p137 says -2 to weapons skill per point of difference in SM.
Jeffrywith1e
player, 6 posts
Thu 2 Jul 2015
at 19:08
  • [deleted]
  • msg #803

Re: Big guys with big guns

This message was deleted by the player at 19:08, Thu 02 July 2015.
BlueDwarf
player, 45 posts
Thu 2 Jul 2015
at 22:11
  • msg #804

Re: Big guys with big guns

In reply to hedonismbot (msg # 802):

Other option from basic would be to apply the -2 unfamiliarity modifier. depending on how different their physiology is. Are the weapons so different they will always be awkward to use, or can a human get used to using them without penalty?
Magic Mushroomcloud
player, 22 posts
Mon 6 Jul 2015
at 14:16
  • msg #805

Re: Big guys with big guns

In reply to BlueDwarf (msg # 804):

The "big guys" in this situation are basically a race of large humans, so physiology is the same just on a larger scale. I considered upping the penalty to -2, but that seemed a bit excessive. Do you agree?
BlueDwarf
player, 46 posts
Thu 9 Jul 2015
at 12:31
  • msg #806

Re: Big guys with big guns

In reply to Magic Mushroomcloud (msg # 805):

That depends on how significant size is. I large dagger is just a shortsword with a big handle, but a large bow or axe may have a significant strength requirement, and that could increase the penalty a lot.
Magic Mushroomcloud
player, 23 posts
Fri 14 Aug 2015
at 14:18
  • msg #807

Re: Big guys with big guns

Hey folks. Me again.

So, vehicles are getting popular in a modern-era campaign I'm running, and some of the players are saying they want to spend some time focusing on the vehicle element of the game; more chases, way more customization, more car-on-car fight sequences, that sort of thing.

My questions for all of you is this: are there any source books or options, Pyramid articles or your own house rules or anything else on the subject that you can recommend? I've got the Core Books and High Tech, but that's pretty much all I have that discusses vehicles; can anyone tell me where else to look, and what I might find there?

Thanks in advance, gang, I always appreciate your help.
Tortuga
player, 382 posts
Fri 14 Aug 2015
at 14:20
  • msg #808

Re: Big guys with big guns

There's a 3e vehicles book. GURPS Vehicles. http://www.sjgames.com/gurps/books/vehicles/

Hope you like math.
This message was last edited by the player at 14:20, Fri 14 Aug 2015.
Jobe00
player, 5 posts
Fri 14 Aug 2015
at 14:25
  • msg #809

Re: Big guys with big guns

I just bought the GURPS Vehicle Builder, but when I did, we were using Vehicles heavily.
steelsmiter
player, 176 posts
Fri 14 Aug 2015
at 15:38
  • msg #810

Re: Big guys with big guns

Magic Mushroomcloud:
My questions for all of you is this: are there any source books or options, Pyramid articles or your own house rules or anything else on the subject that you can recommend?

GURPS Spaceships 1-8, Any pyramid whose cover contains the word Spaceship or Vehicle. There's also some in one or two of the Alternate GURPS pyramids that I'm aware of.
art42
player, 18 posts
Fri 14 Aug 2015
at 15:48
  • msg #811

Re: Big guys with big guns

Action 1 and Monster Hunters 1 both options for modifying the vehicles from basic set.
Magic Mushroomcloud
player, 24 posts
Fri 14 Aug 2015
at 17:30
  • msg #812

Re: Big guys with big guns

Awesome, guys, thanks for the leads.
Varsovian
player, 17 posts
Mon 24 Aug 2015
at 00:30
  • msg #813

Re: Big guys with big guns

Okay, here's something I'm wondering about a little:

What's the point of the rules for powers? The whole "a power is an advantage with a modifier etc." idea that's presented in GURPS Powers?

I mean, why not ignore it and model powers simply with advantages? I mean, if you want to create a flying superhero, you can simply give him the Flight advantage and that's it. Why bother with all of the stuff presented in Powers? What's the gain here?
steelsmiter
player, 180 posts
Mon 24 Aug 2015
at 00:41
  • msg #814

Re: Big guys with big guns

Varsovian:
I mean, why not ignore it and model powers simply with advantages? I mean, if you want to create a flying superhero, you can simply give him the Flight advantage and that's it. Why bother with all of the stuff presented in Powers? What's the gain here?

Basically the following

1) Player wants a point discount for giving the GM a way to shut down powers, or specific operating perameters.
2) GM wants a way for the power to be shut down to avoid having it become abusive
3) both

Also

4) Player wants all the extras people with "wild" advantages can't have and the GM enforces that they can't have it.
art42
player, 19 posts
Mon 24 Aug 2015
at 01:16
  • msg #815

Re: Big guys with big guns

5) Lets differentiate players who would otherwise have very similar abilities.
Tortuga
player, 385 posts
Mon 24 Aug 2015
at 11:57
  • msg #816

Re: Big guys with big guns

Powers are flavored talents for themed groups of advantages.
Varsovian
player, 18 posts
Tue 25 Aug 2015
at 00:57
  • msg #817

Re: Big guys with big guns

</quote>
4) Player wants all the extras people with "wild" advantages can't have and the GM enforces that they can't have it.
</quote>

Please remind me: what would the extras be?
Magic Mushroomcloud
player, 25 posts
Mon 5 Oct 2015
at 15:29
  • msg #818

Whip it good!

Heya gang.

Under what circumstances can a mundane whip be made into an actually effective weapon of choice? I mean, without adding magical effects or high TL super-science, what would it take to make a whip a legitimately useful piece of kit?

Or, let me put it to you like this: if you had to come up with a whip-based character in a TL <8 campaign and you had as much CP and $ as you wanted to do it, what traits would you take?

Thanks for any insight you folks can give me on this one.
krusher
player, 19 posts
Mon 5 Oct 2015
at 15:45
  • msg #819

Whip it good!

I'd go with Disarm maxed out (possible Mastery as well) as my main focus with a whip as it's damage sucks below TL 8.

Add in Targeted Attack(Whip Disarm/Weapon) and attack at a decent Deceptive penalty to ensure they don't avoid your attack.

Even then, you'll need an off-hand weapon to really be useful after you disarm them or at least unready their weapon.
LandWalker
player, 138 posts
Mon 5 Oct 2015
at 15:51
  • msg #820

Whip it good!

Definitely Disarm to start off with.  I'd also suggest at least looking (depending on what kinds of enemies you expect to be fighting) the Entangle and Choke Hold techniques (I don't remember off-hand if you can use a whip to Choke Hold, but hey, may as well check it out).  Disarm them first, then wrap 'em up.

Off-hand backup weapon highly advised.  (Pre-TL8, recommend Webley Mk VI Revolver.)
This message was last edited by the player at 15:53, Mon 05 Oct 2015.
Morennyn
player, 11 posts
Mon 5 Oct 2015
at 15:54
  • msg #821

Whip it good!

Whip is all about feinting. Its so light you get a skill bonus to feint. You can take a very long whip and feint without it becoming unready at any range. Try a 5 yard whip feint.
Magic Mushroomcloud
player, 26 posts
Mon 5 Oct 2015
at 18:54
  • msg #822

Whip it good!

Awesome, thanks for the tips guys. Good advice as always.
Aethulred
player, 51 posts
Tue 6 Oct 2015
at 02:13
  • msg #823

Whip it good!

Actually it's most effective in urging the small crowd of Orcs in front of you forward in the attack...
BlueDwarf
player, 48 posts
Tue 6 Oct 2015
at 08:54
  • msg #824

Whip it good!

In reply to Aethulred (msg # 823):

Or just to work harder...
Varsovian
player, 21 posts
Sat 19 Dec 2015
at 19:54
  • msg #825

Whip it good!

Here's something I'm wondering about...

What magic system would you use for horror-style, modern world magic / occultism? For a game where the PC would be playing modern magic users?

I don't think that the default system would fit the tone at all. I'm thinking more about magic with symbols, rituals, magic circles etc. A system where magic would still give results, but they wouldn't be in style of fireballs etc. More like something from a horror movie, Call of Cthulhu or The X-Files...
art42
player, 20 posts
Sat 19 Dec 2015
at 21:56
  • msg #826

Whip it good!

I would use the ritual path magic system from monster hunters.
Varsovian
player, 22 posts
Sat 19 Dec 2015
at 22:07
  • msg #827

Whip it good!

You know, guys, having skimmed through Thaumatology, I'm starting to think that the Path/Book system is exactly what I should use :)

Okay then... what about a magic system for a fantasy world? Something that would provide magic that's faster than in the Path/Book system, but not something as simplistic and comic-booky as the default system?

I've long wondered if the rules from Powers could work for magic... I'm not sure how to emulate some spells with it. For instance, what kind of advantage/power would cover exorcism?
Aethulred
player, 54 posts
Sat 19 Dec 2015
at 22:47
  • msg #828

Whip it good!

So try Syntactic Magic...Page 202 in the Magic book. That allows you to tighten or loosen the system and make the mages learn various words of power so to speak. both flexible and limiting, as if you don't 'know' the verb, you can't do anything and if you do, a few nouns and modifiers makes you decent within that area.
trooper6
player, 91 posts
Sun 20 Dec 2015
at 21:02
  • msg #829

Re: Whip it good!

Varsovian:
Okay then... what about a magic system for a fantasy world? Something that would provide magic that's faster than in the Path/Book system, but not something as simplistic and comic-booky as the default system?


