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'Remembered the subject line' edition

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GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.

A nearly complete archive of GURPS books can be found by using the image. Never post direct links to the archive anywhere in plain text.

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

Thread question: what part of GURPS annoys you the most?
+Showing all 198 replies.
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>>97445420
>what part of GURPS annoys you the most?
The part that goes "nooo you're not allowed to interrupt other people's turns unless you use a wait"
So it's extremely annoying to do a simple counter-attack ability on a monster. You have to go trough strange hoops.
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>>97445009
It actually doesn't look like they dodge very often; a lot of the time the guards are just outright missing while the protagonists run straight at them. When they do dodge, they seem to be mostly using either Acrobatic Dodge or All-Out Defense (Increased Dodge).
That implies that the guards have fairly low skill, so they likely aren't scoring many hits even when they do. Dodge 14 or so plus Acrobatics 16 (for acrobatic dodge) should make Trinity and Neo almost immune to them. Dodge 12 and a bit of Luck might even be sufficient for what we see in that scene.
It's also worth considering that in hand-to-hand, they mostly use parries rather than dodges, implying that dodge isn't their best active defense.
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Years ago I found a bunch of GURPS books at a garage sale. One of them was the CHOOR. I don't think I spelled that right.
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>>97445473
Makes sense. That said I think that the slow motion is implying they're actually moving very fast, so they could be giving the enemies penalties to hit due to that.
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>>97445498
War Against the Chtorr?
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Stat this
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>>97445420
>TQ
The lack of 4e Vehicles.
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What would be the best zombie template to build off of for Resident Evil styled zombies? Probably just the regular zombie from Monster Hunters? I am a bit curious how dangerous slow zombies really would be in a situation like a Resident Evil mansion where you don't fight that many zombies at once and they only act as road blocks. Guess I could make them reanimate as crimson heads for backtracking surprises.
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Someone stat the major general from The Pirates of Penzance
https://www.youtube.com/watch?v=hlTisI_HSgw
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>>97445420
>what part of GURPS annoys you the most?
Lots of little things, but whenever I look at other systems I must deem them straight trash
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>>97445420
>what part of GURPS annoys you the most?
I think the truest answer I could give would be the company that makes it.
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>>97446068
just going to list skills evident from the song
Savoire Faire (High Society)
Savoire Faire (Military)
History (United Kingdom)
History (Ancient Greece)
Expert Skill (Natural Philosophy)
Mathematics (Pure)
Mathematics (Applied)
Biology (Earthlike)
Connoisseur (Music)
Connoisseur (Literature)
Naturalist
Singing
Writing
History (Bablyon)
Soldier
Tactics (Of a lower TL than appropriate)
Strategy (Of a lower TL than appropriate)
Artillery

Appropriate quirks for incompetence (Shakespearean plays) and knows a lot of trivia.
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>>97445717
It's actually in the third edition version of High-Tech.
In 4th ed terms (going by Gun Stats), it would be TL 7, Dmg 1d+2 pi-, Acc 3, Range 80/1,400, Wt. 10/4.3, RoF 20!, Shots 177(5), ST†, Bulk -5, Rcl 2, Cost $1,800/$300 (prices are something of a guess, based on scanty information).
The laser sight was apparently OK to about 160 yards, but weighed 6 lbs. This is a little worse than the TL 7 primitive targeting laser (High-Tech, p. 157) and probably costs a little less. Like the PTL, it should add -1 to Bulk.
An extra-high-capacity magazine holding 275 rounds should be about 6.7 lbs.
The short-barrelled version wouldn't really change anything except for the weight, which would drop by about a pound (this seems like quite a lot, but that's what my sources say).
The .22 ILARCO 'magnum' version boosts damage to a mighty 2d-1 pi-, range to 90/1,600, and RoF to 25!, but shots falls to 168(5).
Looking at videos online, reloading and winding the magazines takes about four or five seconds per round.
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>>97446479
>Dmg 1d+2 pi-
>RoF 20
lmao
Thanks, I'm gonna use this as the weapon for a miniboss in my gurps action campaign.
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>>97446501
How do you even have "minibosses" in anything involving modern firearms
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>>97446558
the PCs only have access to the guns the enemies drop.
So far the strongest weapon PCs have is an mp5.
And when I do drop some rifles, I'm gonna be using survivable guns, so half damage with armor divisor 2.

