RolePlay onLine RPoL Logo

, welcome to GURPS Community Lounge

20:39, 28th March 2024 (GMT+0)

Resources.

Posted by SockpuppetFor group 0
Mad Mick
GM, 65 posts
Sun 25 Nov 2012
at 15:19
  • msg #23

Re: Apps

Space station maps, installation maps, that kind of thing.
MazVN
player, 31 posts
Mon 26 Nov 2012
at 20:09
  • msg #24

Re: Apps

In reply to Mad Mick (msg # 23):

Here are some: http://rpgmapshare.com/index.p...ery&g2_itemId=66
I think I have also found some here before: http://www.cartographersguild.com/forum.php
This here is almost exclusively fantasy or fantasy-like. But sometimes you just need minor modification to use them as sci-fi maps: http://www.educatedgamer.net/gallery/index.php?cat=5


But I tend to end up making my own using stuff from here: http://www.cgtextures.com/ as textures and adding objects from the page I linked above: http://rpgmapshare.com/index.p...y&g2_itemId=1802

It takes long than a ready made map, but then it also fits my needs exactly.
This message was last edited by the player at 20:13, Mon 26 Nov 2012.
Mad Mick
GM, 66 posts
Sat 8 Dec 2012
at 17:19
  • msg #25

Re: Apps

Thanks, MazVN!  Those are great!
SpaceKing
player, 1 post
Thu 4 Apr 2013
at 08:23
  • msg #26

Re: Apps

A little surprised these haven't been linked but Steampunkrobot has a bunch of handy GURPS files.

A cribs sheet with a lot of tables and info for easy reference: http://www.steampunkrobot.com/files/CribSheetv5.pdf

NPC sheet: http://www.steampunkrobot.com/files/NPCReduxv1.pdf

Better Combat Cards: http://www.steampunkrobot.com/...mbatCardsReduxv1.pdf

Hex Grid: http://www.steampunkrobot.com/..._small_hexagonal.pdf

Char Sheet: http://www.steampunkrobot.com/...CharacterSheetv2.pdf
Mad Mick
GM, 78 posts
Thu 4 Apr 2013
at 10:47
  • msg #27

Re: Apps

Nice, SpaceKing!
Johnny Angel
player, 55 posts
Mon 13 May 2013
at 20:21
  • msg #28

Re: Apps

Are there any resources available which break down various diseases into GURPS rules?


In a game I've started running, one of the main enemies is a cult dedicated to a demon lord of disease and filth.  I'm aware of and understand the rules for diseased in GURPS; it would simply be nice to have a few examples to look at to help gauge whether some of the ideas I have are too harsh or possibly not harsh enough.
cltchrn
player, 6 posts
Mon 13 May 2013
at 20:38
  • msg #29

Re: Apps

Bio-Tech has a few, but mostly just the nasty ones (Anthrax, Ebola, Black Death, Influenza).

EDIT: pp. 113-114
This message was last edited by the player at 20:40, Mon 13 May 2013.
MazVN
player, 62 posts
Mon 13 May 2013
at 21:13
  • msg #30

Re: diseases

There was some talk about it on the sjg-board at some point but, all I could find was this: http://forums.sjgames.com/show...p;highlight=diseases

:\
Johnny Angel
player, 56 posts
Mon 13 May 2013
at 21:59
  • msg #31

Re: diseases

MazVN:
There was some talk about it on the sjg-board at some point but, all I could find was this: http://forums.sjgames.com/show...p;highlight=diseases

:\



Thanks; that's actually pretty helpful.  I can post what I currently have for a challenge the group will be facing.  The format is somewhat rough for the time being; it's something I quickly sketched out in my notes for a disease created by the cult.  It is named after the cult member who cooked it up.  I'd appreciate some feedback.  The progression of the disease is very rapid, but that's somewhat intentional; it's meant to be a biological weapon produce by a cult dedicated to a demon lord of filth and disease.


Stench of Fecus
Easily visible Symptoms - The whites of an infected individual's eyes will begin to turn to a brownish color.  The further along the disease progresses, the more the change occurs.  Those in the final stages have eyes (the entire eye) which appear to be a solid brown color.  They also move in a manner which is sluggish; shambling in an almost zombie-like manner.