Path/Book is my favorite (energy accumulating, btw). If you want it to be faster, you could always just give all the characters all three levels of the path/book adept advantages. That makes if faster. Or you could give the characters Power Items to speed things up (Thaum 139). In my Renaissance Magical campaign that used Path/Book Magic, there was a way to get lots of energy quickly...that was though Assisting Spirits...so fast magic using the Path/Book system...but it came with spiritual distortion.
Varsovian
player, 23 posts
Sun 20 Dec 2015
at 23:38
  • msg #830

Re: Whip it good!

Aethulred:
So try Syntactic Magic...Page 202 in the Magic book. That allows you to tighten or loosen the system and make the mages learn various words of power so to speak. both flexible and limiting, as if you don't 'know' the verb, you can't do anything and if you do, a few nouns and modifiers makes you decent within that area.


I quite like Syntactic Magic (AKA Mage: the Ascension system :)). One trouble I have with such a system is that I'd like it to include diverse rituals etc. instead of generic quick hand gestures. Thaumatology mentions that you can make a Syntactic Magic system where using a "noun" or a "sphere" would be tied to the wizard conducting some kind of ritual (like meditating, mixing potions etc.) of various lengths. Unfortunately, there's no guideline on how to define such ritual's length...

quote:
Path/Book is my favorite (energy accumulating, btw). If you want it to be faster, you could always just give all the characters all three levels of the path/book adept advantages. That makes if faster. Or you could give the characters Power Items to speed things up (Thaum 139). In my Renaissance Magical campaign that used Path/Book Magic, there was a way to get lots of energy quickly...that was though Assisting Spirits...so fast magic using the Path/Book system...but it came with spiritual distortion.


One thing I'm considering is simply decreasing the time needed for the Path/Book rituals. Like, say, declaring that a PC makes an energy-accumulating roll once a minute, not once every five minutes (which is the default, I think). What'd be your opinion on that?
trooper6
player, 92 posts
Mon 21 Dec 2015
at 00:58
  • msg #831

Re: Whip it good!

Varsovian:
One thing I'm considering is simply decreasing the time needed for the Path/Book rituals. Like, say, declaring that a PC makes an energy-accumulating roll once a minute, not once every five minutes (which is the default, I think). What'd be your opinion on that?


You could certainly do that, I don't see that it would be a big problem.
cltchrn
player, 14 posts
Mon 21 Dec 2015
at 02:32
  • msg #832

Re: Whip it good!

Isn't there an advantage to reduce time required? Ritual Adept or something. IDHMBWM.
trooper6
player, 93 posts
Mon 21 Dec 2015
at 16:14
  • msg #833

Re: Whip it good!

cltchrn:
Isn't there an advantage to reduce time required? Ritual Adept or something. IDHMBWM.


Yes, Path/Book Adept. It comes in three levels...I mentioned it in msg #829 as an option.

The difference in using it vs. just cutting down the time universally would be how Varsovian wants magic to work and the PCs to fit within that paradigm more generally. If s/he wants the PCs and select NPCs to be special, but magic to take a longer time in general, then the Adept advantage would make the most sense. On the other hand, if Varsovian wants magic to be universally faster for everyone, then cutting down time would make the most sense. If Varsovian wanted really fast (but potentially dangerous) path/book magic, then combining it with spirit assisted would be good.

There is also another difference between cutting time down to rolling once per minute vs using Path/Book Adept.

With Cutting down time, All rolls take 1 minute.
With Path/Book Adept, the first roll takes 1d seconds, but subsequent rolls take the full time (5 minutes).

Of course, Varsovian could also combine the two, switch the time to 1 minute and offer Path/Book Adept as an option.

Now, is 1 minute the proper time for the ritual stages? I don't see why not, but here is what thaumatology notes:
quote:
"Energy Accumulating rituals are performed as a series of repetitive stages, each of which has a chance to accumulate some energy and build it into the effect’s “structure.” The suggested time for each stage is five minutes, although the GM can lengthen or shorten this to make magic slower or faster. It might even vary with some kind of mana level – or sanctity level, if energy represents divine favor – making it perhaps 20 minutes in low mana, 10 minutes in normal mana, 5 minutes in high mana, and 2 minutes in very high mana."

Johnny Angel
player, 72 posts
Wed 20 Apr 2016
at 04:10
  • msg #834

DF Aphrodite's Monks

I'm not sure if these are Lounge questions or a rules questions...

In a setting I'm working on, Aphrodite is one of the gods, but she's a bit different than the Greek version.  In particular, her followers have a monastery which teaches 'physical perfection.'  For a lack of better words, think of it as a non-psuedo-Asian way of explaining martial arts and monks in a DF setting.

I'm trying to figure out if there's a particular martial arts style that would be taught.  With this idea in mind, is there any particular style of fighting which seems to fit?  Or, maybe, since it's a DF setting, I shouldn't worry too much about the specifics?

This is the rough draft I have of her description for the game:

[Religion - Aphrodite: love, beauty, sexuality]

First and foremost the goddess of beauty and sexuality, Aphrodite embodies the ideal female form. To different races and different people, the ideal form is many different things, but it is said that Aphrodite's form is one who is so beautiful that it transcends all cultures and races; mortals can only hope to achieve but an echo of it.

The most common account of her physical form is thus: being like a pure maiden in height and mien, that he should not be frightened when he took heed of her with his eyes. Marked well and with wonderful mien, height, and shining garments. For she was clad in a robe out-shining the brightness of fire, a splendid robe of gold, enriched with all manner of needlework, which shimmered like the moon over her tender breasts, a marvel to see. Also she wore twisted brooches and shining earrings in the form of flowers; and round her soft throat were lovely necklaces. From her cheeks shone unearthly beauty

A monastery dedicated to her is located in a vineyard on the outskirts of the city. The all-female order of monks strives toward what could be described as physical perfection. The new church's vision of her tries to put more of a focus on Aphrodite as an embodiment of love and femininity.

Typical clothing of the monks inside the walls of the monastery are varying degrees of nudity. Inside the city, where a greater level of modesty is required, they tend to wear a white toga, sandals, and shiny belt cloths tied around their waist; the color of the belt indicating some sort of rank. In the colder months they often wear a heavier coat over the torso and shoulders as well as boots or shoes.
----------------------------------------------------------------------------


Also, I was playing around with some of the rules from DF Clerics.  I put together a divine servitor for Aphrodite just to see how it would turn out.  I did a few modifications to the base template to better fit what I was going for.  Feel free to provide opinions and feedback.

Servants of Aphrodite - love, beauty, sexuality

This one was pretty easy.  Beauty (doubled) was a no brainer.  I went with good as the third element.  Though, I did make some minor changes to the skills Good provided to better fit the theme of Aphrodite; especially since my take on her is a little different than the Greek one.


Pageant

Pageant appears as a voluptuous woman with a transcendent, radiating beauty.  She has pale milky skin almost like a porcelain doll, and raven jet-black hair.  Though she is no frail beauty; she appears very fit and athletic.

ST: 12 [20] HP: 12 [0] Speed: 5.50 [-10]
DX: 13 [60] Will: 14 [5] Move: 6 [0]
IQ: 13 [60] Per: 13 [0]
HT: 13 [30] FP: 13 [0] SM: 0
Dodge: 9 Parry: n/a DR: 0
Advantages: Three slots of elements [150]; Very Fit [15];
Immunity to Metabolic Hazards [30];
Appearance (Transcendent; Universal, +25%)
[25]; Awe (Always On, -20%) [24];
Charisma 4 [20]; Mind Control (Hearing- and Vision-Based, -40%) [30].
Disadvantages: Lecherousness [-15]; Dependency (Sanctity; Very
Common; Constantly) [-25]; Unnatural Features 1 [-1]†;
Wealth (Dead Broke) [-25]; Intolerance (People who have an appearance of unattractive or worse) [-5]; Intolerance (Evil religions) [-5]; Vow (Place
the will of my deity above my own needs) [-10].
Skills: Hidden Lore (Servitors of Good) (A) IQ [2]-13; Theology
(H) IQ [4]-13; Esoteric Medicine (Holy)-13 [4]; Religious Ritual-13 [4];
Erotic Art (A) DX+1 [4]-14; Knot-Tying (E) DX+1
[2]-14; Wrestling (A) DX [2]-13; Karate (H) DX [4]-13
steelsmiter
player, 189 posts
Wed 20 Apr 2016
at 04:40
  • msg #835

Re: DF Aphrodite's Monks

Johnny Angel:
I'm trying to figure out if there's a particular martial arts style that would be taught.  With this idea in mind, is there any particular style of fighting which seems to fit?  Or, maybe, since it's a DF setting, I shouldn't worry too much about the specifics?

As I understand it, Pankration is Greek, but you may not be for using that style. Maybe base another style off Tai Chi Chuan, Tai Chi, or Wing Chun, but with Style Adaptation for Pankration?
Tortuga
player, 421 posts
Wed 20 Apr 2016
at 04:57
  • msg #836

Re: DF Aphrodite's Monks

I'd suggest looking for a style with a focus on bodily conditioning and "perfection" over something focused on combat effectiveness or competition. Either something intended to turn the practitioner into a more perfect being, or one that's intended to show off what a perfect being is capable of.

I'd suggest making something up. But if you really want to use a real-world style, Hung Gar Kung Fu places emphasis on physical development, and Kalaripyit emphasizes physical improvement before any combat training occurs.
Johnny Angel
player, 73 posts
Thu 12 May 2016
at 15:14
  • msg #837

Armor Suit Ally

I'm not very familiar with building an Ally which is not a person...

I'm trying to help a friend with his character in a Supers game.  He's building something similar to Iron Man;his ally is his armor suit.

What stats does the suit need as an item/ally?

ST and HT are obvious.   All items have those.

What about IQ?  We weren't sure.  The suit can't think and act like a person, but we figured it at least had some basic computer system to run targeting and things like that.