Also it's GURPS Action, so cinematic rules and cinematic advantages are available, so a really tough enemy can have natural DR (toughskin) because he's just that muscular.
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>>97446558
NTA obviously but if your campaign is particularly realistic then things like tactics rolls, suppressive fire, and realistic skill levels for NPC's can really even things up as long as the PC's don't do anything dumb.
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>>97446479
Note that the magazine has an extra catch (holding the rounds in) which needs to be flipped after it is attached to the gun in order to make it ready to fire. This could increase reload time to (6) unless the user has Lightning Fingers. Accidentally hitting this catch while the magazine is not attached causes all the rounds to be ejected.
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>>97446734
>Accidentally hitting this catch while the magazine is not attached causes all the rounds to be ejected.
That's a funny Fast-Draw complication especially if it happens to an enemy that's supposed to be dangerous
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>>97446731
I suspect that what he meant is that you can't really have a 'miniboss' in a game where everyone with a gun is a serious threat, but also opponents die really easily even if they have a few extra hit points or whatever. Someone who appears and dies before you've even got a chance to notice he's different to all the other mooks isn't much of a miniboss. Even in action movies, you often need contrived circumstances for such characters to have enough screen-time that the audience recognizes them as a character. See Karl's uncanny ability to get into fist-fights with McClane in Die Hard, for example. If they only shot at each other, Karl would probably go down in about 10 seconds, like any of the rest.
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>>97446769
>Someone who appears and dies before you've even got a chance to notice he's different to all the other mooks isn't much of a miniboss
It really depends how you present and describe him I think, and how you lay out a situation. There's plenty of ways the PC's can see a notable enemy without actually being in position or in the right moment to strike.
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>>97446769
>>97446862
You can always give them lots of DR, also on to "how do the PCs tell it's a miniboss"
well, I just make them bigger.
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>>97445420
Can't believe my personal mega got shut down before gurpsgen
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>>97446879
>Yo why are some of these dudes 12 feet tall
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>>97447108
The camerawork makes them look bigger!
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Elder Scrolls anon here again. I updated the doc to include Extra Magicka Points in the Traits chapter, fixed some issues with erroneous point totals across Races and Birthsigns, and minorly tweaked the language of Soul Trap in both the doc and the gcs files.

Also wanted to say that the monsters in the bestiary can be bulk imported into Foundry very easily.

https://drive.google.com/drive/folders/1WIw-pp8LBOfO9JbeKCtgRxXv8wVrdN-w
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>>97446879
>You can always give them lots of DR
Can you though? It's not hard to justify enough DR to survive common weapons in a fantasy setting, where you could easily have a half-ogre with head-to-toe heavy mail or something. In a modern-day cinematic-but-not-sci-fi game, it's harder. Almost nobody wears serious limb and face armor, and you need to be really, really tough to not get taken out of the fight by a bullet to an unarmored arm or head.
I'd consider something like ST 13, HT 12, HP 14, DR 1 (Tough Skin), High Pain Threshold as about the limit for an 'ordinary' tough guy who isn't an absolutely legendary hard-case (i.e. a 'main boss' fight). He's still going to take a major wound from a 9mm or .45 (or virtually any rifle round even with Survivable Guns) to any unarmored location, which probably means losing the use of his weapon arm or making a knockdown roll at -5, which is 50/50 odds of going down even with HT 12 and HPT. You need to make sure he has some way to contribute to the fight even if his main arm is disabled and enough back-up that he can take a turn or two getting over stun.
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>>97447439
First of all, you can give the villain Assault vests with trauma plates for 35 DR on torso, Ballistic Helmet with visor for DR 14 on head and 10 on face, and DR 12 everywhere else with ballistic limbs. That's all completely realistic for any campaign on TL 8.

But we are talking GURPS action here, the PCs have a big guy template with ST 15 and HT 14
A miniboss should absolutely be on par or superior to a PC so ST 15+ is not out of line. And you could totally pass DR 4 (toughskin) as "just a cinematically really tough guy" and getting shot in the arm is usually not a big deal in movies, so "injury tolerance: unbreakable bones" or whatever is called is perfectly within genre.
And with ST 15, guidelines say that up to half of your ST in extra HP is fine so he ST 15 and HP 22, DR 4 (toughskin) plus the armor DR and you have a big guy boss fight for an Action campaign.