Blood Agent - The disease can be contracted either by contact with an infected's blood or by having the disease (via a weapon coated with it) come into contact with your blood.  If you've only touched the blood of an infected, the roll to resist is HT-2.  If the disease comes into contact with your blood or you have a wound exposed to it, the roll to resist is HT-4.  If you've ingested the disease or diseased blood, you are treated as having failed your first roll (see below) against the disease, and the second roll will occur in 3 hours rather than 6.

Secret Lore - ingesting Cardamom boiled into water slows the progress of the disease and doubles the time between each roll.  Doing this also allows someone who has ingested diseased blood to make a HT roll to resist rather than suffering an automatic failure on the first roll.

Progression of Disease

1) After 10 seconds; HT-4 roll.
Success at this point resists the disease; you are not infected.
Failure causes you to lose 2 FP which cannot be recovered until cured.

2) After 6 hours; HT-4 roll.
Success - disease does not progress... yet
Failure - Lose 2 Basic Speed which cannot be recovered until cured.

3) 12 Hours after progressing to step 2 (above); HT-4 roll
Success - disease does not progress... yet
Failure - Stench: You begin to smell like a cross between rotting meat and sun baked sewage.  The game effects of this are that you acquire a reaction penalty equal to your margin of failure.  Other creatures get a bonus to perception checks against you equal to your reaction penalty.

4) 24 hours after progressing to step 3 (above); HT-4 roll
Success - as above
Failure - You acquire the Decreased Time Rate disadvantage.  Also, your stench increases; add your margin of failure from this roll to the reaction penalty associated with step 3.

5) One week after progessing to step 4 (above); HT-4 roll
Success - as above
Failure - Lose 1d6 fatigue

6) Each addition week after progressing to step 5 (above); HT-4 roll
Success - no FP loss this week
Failure - Lose 1d6+(number of weeks) FP.
MazVN
player, 63 posts
Tue 14 May 2013
at 20:34
  • msg #32

Blood-spatter (a writers guide)

This popped up on my tumblr. Seems like a nice resources for any investigation game: http://dailyinfographic.com/bloody-mess-infographic

"...this infographic breaks down what bloodstain pattern analysis (BPA) entails and how it works"
Johnny Angel
player, 62 posts
Sun 26 May 2013
at 16:17
  • msg #33

Re: Blood-spatter (a writers guide)

I'm using a program to help generate hex grids that I can print out.  I seem to be having a brainfart, so I'm hoping someone can help me out.

How large does each side of the hex need to be in order to get 1" hexes?
cltchrn
player, 10 posts
Sun 26 May 2013
at 16:49
  • msg #34

Re: Blood-spatter (a writers guide)

If the distance from the center of one hex to that of it's adjacent hexes (the ones that share sides) is 1 inch, the sides will be 1 over the square root of 3 (0.577) inch.

If you are measuring to the hexes that share a vertex but not a side, the sides are 1/2 inch.
Johnny Angel
player, 63 posts
Sun 26 May 2013
at 17:34
  • msg #35

Re: Blood-spatter (a writers guide)

cltchrn:
If the distance from the center of one hex to that of it's adjacent hexes (the ones that share sides) is 1 inch, the sides will be 1 over the square root of 3 (0.577) inch.

If you are measuring to the hexes that share a vertex but not a side, the sides are 1/2 inch.



I tried to do 1/2 inch sides using a website which generated pdfs of hex graphs, but it didn't come out quite right.  The hexes were too small to accomadate a mini base.

I'll try the .577 measurement; that seems consistent with what I've been playing around with so far.  The last batch I tried was 0.56, and it was close, but not quite right.
cltchrn
player, 11 posts
Sun 26 May 2013
at 17:58
  • msg #36

Re: Blood-spatter (a writers guide)

If you can use more specific figures, the actual number is 1 divided by the square-root of 3.
Zarmonic
player, 2 posts
Wed 21 Aug 2013
at 05:50
  • msg #37

GCS

Hey I just figured people here would like to know this.