What about DX?  Without being controlled, the suit doesn't move on its own.
otghand
player, 115 posts
Thu 12 May 2016
at 15:32
  • msg #838

Armor Suit Ally

Why make his suit an ally, just make it a piece of equipment.  Iron Man basically has a battle suit with flight and weapons modules.
Johnny Angel
player, 74 posts
Thu 12 May 2016
at 16:13
  • msg #839

Armor Suit Ally

Making it as an Ally was one of the options presented in Supers.

We were not completely sure of how to price things that were granted by only wearing the suit without it being an Ally.
Tortuga
player, 427 posts
Thu 12 May 2016
at 16:18
  • msg #840

Armor Suit Ally

Take it as a set of powers with the Gadget limitation.
Johnny Angel
player, 75 posts
Thu 12 May 2016
at 16:47
  • msg #841

Armor Suit Ally

Does that change what happens if somebody else is in a position where they need to use the suit?   For example, if Iron Man is hurt or injured, other people can wear the suit.

Also,is there a way to make the gadget powers summon able?  That was one of the reasons for building it as an Ally;thematically, the idea of being able to call the suit to him seemed cool.
Tortuga
player, 428 posts
Thu 12 May 2016
at 16:56
  • msg #842

Armor Suit Ally

Well, if the suit was an ally everyone else would need to take it as an ally as well in order to use it.

GURPS Transhuman Space covers equipment-allies well enough. Check it out if you can.
Johnny Angel
player, 76 posts
Thu 12 May 2016
at 17:30
  • msg #843

Armor Suit Ally

I'll check that out when I can.
Johnny Angel
player, 77 posts
Thu 12 May 2016
at 23:26
  • msg #844

Armor Suit Ally

Magic Mushroomcloud
player, 30 posts
Thu 18 Aug 2016
at 19:41
  • msg #845

Niche Protection

Heya folks.

I was hoping to canvas you lot for your opinions on Niche Protection. Do you use it, do you like it, that sort of thing.

I've seen Niche Protection referenced a few times, but of course I can't remember exactly where I've seen it - GURPS, amirite? That said, I seem to recall the details of whats involved in Niche Protection being a little bit different from one entry to the next. Another question: do you know where I might find more official information about Niche Protection?

Finally, to add to my list of questions, do you customize Niche Protection in your campaigns and, if so, what does your version Niche Protection involve?

As always, thanks in advance for your thoughts, gang.
Tortuga
player, 434 posts
Thu 18 Aug 2016
at 19:43
  • msg #846

Niche Protection

I don't worry about it. I'm more interested in a mix of compelling character motives and personality. What will be the most interesting orchestration.

A character's actual capabilities is more of a signal to tell me what kind of stuff they want to be doing in the campaign.
hedonismbot
player, 6 posts
Fri 19 Aug 2016
at 15:28
  • msg #847

Niche Protection

In reply to Magic Mushroomcloud (msg # 845):

My understanding is that niche protection is usually a genre-specific thing, and is mainly in games with class-based character creation. D&D is the obvious example, but Leverage also leans explicitly into that kind of niche protection. Sean Punch mentions niche protection a few times in Dungeon Fantasy 1 and there's a box discussing it in Dungeon Fantasy 3 because those books are specifically aiming to replicate a genre where each party member has a particular skillset that makes them unique at handling a different kind of challenge. If your game has less structured character creation or isn't trying to emulate a genre that features it heavily, then I don't think you need to worry about niche protection.
This message was last edited by the player at 15:30, Fri 19 Aug 2016.
Johnny Angel
player, 83 posts
Wed 24 Aug 2016
at 05:46
  • msg #848

Niche Protection

Even though it's not my favorite rpg system, I think D&D 4th Edition does a relatively good job of explaining roles -both in terms of player characters and monsters.

I think it makes for a pretty good cross reference with GURPS; especially when having newer players.  Sometimes, the amount of choice can be overwhelming.  Other times, it can lead to a party composition which doesn't work very well as a team.  While not everything can fall into the role of Leader, Striker, Controller, or Defender, those are still some nice shorthand ways to get character concepts across.  GURPS Action! has some material which touches upon this as well.

I typically explain to players that they're free to make whatever they want.  Even in D&D, doubling up on a role isn't bad.  However, doing so does require some common sense on the part of the party to realize that they'll need to tailor their party tactics accordingly.  For example, if the party is heavy on lightly armored skirmisher types, but lacking when it comes to heavily armored folk, getting bogged down in a toe-to-toe fight is likely not a good idea; neither is fighting in close-quarters where movement is limited.

The beauty of GURPS not having a CR system (or a d20 style level system) heavily ingrained in the system is that splitting the party isn't necessarily suicide.  In such cases, a group that has multiple people capable of a task might have the capability to spread out and handle a multi-part problem in a way that a more traditionally balanced party wouldn't be able to.
trooper6
player, 97 posts
Wed 14 Sep 2016
at 07:43
  • msg #849

Niche Protection

What is niche protection?

It is the idea that each character should have one specialty and that no other character should be able to also do that specialty. This way each person is special and each person gets to do something. So you would have one fighter, one Magic-User, one Thief, one Healer.  People who believe in niche protection feel like if your character is set up to be the healer, but everybody else can do some healing as well, then your character becomes useless...or less special...and therefore less fun.

I do not personally care about niche protection at all. I don't feel like just because someone else can also so some fancy talking, it invalidates the face character. I have, on more than one occasion, run games where all the players are basically the same "class"--for example, I've run quite a few Swashbuckling campaigns where all the players have the same core skills (Rapier, Acrobatics, etc)...but the game was still exciting because the characters had their own backstory and personality, their own wants and needs.

In short, if the characters are designed to be three dimensional in a more realist mode, i.e they are more than just their job, then it doesn't matter if two characters have the same job. On the other hand, if the characters are designed to be archetypes, then having two of the same archetypes might be a problem from some people.
Tortuga
player, 436 posts
Wed 14 Sep 2016
at 13:40
  • msg #850

Niche Protection

It's about spotlight time and making sure characters are less prone to being superfluous and that everybody gets to participate.
Raddek
player, 10 posts
Thu 22 Dec 2016
at 01:06
  • msg #851

Committed/Frenzied Attack and Defense

All - Anyone know the reference book for where Committed and Frenzied Attacks/Defenses are located?  I think I have seen them now in quite a few of my games, and indeed I've used my own at times, though just recently I went on an expedition to freshen myself up and realized that I can't find them anywhere.  Martial Arts references committed attacks, although it doesn't define what they are and I can't find them in either of the basics books.
Tortuga
player, 441 posts
Thu 22 Dec 2016
at 01:11
  • msg #852

Committed/Frenzied Attack and Defense

Committed Attacks are on page 99 of Martial Arts.

Feverish Defense is in Campaigns page 357 as an Extra Effort option.
Raddek
player, 11 posts
Thu 22 Dec 2016
at 01:13
  • msg #853

Committed/Frenzied Attack and Defense

Well, that's my problem I suppose, words have meanings.  Thanks Tortuga!
Magic Mushroomcloud
player, 33 posts
Sun 26 Mar 2017
at 20:55
  • msg #854

Eagle Vision

Howdy folks.

You ever play that Assassin's Creed series of video games? They introduce a power called "Eagle Vision" that basically highlights everything of any importance in line of sight - objectives, hidden objects, special targets, etc. - and even to some extent through solid objects.

How would you construct that Advantage in GURPS terms?
Jobe00
player, 12 posts
Mon 27 Mar 2017
at 00:55
  • msg #855

Eagle Vision

A high perception check and description by the GM.
Tortuga
player, 467 posts
Mon 27 Mar 2017
at 00:57
  • msg #856

Eagle Vision

Yeah pretty much. It sounds more like a narrative device.
Aethulred
player, 85 posts
Mon 27 Mar 2017
at 01:41
  • msg #857

Eagle Vision

In reply to Magic Mushroomcloud (msg # 854):

Or, if magical, it would be a cross between Mage sight and Seeker... assuming the character knew what it was he sought.
BlueDwarf
player, 71 posts
Mon 27 Mar 2017
at 02:32
  • msg #858

Eagle Vision

In reply to Aethulred (msg # 857):

Or perhaps a number of 'Detect ...' abilities...
Tortuga
player, 468 posts
Mon 27 Mar 2017
at 02:36
  • msg #859

Eagle Vision

Detect (Plot relevance)
Magic Mushroomcloud
player, 34 posts
Mon 27 Mar 2017
at 14:45
  • msg #860

Eagle Vision

Right on, thanks guys.
Michi_chan
player, 2 posts
Sat 22 Apr 2017
at 14:15
  • msg #861

Environment Building/Catan-esque Rules?

 Hey, not sure if this is the correct thread (since I'm asking for either version,) but are there even rules for environment-building or for running a Catan-esque game where the focus is exploration, resource gathering and possibly building cities/structures?
Tortuga
player, 472 posts
Sat 22 Apr 2017
at 14:28
  • msg #862

Environment Building/Catan-esque Rules?

Low-Tech Companions have some rules, I think.
Mad Mick
GM, 125 posts
Sat 22 Apr 2017
at 14:37
  • msg #863

Environment Building/Catan-esque Rules?

For building cities, there's GURPS City Stats:  http://www.warehouse23.com/products/gurps-city-stats.
Varsovian
player, 33 posts
Thu 11 May 2017
at 05:19
  • msg #864

Powers

Okay, here's a question that's been bugging me for years:

When should I use the Powers rules? Let's say that I'm running a horror game and a vampire appears. Should I use Powers for this guy, or is it okay just to model his supernatural abilities using just advantages from the core rulebook?
trooper6
player, 99 posts
Thu 11 May 2017
at 05:26
  • msg #865

Powers

In reply to Varsovian (msg # 864):

Powers are just expansions of the Advantage rules in Basic. They are just Advantages, but powers gives some more modifies, some more advantages, some discussion, etc.

Think of it like Magic or Martial Arts. If you are running the Basic Magic system, you can just stick with the Magic given to you in the Basic set, but you can go to the Magic book if you want to expand it. You can just stick with the combat rules in the Basic Set, or if you want more you can get Martial Arts.

You don't have to use Powers if you are getting everything you need from Basic.
Tortuga
player, 473 posts
Thu 11 May 2017
at 05:48
  • msg #866

Powers

My advice would to be exactly the books you absolutely need, and that's it. No more. No less.
Varsovian
player, 34 posts
Thu 11 May 2017
at 16:24
  • msg #867

Powers

Okay then: what's the advantage of the Powers system? Why use it at all?
Tortuga
player, 474 posts
Thu 11 May 2017
at 16:27
  • msg #868

Powers

Versatility. Complexity. If you want to run a game focused on structured powers (superheroes, etc) it's helpful.
trooper6
player, 100 posts
Thu 11 May 2017
at 17:38
  • msg #869

Powers

As I said, Powers isn't a separate system, it is an expansion. It is an expansion of Advantages rather than a new system. So if you find you want more stuff for your Advantages, use Powers. If you are happy with what you got, then don't use it.

If you want advice on how to make different sorts of powers (using Advantages) GURPS Powers will give you advice. You can look at the Psionics chapter in Basic and get a sense of what more things you can find in Powers. Psionics are a collection of advantages with the Psionic Power Limitation. Powers talks to you about how to make your own power limitations and craft coherent power systems.

If you don't need it, don't use it.
This message was last edited by the player at 17:40, Thu 11 May 2017.
Mad Mick
GM, 127 posts
Tue 16 May 2017
at 00:51
  • msg #870

Powers

The Invisibity spell in GURPS has always seemed way too powerful to me in combat since an invisible character can attack as normal without breaking the spell.  Dungeon Fantasy addresses this somewhat, but what about combining Darkness or Blackout with Dark Vision?  If a mage casts either of the spells and her companion has Darkvision, what options do their opponents have besides flailing away blindly or running away?  I can think of two, Blindfighting and Counterspell, but those can't be used if someone doesn't know them.  What other options would opponents have?
Aethulred
player, 88 posts
Tue 16 May 2017
at 02:01
  • msg #871

Powers

Area effect spells that only affect enemies...
jason254
player, 18 posts
Wed 17 May 2017
at 01:42
  • msg #872

Powers

Is there an area affect spell in Gurps like glitterdust in dnd?  If not and you were to make one I don't know what school it should be in.  I suppose "flour" burst would work just as well and maybe could be a food spell...

In any event I think it should be a 1FP per hex of area, and you'd have to have some sense of where the invisible person would be.
Magic Mushroomcloud
player, 35 posts
Thu 31 Aug 2017
at 20:14
  • msg #873

DF 16 - Wilderness Adventures Travel Times

Heya, gang.

I know it's bad form, but I'm gonna copy/paste the question I've been wrestling with so you can see what's gotten me here, but what it boils down to is this: looking at the Travel section in Dungeon Fantasy 16, starting page 20. I'm terrible at math and I'm no hiker IRL, so looking at the formula for determining how much ground is covered isn't really making sense for me - I don't know if it's too generous or too harsh, but either way I'm certain there's something I'm missing.

As always, thanks so much for any insight you can provide.



quote:
ok, here's my question.

I'm looking at travel on pp 21-23 - On Terrain types (p.22), should the travel speed penalty be applied as a decimal? or as a percentage penalty? By itself, it seems like it should apply as a decimal (*0.20 for snow, for example) but read in the context of "Covering Ground" on page 23, it seems like it should be interpreted as a percentage (-20% penalty to movement for snow). *0.20 works out to an 80% movement penalty, which seems enormous. Mathed out:

Basic move 6 * 0.20 (travel over snow) = 1.2, halved would be an average walking speed of 0.6mph

Basic move 6 - 20% = 4.8, , halved would be an average walking speed of 2.4mph

The former would mean, assuming all other conditions were normal, a party could only travel 4.8 to 7.2 miles/day in snow, mountains, dense wood, etc.

The latter would mean 19.2 to 28.8 miles/day.

The latter seems more realistic to me, but it's not really what the book says.

Aethulred
player, 91 posts
Thu 31 Aug 2017
at 22:01
  • msg #874

DF 16 - Wilderness Adventures Travel Times

A good march rate for trained soldiers is 2.5 MPH; Highly trained can do 4 MPH for up to a day or so. This assumes reasonably level ground without obstacles and no extreme loads. So 40-60 pounds or so.

Open forest (no underbrush isn't much worse, but overgrown forest, snow, deep mud or extreme slopes would slow things way down. 8 Miles a day (1 MPH) is quite believable.  Having no significant load would help some, but 1.5 MPH would be extremely good, regardless.

The real key here is exactly what sort of terrain issues are affecting movement. Simply having a well travelled path along a mountain ridge would speed things up a lot. Climbing up or down a steep slope is slow hard work.
Jobe00
player, 13 posts
Thu 31 Aug 2017
at 22:45
  • msg #875

DF 16 - Wilderness Adventures Travel Times

There's a reason Romans built roads EVERYWHERE.
Mad Mick
GM, 128 posts
Fri 1 Sep 2017
at 00:32
  • msg #876

DF 16 - Wilderness Adventures Travel Times

Snow slows everyone down tremendously.  It would take forever to travel long distances, so a dogsled, sledge, or bobcat is nearly essential when covering long distances.

The 8 miles per day in woodland seems about right.  I haven't done a lot of hiking, but I spent some time hiking around the Great Smokey Mountains.   We had camping gear with us - tents, food, changes of clothes.  We averaged 10 miles a day, but we had well-marked trails to follow.  Slopes of course slowed us down, but even relatively flatter trails took a long time.  It would be slower without cleared trails to follow.
Varsovian
player, 35 posts
Sat 23 Sep 2017
at 21:13
  • msg #877

DF 16 - Wilderness Adventures Travel Times

Oh, oh, I have a question!

I'm reading 4E combat rules now and I've noticed something:

Many melee weapons have Reach 1, which - if I understand correctly - means that they are not useable in close combat. So... let's say we have two warriors. Warrior A has a longsword, Warrior B has a dagger. Now, it's Warrior B's turn - and he moves very close to Warrior A, closer than Reach 1. And just like that, Warrior A is defenseless! Warrior B can stab him all he want - and Warrior A's sword is useless!

In real life, that wouldn't be possible, as Warrior A would cut Warrior B down as soon as he tried to moved past the 1 yard range... but with turn-based combat, Warrior A cannot react before Warrior B is next to him. Or am I missing something here?
Aethulred
player, 92 posts
Sat 23 Sep 2017
at 22:04
  • msg #878

DF 16 - Wilderness Adventures Travel Times

IIRC, you can only move one hex and attack... I'm sure there is some exception, but the concept prevents what you describe. Also the reach 1 sword user isn't defenseless, he can use hands, feet and the pommel/guard (if any) one that sword to parry with. He may not be able to use the blade to effect (until next turn), but he can block, parry and dodge as needed/able. His next turn, the knife holder is in trouble. Now if the knife wielder comes in from behind... different story altogether.
BlueDwarf
player, 74 posts
Sat 23 Sep 2017
at 22:41
  • msg #879

DF 16 - Wilderness Adventures Travel Times

In reply to Aethulred (msg # 878):

There is nothing in GURPs to stop the guy with the broadsword stepping back to attack on his turn. That only stops the Parry as an active defence, all other defence options are still available. No attacks of opportunity here for either...

Any attack from behind is nasty. The broadsword in the back is worse than the dagger...
evileeyore
player, 2 posts
Sun 24 Sep 2017
at 07:59
  • msg #880

Re: DF 16 - Wilderness Adventures Travel Times

Varsovian:
Many melee weapons have Reach 1, which - if I understand correctly - means that they are not useable in close combat. So... let's say we have two warriors. Warrior A has a longsword, Warrior B has a dagger. Now, it's Warrior B's turn - and he moves very close to Warrior A, closer than Reach 1. And just like that, Warrior A is defenseless! Warrior B can stab him all he want - and Warrior A's sword is useless!

Martial Arts adresses this:

Any weapon with a minimum reach 1 or greater in Close Combat is at -4 times the maximum reach.  Calculate parry off the modified Skill (or just give it half the penalty, which is functionally the same).

So a reach 2-4 Polearm used in Close Combat is at -16!  And suffers a -8 to Parries.

quote:
In real life, that wouldn't be possible, as Warrior A would cut Warrior B down as soon as he tried to moved past the 1 yard range... but with turn-based combat, Warrior A cannot react before Warrior B is next to him. Or am I missing something here?

In 'real life' Warrior A could try, if he was prepared for it.  In GURPS this is represented by a Wait maneuver.

Also Warrior A can Block or Dodge (if just using the Basic Set rules) with a Retreat and then be far enough away to parry successive attacks (if the knife wielder doesn't keep Stepping and has iterative attacks).
This message was last edited by the player at 08:00, Sun 24 Sept 2017.
Varsovian
player, 36 posts
Sun 24 Sep 2017
at 15:58
  • msg #881

Re: DF 16 - Wilderness Adventures Travel Times

OK, thanks, guys! This was helpful.