The e-mail list for Gurps Character Sheet came back to life today.  Turns out the creator's spam filter had started blocking the e-mails and he just figured people had stopped playing GURPS

http://gurpscharactersheet.com

Anyway, he explained that he had to lock down the wiki due to a massive spam attack.  But now he has it re-enabled but with the vast majority of registered users ending up getting deleted.  If you were registered before, you'll probably have to register again, but the point is that it's once again possible to contribute files. If you've ever had to make custom library items in GCS to suit your campaign and feel like sharing your hard work for all to see and possibly use, that would be the place to do it

I'm honestly surprised to see that there is no links to GCS on this thread, especially when I'm sure I've seen one here in the past.  I find it to be a great resource.
Aethulred
player, 7 posts
Fri 8 Nov 2013
at 15:46
  • msg #38

Re: GCS

Is there a graceful way (i.e. not just cut and paste pages), to download whole threads? I'd like to remove older adventures but keep them for reference as needed.
otghand
player, 58 posts
Sun 2 Mar 2014
at 22:20
  • msg #39

Re: GCS

In reply to Zarmonic (msg # 37):

So what is your experience with GCS?  I use GCA myself, but would like to know if it is worth suggesting this free option to someone just dipping their toes in GURPS.
Aethulred
player, 14 posts
Sun 2 Mar 2014
at 23:02
  • msg #40

Re: GCS

In reply to otghand (msg # 39):

I have used it to the exclusion of all other Char sheet generators for well over 10 years. I tried GCA and it was complex and crappy in comparison... my take anyway.

Rich has been very responsive in fixing things (Stuff happens) and making it easy to adapt to peoples worlds ... I use it in a game you play in to apply my specific take on that world. If it has a failing, it is it can take a long time to build or alter a library to fit your concept ... but you can do that.

And it is tied to JAVA ... everyone's favorite Vulnerability hole and problem language.

As Zarmonic pointed out, many folks have posted libraries of their own making, some of which I am sure you'll find interesting.
otghand
player, 59 posts
Sun 2 Mar 2014
at 23:06
  • msg #41

Re: GCS

Looking at the web page there did not seem to be much there, but that might mean I don't understand what I am seeing.

It did not seem that most of the source books were there for instance, no Low Tech, no Magic, Thaumatology, etc.
hakootoko
player, 9 posts
Sun 2 Mar 2014
at 23:28
  • msg #42

Re: GCS

I've used GCS for all my 4e characters. (I had GCM for 3e, but it died with 3e).

I appreciate the extensive list of skills and spells with prerequisites, the drag-and-drop to add to character sheets, and the ability to write attractive pdf files. It incorporates all of Magic, Martial Arts, and several other books. It lacks good equipment lists, but that may be because I'm still using a version from 2011.01.02. Hopefully they've added more source books since.
2l8m8
player, 21 posts
Tue 4 Mar 2014
at 01:28
  • msg #43

Re: GCS

I've used GCS, but IIRC it both has few sourcebooks & equipment, and it can't be customized for several of the things I do.

If you don't mind adding your equipment, it might be all right if you don't do anything too weird. I don't think you can build anything with Powers, for instance, but maybe I just don't know how to use it.
Aethulred
player, 15 posts
Tue 4 Mar 2014
at 02:10
  • msg #44

Re: GCS

You can builld powewrs, but I'm not the guy to tell you how.
If you ask the group, they normally are helpful, as is Rich when he has time to be...
trooper6
player, 83 posts
Tue 4 Mar 2014
at 07:06
  • msg #45

Re: GCS

I love GCS. I use it all the time. And you can do quite a lot of customization in terms of building power, equipment, etc.

Highly recommended!
2l8m8
player, 22 posts
Tue 4 Mar 2014
at 14:22
  • msg #46

Re: GCS

I stand corrected. I do like GCA, mostly because you can do more than a lot. The interface for customizing is a bit clunky when you get into tacks & nails, I admit, but you can do anything with it, that you can do with the rulebooks, and then you can turn off the rules and do even more. The interface is decent & not so clunky for simple custom things, like adding any number of limitations or enhancements to an ability or piece of equipment that already exists, but building your own limits it gets a little out there. By 'you own', I mean things like "____ limit for x%" is already included, it's more esoteric like, "the first 25% of the cost is x, the next 50% is y", so it's not something you need to worry about much, and I think it's the sort of thing GCS might not even be able to do at all. It does flag non-rules builds as well, so you can't fool the GM. It also comes with all of the current books (or at least almost current, I think my latest update included through last summer). There are a ton of fan-created materials as well, including the phoenix character sheet I love, which is fully customizable and the only one I've seen that is. I'm not sure, but I think you can move anything, anywhere, but the main stat blocks and such might be anchored. I like them there and never tried moving them from the default spot.
trooper6
player, 84 posts
Tue 4 Mar 2014
at 15:46
  • msg #47

Re: GCS

GCA is also PC only...so as a Mac user, it is GCS for me.
Sign In