One another question: "major wounds". According to the combat rules, if a character lose more than a half of their HP due to one wound, it's a major wound. But what about further major wounds - do you calculate their occurence from the HP maximum, or the current amout of HPs?

In other words: a PC has 10 HPs. He suffers an injury of 5 HPs and gets a major wound. His HPs drops to 5 after that. So, when does he suffer another major wound: after another 5 HPs, or after 3 HPs (1/2 of 5)?
evileeyore
player, 3 posts
Sun 24 Sep 2017
at 17:56
  • msg #882

Re: DF 16 - Wilderness Adventures Travel Times

Varsovian:
One another question: "major wounds". According to the combat rules, if a character lose more than a half of their HP due to one wound, it's a major wound. But what about further major wounds - do you calculate their occurence from the HP maximum, or the current amout of HPs?

Always calculate that sort of stuff (Major Wounds, Limb Crippling, etc) off of HP maximums.
BlueDwarf
player, 75 posts
Sun 24 Sep 2017
at 19:27
  • msg #883

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 881):

A major wound is actually defined as half of the original hit points. So for the character above, it would always be 5 of more...
JustJessie23
player, 9 posts
Tue 26 Sep 2017
at 06:49
  • msg #884

Re: DF 16 - Wilderness Adventures Travel Times

In reply to BlueDwarf (msg # 883):

Major wound is in excess of half your HP.

So the HP 10 person would have a Major Wound if he 6 or more points of damage in a single wound.
Varsovian
player, 37 posts
Wed 27 Sep 2017
at 20:15
  • msg #885

Re: DF 16 - Wilderness Adventures Travel Times

Okay, thanks!

One last question: the rules state that a character's Move is halved when they drop below 1/3 of their HP. The same happens when they drop below 1/3 of FP. So, what happens if a character drops both below 1/3 of their HP and FP? Do they get 1/4 of their Move?
evileeyore
player, 4 posts
Wed 27 Sep 2017
at 21:27
  • msg #886

Re: DF 16 - Wilderness Adventures Travel Times

Not sure that's actually addressed in the rules, but I don't do that.  1/3 Move is already a severe penalty.
BlueDwarf
player, 76 posts
Wed 27 Sep 2017
at 21:47
  • msg #887

Re: DF 16 - Wilderness Adventures Travel Times

In reply to evileeyore (msg # 886):

Yeah, I dont stack it either. I don't think the rules specify.
JustJessie23
player, 10 posts
Thu 28 Sep 2017
at 22:00
  • msg #888

Re: DF 16 - Wilderness Adventures Travel Times

1/3 HP gives you Half Move and Half Dodge
1/3 FP gives you Half Move and Half Dodge AND Half ST.

I don't stack them.  If you're an average human down to 3 HP and 3 FP, you have enough trouble without your Move and Dodge dropping to 1/4 (which makes it practically impossible for even talented people).

I haven't seen where the rules address it, but I can't imagine the intent was to stack them.
JustJessie23
player, 11 posts
Thu 28 Sep 2017
at 22:02
  • msg #889

Re: DF 16 - Wilderness Adventures Travel Times

The FAQ seems to support the grimmer side of this question though.

3.4.5.7 Are the Move and Dodge penalties for being at 1/3 HP and 1/3 FP cumulative or not?

They are.

Having less than 1/3 your HP left halves your current Move and Dodge scores, whatever they currently are. Round up.
Having less than 1/3 your FP left halves your current ST, Move, and Dodge scores, whatever they currently are. Round up.
Don't mess with Basic Speed, Basic Move, etc. Don't recalculate Dodge. Just take the numbers you were using and halve them.


So... ouch!
Jobe00
player, 14 posts
Thu 28 Sep 2017
at 23:18
  • msg #890

Re: DF 16 - Wilderness Adventures Travel Times

This is why House Rules exist.
Varsovian
player, 38 posts
Fri 29 Sep 2017
at 18:46
  • msg #891

Re: DF 16 - Wilderness Adventures Travel Times

Thanks! Now I understand *everything* about GURPS... the core rulebooks, at least :)

Now, I want to play! Let's play!

... nobody plays GURPS these days :\
BlueDwarf
player, 77 posts
Fri 29 Sep 2017
at 19:20
  • msg #892

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 891):

They do online. Unfortunately they don't much around Forster, NSW...
Aethulred
player, 93 posts
Sat 30 Sep 2017
at 02:38
  • msg #893

Re: DF 16 - Wilderness Adventures Travel Times

Or out in SE Arizona...
JustJessie23
player, 12 posts
Sat 30 Sep 2017
at 20:52
  • msg #894

Re: DF 16 - Wilderness Adventures Travel Times

Aethulred:
Or out in SE Arizona...


I'm in Phoenix, I'm running two games (Fantasy and Dungeon Fantasy RPG) and I know a bunch of GURPS players around here.  I know of one other GM looking for players.  So it's here, just not as prevalent as other systems.

Don't know if or how I can help you in SE Arizona, but I would if I could.
Aethulred
player, 94 posts
Sat 30 Sep 2017
at 22:06
  • msg #895

Re: DF 16 - Wilderness Adventures Travel Times

Appreciate the offer, but the Sierra Vista area is a pretty good hike from up there.
JustJessie23
player, 13 posts
GURPS GM and Player
<LEFT BLANK>
Sun 1 Oct 2017
at 05:31
  • msg #896

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Aethulred (msg # 895):

I know some SV GURPS people...
Aethulred
player, 95 posts
Sun 1 Oct 2017
at 21:03
  • msg #897

Re: DF 16 - Wilderness Adventures Travel Times

I knew a few ... we parted ways more than 15 years ago ... be willing to work with a new group, depending on what they want to play... some Genres don't work for my wife (who'd like to play) and I ... don't mean to sound picky, but once there was a group who was really into lots of demons, undead, and rather sick stuff... my sons were younger and my wife was not interested, so we let that die. Boys are grown and gone now ... although one lives in town and might play as well. Fantasy stuff is fine, Traveler is good ... Supers less so... guess we are just old stuck in the wood gamers. ;-)
Varsovian
player, 40 posts
Wed 3 Jan 2018
at 23:32
  • msg #898

Re: DF 16 - Wilderness Adventures Travel Times

I have a general question:

When translating stuff from GURPS 3E to 4E, how much work needs to be done with stats? Have there been many changes regarding how stats work etc. - or it is possible just to use 3E stats for weapons, creatures etc. for 4E without any recalculations?
Mad Mick
GM, 134 posts
Wed 3 Jan 2018
at 23:46
  • msg #899

Re: DF 16 - Wilderness Adventures Travel Times

Here's the 3E to 4E conversion:  http://www.sjgames.com/gurps/resources/4eupdate.pdf

You may need to make some conversions regarding ST, and some advantages are different.  For armor, PD is gone, but weapons should still be the same.  I generally use 3E adventures as they are but with higher starting CPs for PCs.
Varsovian
player, 42 posts
Wed 3 Jan 2018
at 23:55
  • msg #900

Re: DF 16 - Wilderness Adventures Travel Times

Thanks!

Old GURPS books are still very inspirational (I recently bought Blood Types... ah!), but I was wondering how much of this stuff is usable with 4E.
Mad Mick
GM, 135 posts
Thu 4 Jan 2018
at 00:48
  • msg #901

Re: DF 16 - Wilderness Adventures Travel Times

I'd say most of it is.  ST changed a bit, and Psionics were changed from Skills to Advantages.  Secondary characteristics were altered a bit.  Languages are no longer skills.  Most Advantages are easily convertible and often only have new names.  Most skills transfer over.  Converting to 4E is fairly straightforward, and the older books are still useful.
Jobe00
player, 15 posts
Thu 4 Jan 2018
at 01:48
  • msg #902

Re: DF 16 - Wilderness Adventures Travel Times

I still use GURPS Cops if I ever run my Stupid Cinematic LAPD Cops game. Updating the templates was easy, and they have costs within a few points of the originals.
Witchycat
player, 78 posts
Furry Kitty with
a witch's hat
Thu 4 Jan 2018
at 01:53
  • msg #903

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 900):

As the GM, you can use what ever you want and just modify it. I have Blood types somewhere.
Varsovian
player, 50 posts
Mon 23 Apr 2018
at 04:08
  • msg #904

Re: DF 16 - Wilderness Adventures Travel Times

Guys, a question: when is a rifle considered braced, exactly? The main 4E rulebook is a bit confusing here. Is a rifle braced only when you're using a tripod and lying prone - or is it enough for it to rest on something, like a piece of a wall etc.?
cltchrn
player, 16 posts
Mon 23 Apr 2018
at 04:14
  • msg #905

Re: DF 16 - Wilderness Adventures Travel Times

I think you’d need a perk to be considered bracing on improvised surfaces, but a nice GM might allow it with a bipod over the hood of a car or something similar. There’s also a rifle sling designed for bracing, I think in HT somewhere.

EDIT: High Tech, p. 154.
This message was last edited by the player at 04:15, Mon 23 Apr 2018.
Anachronist
player, 3 posts
Mon 23 Apr 2018
at 05:03
  • msg #906

Re: DF 16 - Wilderness Adventures Travel Times

I would consider a rifle braced whenever the shooter has an opportunity to steady it on or against something solid, a piece of wall would certainly quality in my mind.

I would require at least a second to brace it however, in addition to any aiming.
evileeyore
player, 6 posts
Mon 23 Apr 2018
at 05:16
  • msg #907

Re: DF 16 - Wilderness Adventures Travel Times

Anachronist:
I would require at least a second to brace it however, in addition to any aiming.

I require a Ready action to brace.
Varsovian
player, 51 posts
Mon 30 Apr 2018
at 16:16
  • msg #908

Re: DF 16 - Wilderness Adventures Travel Times

Hello! I have another question regarding combat.

Melee weapons have Reach, right? So, what does it mean, if a weapon has Reach 1? Does it mean it can be used to attack an enemy up to 1 yard away - or *only* 1 yard away? How does Reach C work, exactly?

Also, any rules regarding situations where a person with a rifle is confronted by someone using a hatchet? I need it for a Wild West combat simulation I'm running...
Raddek
player, 15 posts
Mon 30 Apr 2018
at 16:37
  • msg #909

Re: DF 16 - Wilderness Adventures Travel Times

Yes, all Melee weapons have a reach.  Essentially, with a reach 1 weapon, you can attack normally from 1 hex or attack from 2 hexes using a Step and Attack even if your foe uses a retreating defense.  If you are in close combat and not held there (grapple) you could also step backwards and attack as well so long as you were already facing your foe.

If for some reason you are unable to step, (being grappled) you can actually use a weapon at a closer reach than it is designed for, though the penalty is -4 per hex of reach.  So a broadsword (reach 1) used in close combat would be at a skill penalty of -4.  A Spear in a 2 hex grip could be used at -8 in close combat...

Close combat weapons you can think of as having a reach of 0, with the same rules as above.  You can step and attack from a range of 1, or use them from close combat.  Realize that close combat has a whole host of other rules associated with it which can be found on 391 of the campaigns book.

I can't think of any special rules with the specific scenario you are describing, though it gets weird when someone tries to do abnormal things with a ranged weapon.  I would handle things per the normal rules while the range collapses down.  If the shooter tried to fire from close combat, I would penalize them at least the bulk modifier on the weapon.  If they attempted to do something like parry or butt-strike or hit them with a bayonet, I'd probably require a ready maneuver and use a different skill (spear?...  with a rifle default?).  The hatchet wielder could pretty much get by on normal rules.
Varsovian
player, 52 posts
Mon 30 Apr 2018
at 17:52
  • msg #910

Re: DF 16 - Wilderness Adventures Travel Times

How does it translate to non-hex combat? 1 hex = 1 yard?

BTW. How do you get into close combat, actually? You simply move to a less than 1 yard of distance from the enemy?

What about weapons that have a few ranges? IIRC, dagger has both Reach 1 and Reach C. Does this mean that attacking at Reach 1 isn't penalized?
Anachronist
player, 4 posts
Mon 30 Apr 2018
at 18:12
  • msg #911

Re: DF 16 - Wilderness Adventures Travel Times

Looks like you are right on all counts there Varsovian.

Some weapons are more versatile with their ranges, although they may need to be readied at different ranges to be effective at them.

From 1 hex (which normally equals 1 yard) you would just move into close combat, which as has been said, is kind of it's own animal.
Raddek
player, 16 posts
Mon 30 Apr 2018
at 18:19
  • msg #912

Re: DF 16 - Wilderness Adventures Travel Times

Yup, the * in the reach column means it requires a ready maneuver to change reach.  As for the knife reaches, be careful because a large/small knife can only have a reach of one on a cutting attack, if you want to impale someone with it, it is only good for reach C.  However, there is no need to do a ready maneuver to switch grips (reach) for a knife.
Varsovian
player, 53 posts
Mon 7 May 2018
at 19:08
  • msg #913

Re: DF 16 - Wilderness Adventures Travel Times

Okay, another question!

Let's say a guy was holding a rifle when an enemy moved toward him and entered close combat range. If the guy drops the rifle and wants to start punching the enemy, does he need to take a Ready maneuver to ready his fists? Or can he drop the rifle and throw a punch in the same turn?
Aethulred
player, 107 posts
Mon 7 May 2018
at 19:22
  • msg #914

Re: DF 16 - Wilderness Adventures Travel Times

Why would he even bother? A vertical butt stroke is much more effective.
Varsovian
player, 54 posts
Mon 7 May 2018
at 19:26
  • msg #915

Re: DF 16 - Wilderness Adventures Travel Times

Butt attack defaults to DX-5. Meanwhile, he has Boxing 14...
Tortuga
player, 483 posts
Mon 7 May 2018
at 19:29
  • msg #916

Re: DF 16 - Wilderness Adventures Travel Times

Dropping stuff is a free action and your hands/feet etc are always ready.
evileeyore
player, 8 posts
Mon 7 May 2018
at 22:01
  • msg #917

Re: DF 16 - Wilderness Adventures Travel Times

Anachronist:
From 1 hex (which normally equals 1 yard) you would just move into close combat, which as has been said, is kind of it's own animal.

Close Combat works exactly like all other Reaches of combat, with one small difference:  Shields are far less useful for those using them.


Tortuga:
Dropping stuff is a free action and your hands/feet etc are always ready.

Almost always ready.  I can envision moments when I'd require a Ready Maneuver for hands* and... eh... errr... maybe a Change Position Maneuver for feet?



* Being stuffed deep into pockets during cold weather, in thick mitts that need to be removed, etc.  Feet... I'm having trouble with.  Maybe if you were in a small space and would normally have your feet in a poor position (driving a small car, seated at a cramped desk, etc).  Maybe?

My point is, Rule Zero for this sort of stuff.  maybe just a -4 or 5 to hit representing the time needed to doff thick mitts, or get out from under the desk, etc.
Tortuga
player, 484 posts
Mon 7 May 2018
at 22:23
  • msg #918

Re: DF 16 - Wilderness Adventures Travel Times

See, I'd rule zero that it didn't matter.

Mittens (As per Low Tech) give Bad Grip 1 and Ham Fisted 2, neither of which make it harder to punch in hand to hand combat... but even if they did, your hands aren't unready. It's not more difficult to attack with an unready weapon; it simply isn't possible.
Aethulred
player, 108 posts
Tue 8 May 2018
at 02:19
  • msg #919

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 915):

Put a point in bayonet training... rifles with wood stocks can be brutal weapons with only a little training and the bayonet can execute a vicious slash as well as a lethal thrust attack. GURPS may not have rules, but the real world has fine examples.
evileeyore
player, 9 posts
Tue 8 May 2018
at 04:39
  • msg #920

Re: DF 16 - Wilderness Adventures Travel Times

Aethulred:
GURPS may not have rules, but the real world has fine examples.

It's either the Spear skill, or as I've heard one person argue, both Shortstaff and Spear skills.
Jobe00
player, 17 posts
Tue 8 May 2018
at 12:40
  • msg #921

Re: DF 16 - Wilderness Adventures Travel Times

I’d have to check, but I think bayonets are used with Spear skill according to GURPS Special Ops.
Tortuga
player, 485 posts
Tue 8 May 2018
at 13:25
  • msg #922

Re: DF 16 - Wilderness Adventures Travel Times

High tech goes into more detail but:

1. Shoulder-arm bayonets use the Spear skill.
2. Sidearm bayonets use the Knife skill.
3. Hitting someone with your rifle uses staff or two-handed Axe/Mace depending on how you swing it.
4. Hitting someone with a pistol uses Brawl or DX, Axe/Mace if the pistol is designed to be used that way.
Magic Mushroomcloud
player, 39 posts
Tue 8 May 2018
at 14:16
  • msg #923

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 913):

I don't have the depth or length of experience with GURPS that I'd like, not near as much as most folks around here I suspect, but I've had pretty much that exact situation show up in a couple of different games I've played in. In my experience, it's generally been resolved as dropping the weapon and throwing a punch as part of the same turn.
archypetro
player, 22 posts
Tue 8 May 2018
at 14:19
  • msg #924

Re: DF 16 - Wilderness Adventures Travel Times

You can do that too. Dropping the weapon is free. It's much more effective usuelly though to put the iron through people.

Most people can attempt it though even without the skill I believe. Telegraphic and AoA determined stack to give a pretty good bonus to skill for someone really pushing for it (+8)
Tortuga
player, 486 posts
Tue 8 May 2018
at 14:21
  • msg #925

Re: DF 16 - Wilderness Adventures Travel Times

Yeah, that's how most unskilled people fight anyway - each round is an AoA or AoD. Focusing on offense and defense at the same time (regular attacks) isn't easy.
Tortuga
player, 507 posts
Wed 28 Nov 2018
at 17:29
  • msg #926

Immortals

Planning an "immortals drifting through history" game, one that I'd like to run from the ancient past to the near future. The setting is one with superheroes, etc, but aside from immortality, the PCs won't really have "powers".

In terms of pacing, the PCs will have an adventure or two in every historical era, then we skim over a few decades or centuries, summarize what happened, give the PCs some CP to represent development over this time, and then start the next adventure.

My Rules concern is pacing character advancement. What I'd like is for PCs to end up in the modern era with point levels that make them comparable to superhumans, without exceeding what's possible for humans. High skill levels, experience, etc is fine, but flight, super-strength, etc are not.

1. Should I aim for 500 cp characters at the end or 1000 cp? My concern that there's not much more you can do with 1k, just because of how skills higher than 16 rapidly reach a point of decreased cost effectiveness, and low level skills can degrade away if you're not using them regularly. That 1 point in chemistry/5 you learned in the 1800s probably won't stick around forever.

2. How do I handle character advancement? X points per year skipped? A set sum between adventures, with a larger sum between eras? Allowing disused skills to be refunded/traded in for new skills? Increasing levels of Reawakened to access skills you've largely forgotten?
evileeyore
player, 17 posts
Wed 28 Nov 2018
at 19:44
  • msg #927

Re: Immortals

Tortuga:
1. Should I aim for 500 cp characters at the end or 1000 cp?

500 ought to be a decent "super-human" but not "a super" level.  Especially if you're not allowing Cinematic traits.

quote:
That 1 point in chemistry/5 you learned in the 1800s probably won't stick around forever.

Also keep in mind that the Chemistry bought in the 1800's is what, TL 6?  Modern area is TL 8, so it's not just degradation with some skills, it's advancement of techniques and methods.

quote:
2. X points per year skipped? A set sum between adventures, with a larger sum between eras?

That's probably the easiest.

quote:
Allowing disused skills to be refunded/traded in for new skills?

Yeah, that wouldn't be bad, especially if the Character start in pre-metal working eras.  You could put a limit of X number of skill points may be traded between eras.

quote:
Increasing levels of Reawakened to access skills you've largely forgotten?

That's an interesting idea.
Tortuga
player, 508 posts
Wed 28 Nov 2018
at 20:06
  • msg #928

Re: Immortals

Reawakened or Racial Memory or something similar. Maybe Wild Talent with the limitation "a skill I used to possess." Work it into some kind of flashback mechanic.
evileeyore
player, 18 posts
Wed 28 Nov 2018
at 22:23
  • msg #929

Re: Immortals

Tortuga:
Maybe Wild Talent with the limitation "a skill I used to possess."

That would work well.
Tortuga
player, 511 posts
Thu 6 Dec 2018
at 00:15
  • msg #930

Re: Immortals

Character Creation Riff:

Characters have amnesia, and discover who they are through play. In practice, this means that they can justify mid-adventure CP spends by having "flashbacks" as a form of character development, as long as it doesn't contradict anything that's already happened.

At the start of the game you only define attributes and the advantages and disadvantages that are immediately apparent - One Eye, Ugly, Beautiful, Skinny, etc. If you've been wounded before you can't "remember" having High Pain Threshold or Hemophelia because you didn't just start spurting out blood all day the last time someone stabbed you.

Skills are left undefined until you try to use them, then you can spend CP to remember having them via a flashback.
Johnny Angel
player, 102 posts
Thu 13 Dec 2018
at 22:19
  • msg #931

Re: Immortals

Probably an obvious answer, but something that was on my mind today after watching an episode of Last Kingdom...


If I All-Out Attack, I have no defenses.  That is clear enough.

However, can my allies (assuming they have the required perks, skills, or whatever) use their defenses (presumably block or parry) to defend me after I All-Out Attack?

For example, in one of the episodes, I noticed a tactic which involved groups of three soldiers -one archer paired with two sword & shield warriors.  The archer would attack, and then the two guys with shields would take a defensive position in front of the archer.  This is arguably some sort of pop-up attack, but I was looking at it in terms of the archer using AAO: ranged for a +1; then relying on the two allies to use their defenses.

Similarly, it may be that the archer was using Aim so as to get bonuses, and then forgoing defenses so as to keep the Aim bonus; instead relying on the defenses of his allies.



As a related question:

What are the skills, perks, and various rules which deal with a group of people using defenses to protect another person?
Tortuga
player, 513 posts
Thu 13 Dec 2018
at 23:25
  • msg #932

Re: Immortals

Sacrificial Parry and Shield-Wall perks.
This message was last updated by the player at 23:33, Thu 13 Dec 2018.
Mad Mick
GM, 140 posts
Sat 15 Dec 2018
at 04:30
  • msg #933

Re: Immortals

From the SJG forums:


quote:
Its' merely a defensive technique with a special benefit. As such:

Sacrificial Parry (_Weapon)
(Tech/H; defaults to _Weapon Parry -1; requires _Weapon skill; cannot exceed _Weapon Parry)
(Defensive Technique; Special Benefit, -1)
Can parry for another target if said target is beside you and within your weapon's reach.

Sacrificial Block (_Shield)
(Tech/H; defaults to _Shield Block -1; requires _Shield skill; cannot exceed _Shield Block)
(Defensive Technique; Special Benefit, -1)
Can block for another target if said target is beside you.

... or you can take the perks and pay less points for better results. The above costs [2] to give the same result as Sacrificial Parry's [1] and an inferior result to Shield-Wall Training's [1] because of its' removal of the large shield's attack penalty. It'd require two different techniques, one offensive costing [3] and one defensive (described above) costing [2], to replicate the effects of Shield-Wall Training.


http://forums.sjgames.com/showthread.php?t=111879
Tortuga
player, 514 posts
Sat 15 Dec 2018
at 04:35
  • msg #934

Re: Immortals

Dunno that I agree with either of these takes. I'd go with it being a technique, but a deeper penalty. -2 maybe.
Johnny Angel
player, 103 posts
Fri 21 Dec 2018
at 14:43
  • msg #935

Re: Immortals

That's a lot of good food for thought.

Danke
Raddek
player, 17 posts
Tue 12 Mar 2019
at 05:37
  • msg #936

Re: Immortals

A question came up in my game on what to do with ranged critical failures (specifically for a crossbow).

The basic book has a critical fail tables used in general for all weapons including ranged, though some of the crit failure results don't seem to apply (or seem less reasonable) for ranged weapons.  Basic also talks about malfunctions for firearms, though other ranged weapons are not included.

I think the intent of the book is pretty clear especially when Low Tech says that crossbows only have malfunctions if they are of cheap quality - but has anyone seen any other rules or house rules for a critically failed crossbow attack?
Tortuga
player, 515 posts
Tue 12 Mar 2019
at 06:04
  • msg #937

Re: Immortals

What it means is that the Malf number only causes a malfunction for cheap weapons.

Malfunctions caused by critical fails don't use that rule.
Raddek
player, 18 posts
Tue 12 Mar 2019
at 17:16
  • msg #938

Re: Immortals

Low Tech:
Malfunctions: Well-designed and properly main- tained missile weapons don’t suffer from malfunctions (p. B407). Cheaper weapons may, however. Any cheap mechanical missile weapon (e.g., crossbow) has Malf. 15;


You are suggesting that means crossbows malfunction on crit failures?  Where are you getting the crit fail tie to malfunction in the first place.  Basic seems to say that the two are independent and that malfunctions are even independent from a successful skill roll.
Tortuga
player, 516 posts
Tue 12 Mar 2019
at 17:18
  • msg #939

Re: Immortals

Not all critical failures result in a malfunction; just those that clearly state that that's the result. If a crit fail results in a malfunction, it's a malfunction.

The Malf malfunction rules are optional anyway.
Aethulred
player, 110 posts
Tue 12 Mar 2019
at 18:33
  • msg #940

Re: Immortals

Crossbows are man made and suffer failures, perhaps not many, but some regardless. It has several parts under stress and any one of them could break, for instance the sear (holding the bow string back) has two fingers, one on either side of the quarrel, if one broke, the quarrel would get an uneven push and go who knows where.
Raddek
player, 19 posts
Wed 13 Mar 2019
at 03:59
  • msg #941

Re: Immortals

Tortuga:
Not all critical failures result in a malfunction; just those that clearly state that that's the result. If a crit fail results in a malfunction, it's a malfunction.


See, this is just my point.  It looks like there are no critical failures that result in a malfunction, because they are two independent things.  There is no critical failure table (that I can find) that has malfunction anywhere on it.  The only place they seem to exist is on the low TL firearms table (which gives each TL a malfunction number) or in low tech for cheap mechanical weapons.

and I totally agree with you Aethulred, in real life there are enough moving parts in a crossbow that it seems pretty reasonable that one of them could stop working.  A savvy GM could easily deviate in any direction here and have an argument to back up his call.  I'm just wondering if there are any rules that support it.
Geryone
player, 8 posts
Sun 21 Apr 2019
at 16:52
  • msg #942

Bears!

Hey, I have a question on how to model something for a character concept.

A little background...  I have gamer friends who are interested in GURPs, and I'm getting ready to introduce them before long.  We originally met playing World of Warcraft, and the lady I am specifically thinking of has had a lifelong love of Druids.  To be specific, she wants none of this healing nonsense.  Pretty much all she wants to do is bear out and give somebody the business.  Her character in GURPs will probably be no different.

To give you some background, I have specifically not read a ton of the Dungeon Fantasy stuff.  My experience with GURPs started in 3E, so I know the system well.  As a current player, I want to know the basics for DF, but not read ahead on the material.  The new experience has been refreshing.  In theory that will be changing here in the not-so-far future.  I'll need to put together a balanced combat, and then potentially adopt a campaign.

To try and accommodate what my friend will want to do, I read up on bears in the Monsters PDF.  I'm playing a priest in one of my games to make sure I'm familiar with that infrastructure as well.  That doesn't answer my real question, though.  How would you go about giving her an alternate form as a bear?  Yes, it can be done via priest spells, using Shapeshift.  However, looking at the form in the PDF, a bear is...huge.  Even with power investiture and the spell point, I think it would be overpowered.  I want to try and maintain game balance, although if I make her OP then I'm much more likely to get a game...  :D

How would you guys do this?
Aethulred
player, 111 posts
Sun 21 Apr 2019
at 18:45
  • msg #943

Bears!

Well Gurps has several different sized Bears... so she could theoretically choose which one she wishes to be. Bigger = more fatigue cost and the issues that come from being really big, or not.

 A Black Bear is 250-350 pounds [ST-14; DX-11; IQ-4; HT-13 & 300 pounds per GURPS] and reasonably common. They aren't especially aggressive unless they feel endangered or a sow has cubs.  Still, not an animal you want to wrestle with!

A Grizzly is 800 pounds anyway [ST-19; DX-11; IQ-4; HT-13] and usually more vicious although less common near larger human habitations.

The Polar Bear is bigger at 1,000 pounds  [ST-20; DX-11; IQ-4; HT-13].

The "Cave Bear" is larger yet at 1,400 pounds [ST-23; DX-11; IQ-4; HT-13], and since it is mostly fantastic, you can make it what you wish, I'd assume slower and much more powerful.

Black Bears and Grizzlies can move surprisingly quickly for short distances (say 100 yards at most). They have been measured at 35 MPH (56 KPH)!

All of this is from page 456 of the BASIC SET - Campaigns

I'd probably use some function of ST to determine the cost of assuming that shape.
Geryone
player, 9 posts
Sun 21 Apr 2019
at 20:24
  • msg #944

Bears!

I really appreciate that.  I'll go back and review that.  I'm planning to start them off as weaker characters, so they can grow.  Leaning Black Bear to start off, but that also depends on what the point investiture ends up being, and all of that.

That's an important point on the fatigue cost as well.  If the spell costs a lot of fatigue, then we're really looking at more short term usage.  That might balance it out a lot better.

I'll have to think about it some, to see if I'd rather do it that way, or do something like an alternate form.
Jobe00
player, 19 posts
Mon 22 Apr 2019
at 02:09
  • msg #945

Bears!

Alternately, and more in line with how Druids in WoW shapeshift, you might allow Shapesifting - Alternate Form.
Mad Mick
GM, 142 posts
Tue 23 Apr 2019
at 10:46
  • msg #946

Bears!

I used the advantage Shapeshifting for a Beorning’s alternate bear form in LotR:

Shapeshifting: Alternate Form (Kodiak Bear) [159]

Notes:
The rare lords of the Beornings, like Beorn himself, have the ability to transform into a large bear [190 points].

When a Beorning is in bear form, he has ST 20 [100], DX 11 [20], IQ 10 [0], and HT 13 [60].  Traits:  Blunt Claws [3]; DR 2 [10]; No Fine Manipulators [-30]; Semi-Upright [-5]; Sharp Teeth [1]; Temperature Tolerance 2 [2], Brawling-13 [4].  SM +2 (10').

Teeth do thrust-1 cutting damage; blunt claws add +1 per die to damage inflicted with a punch or kick.

In addition, he has the following advantages: Combat Reflexes [15], Perception +2 [10], Speak with Animals [25]; and Disadvantages and Quirks:  Cannot Speak (grunts and growls) [-15], Bestial [-10].

You could scale that down or add limitations like Costs Fatigue, Limited Use, or Pact.

From Characters p. 84:

quote:
Example: Forest Dwarves can turn into sapient bears. Excluding Alternate Form, the racial traits of Forest Dwarves total 25 points. The bear template is worth 125 points. The difference is 125 - 25 = 100 points. Thus, the cost of Alternate Form is 15 + (0.9 ¥ 100) = 105 points. This makes the Forest Dwarf template worth 25 + 105 = 130 points.

This message was last edited by the GM at 11:05, Tue 23 Apr 2019.
Geryone
player, 10 posts
Tue 23 Apr 2019
at 18:04
  • msg #947

Bears!

Thank you for that.  More is better.
Aethulred
player, 114 posts
Wed 31 Jul 2019
at 04:05
  • msg #948

Disadvantage of Resents and Resists Authority

My players and I have been discussing the Disadvantage of Resents and Resists authority. I am not aware of such a DisAd in the rules.

I know such people and so feel it's a valid DisAd, but what is it worth?  for "controls his instincts often on a 12 or less" perhaps a -5?
Say -10 for a control on a 9 or less; -15 for a control on a 6 or less?

Thoughts? Ideas? Discussion?

They have made a lot of good comments, but I will let them post them here rather than trying to post a long thread. But it was pointed out that in the Medieval Period, it could get you summarily killed.
evileeyore
player, 21 posts
Wed 31 Jul 2019
at 05:20
  • msg #949

Re:  Disadvantage of Resents and Resists Authority

Aethulred:
My players and I have been discussing the Disadvantage of Resents and Resists authority. I am not aware of such a DisAd in the rules.

Intolerance (Authority) [-5].

Normally since the scope is very rare it would be a quirk, but as the drawback tends to be fairly major, as in the reaction is often worse than another type of Intolerance class, I feel it warrants being -5.


And if it's a campaign where the PC will be butting heads with authority a lot (like say a military campaign, or politics when he isn't the topmost dog in charge) it might even warrant being -10.
This message was last edited by the player at 05:21, Wed 31 July 2019.
Aethulred
player, 115 posts
Wed 31 Jul 2019
at 17:34
  • msg #950

Re:  Disadvantage of Resents and Resists Authority

In reply to evileeyore (msg # 949):

I think the ability to bite your tongue (control number) is a bigger factor too ... but it can be a real problem when dealing with the police/city guard, Nobles, Military superiors, bureaucrats etc.
Having someone with this issue in the Family really makes it understandable; but that's another long post...
evileeyore
player, 22 posts
Wed 31 Jul 2019
at 22:48
  • msg #951

Re:  Disadvantage of Resents and Resists Authority

Aethulred:
I think the ability to bite your tongue (control number) is a bigger factor too ...

That's why Control Number has a multiplicative effect on the cost.
Bornite
player, 4 posts
Thu 1 Aug 2019
at 00:01
  • msg #952

Re:  Disadvantage of Resents and Resists Authority

Being one of the players in this discussion, I'll say that I like evileeyore's comments.  I'd say got with that, which is pretty close to what we had been thinking (except he nailed the Disadvantage to call it).
Aethulred
player, 116 posts
Thu 1 Aug 2019
at 03:23
  • msg #953

Re:  Disadvantage of Resents and Resists Authority

OK, Let's try it..
habsin4
player, 2 posts
Tue 29 Sep 2020
at 21:01
  • msg #954

Adapting GURPS to Fallout

Question. I've never used GURPS but someone suggested it would work for my needs. My question may seem basic but I just don't know anything about how GURPS works other than it's supposed to fit any game's needs.

I'd like to run a low-tech, no-magic, post-apocalyptic game in the vein of the Fallout or Wasteland games. But not just "in the vein", I kind of want to do a game based heavily on Fallout. I think some changes would need to be made because (IMO) Bethesda has kind of broken the lore in ways that ruin my suspension of disbelief, but I would want to use vaults, super mutants, centaurs, rad-x, etc.

If I were to get the two base game books http://www.sjgames.com/gurps/books/basic/ and the After the End supplements http://www.sjgames.com/gurps/books/aftertheend/, how adaptable is the game? Could I create super mutants, radiation rules, power armor, robots, ghoulification, etc. from those books pretty easily? Or would there be a lot of heavy lifting on my part to select and adapt rules and create enemies from scratch?
Anachronist
player, 17 posts
Tue 29 Sep 2020
at 21:09
  • msg #955

Adapting GURPS to Fallout

Short answer, absolutely.

Long answer. Depending on the level of realism and grit you were hoping to attain, there are a number of people here that can suggest official GURPS resources and homebrew rules to get the "feel" you are shooting for.

Feel free to PM as well if that's more comfortable for you.
Aethulred
player, 141 posts
Tue 29 Sep 2020
at 21:14
  • msg #956

Adapting GURPS to Fallout

And GURPS Light will let you get a feel for how everything works for free! Just download from SJGames.
You could even limit the game to those rules, others have before.
gorchek
player, 2 posts
Wed 30 Sep 2020
at 02:01
  • msg #957

Adapting GURPS to Fallout

In reply to habsin4 (msg # 954):

If you do make a GURPS Fallout game, you should use Vault 13. Just for the nod to the early link between GURPS and Fallout.

Also, you'll want to look at this if you haven't already:

http://gurps.fallout.free.fr/d...lout_compilation.pdf
habsin4
player, 3 posts
Wed 30 Sep 2020
at 02:08
  • msg #958

Adapting GURPS to Fallout

In reply to gorchek (msg # 957):

Ah, perfect!!! Thanks.
Actually, I live in DC and I’m considering using the Capitol wasteland but I’ll probably go somewhere not already used in the end.
BlueDwarf
player, 131 posts
Wed 30 Sep 2020
at 06:42
  • msg #959

Adapting GURPS to Fallout

In reply to habsin4 (msg # 958):

The other book that has some useful stuff in it is High Tech...they have a lot of the lower tech than today, including improvised steam engines and stuff.
evileeyore
player, 36 posts
Thu 1 Oct 2020
at 00:55
  • msg #960

Re: Adapting GURPS to Fallout

habsin4:
Question. I've never used GURPS but someone suggested it would work for my needs.
Glad to see you made it!

quote:
I'd like to run a low-tech, no-magic, post-apocalyptic game in the vein of the Fallout or Wasteland games.
"Low-tech"... so, you're going more for Raiders or boot-strapped up villagers with less "pre-war" tech lying around to scavenge than Fallout usually allows for?  No pip boys (or back to Fallout 1 type PIP Boy)?

Doable.  It helps to keep the arms race from going crazy, that's a given.

But if you do decide to add in that stuff, toss me a PM, I'll copy over the relevant weapon stats from Ultra-Tech.  And like they said, if you're aiming at 'modern' tech, High Tech is a great book, as is Low-Tech for things like alternative iron-age weapons and armors.

quote:
Could I create super mutants, radiation rules, power armor, robots, ghoulification, etc. from those books pretty easily? Or would there be a lot of heavy lifting on my part to select and adapt rules and create enemies from scratch?
If you like the fan made Fallout stuff, a lot of the heavy lifting is done.  If you don't, then... we'll, at least you can look at what they've done as a jumping off point, and we're here to help.



Mad Mick (or other narrators):  We're nearing 1K messages.  Maybe a new "GURPS 4e Rules Chat" thread?
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