Not to mention in an action movie the heroes aren't going to be using the most powerful guns in the world, they'll be using iconic shit like uzis, m16s, benelli shotguns, so you're not gonna have to deal with shit doing 7d or whatever
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>>97447496
>That's all completely realistic
The gear is all real maybe but he'll be walking around like the Michelin Man
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>>97447789
My players aren't military experts so they don't know how damn bulky all that shit is so I can get away with it.
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>>97447811
They have presumably seen the news on TV, or watched some films, or played video games set in the modern day and may have noticed that actual soldiers don't generally wear limb armor or ballistic visors. Outside of 1st world military and law enforcement, almost nobody even wears body armor.
You might be able to get away with one enemy who's schtick is that they actually wear a full suit of armor like a total weirdo. Having every miniboss be like that is surely going to raise eyebrows.
I also question the idea that a 'miniboss' should be as tough as the toughest possible PC. Isn't a miniboss meant to be a minor character who poses slightly more of a challenge than a typical enemy? Like the most memorable enemy in a squad-sized unit, or a named henchman, not a major protagonist with equal abilities to the PCs.
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>>97448055
Generally when I've seen minibosses in action campaigns its like a guy with an LMG or an acrobatic dodge guy with high pistol skill or something. Usually a gimmick of some sort, like a dude with fast draw grenade and a lot of nades.
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>>97447789
That's perfectly in genre. Big tough miniboss guys tend to walk pretty slowly in shooter/action games. They slowly approach and suppress you with a machine gun while normal mooks flank you.
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>>97448055
>played video games set in the modern day and may have noticed that actual soldiers don't generally wear limb armor or ballistic visors
Lots of video games where they do however
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>>97448055
>have noticed
They've played the game Army of two where the protagonists do walk around in heavy armor and they think it's normal. But either way, I said I'm playing GURPS Action, so I already have several cinematic rules, it's not a realistic campaign.
Also obviously not every boss is the big guy.

That said, YES a miniboss should be as tough as the toughest PC, there's only one miniboss and there's 3-6 PCs. And a real "boss" should absolutely be tougher than a PC.
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>>97449720
NTA but personally when guns are in play I think just having a miniboss with a really good chance of outright killing a PC is sufficient.
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>>97450967
depends on the genre of the campaign honestly.
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What is a better generic name to substitute "Trained by Master"? I thought of Fighting Mastery but I would like an opinion.
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>>97451371
Fighting Mastery or Unarmed Mastery.
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>>97451423
>Unarmed Mastery
It also applies to melee weapons.

>>97451371
Melee Master
Cinematic Melee Proficiency
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>>97451457
I like that one, will use it
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>>97451371
>What is a better generic name to substitute "Trained by Master"?
Master
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>>97445420
>what part of GURPS annoys you the most?
Active defense rolls. It's nice and symmetrical, they make sense. But they make it so you have to roll 3-4 times for a total of 7 to 14 die to add, some multiplication, and some subtraction, all for the simplest type of attack without even getting into multi attacks, wounds, knock back, knockdown, HT rolls, special maneuvers or techniques, they all add more rolling. All to resolve one second of a combat scene.
It'd be nice to have a way to precalculate some modifier for the different types of defenses. Like what Mini six does.
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>>97449720
Play Metal Gear. Even since the NES they've had gimmick action bosses. Think of a gimmick and stage and you have your boss. Fat dude in heavy armor and skates moving around cover. Flamethrower man covering a choke point. R3volver man using a hostage as cover, literally a tank or heli.

Also focus on staging. Big guy in Indiana Jones was a cool fight because of the spinning plane stage with tons of stuff happening and time limit.
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>>97451457
>Melee Master
I was going to object that it applies to ranged weapons too, but I checked and it doesn't, even though it unlocks Throwing Art and Zen Archery, which seems a little weird.
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Soviet engineering at its finest. A roof-less APC with two unreliable engines and a six-foot drop when disembarking.

https://samuelbaughn.blogspot.com/2026/01/btr-60-apcs-in-gurps.html
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>>97446004
Have you read GURPS Zombies? It has a whole section about constructing zombie templates, as well as example templates.
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>>97455078
I totally forgot about that. Will give it a read, thanks.
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The close range shotgun rules are objectively bad if you have high skill right?
I'm playing a 250pt game and my dude has 18 effective skill on any shot (16 +2 from half accuracy due to gunslinger +1 from reflex sight) and it's not unusual to get 10+ hits, meaning a single shot deals 9d6+9 while rules for close range would make it only do 4d6+4.

Feels weird wanting to back up so the pellets have time to spread
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Does gurps have rules for slamfiring shotguns?
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>>97456749
My knee jerk reaction would be to cap pellets that hit the target at 4 because the idea of a shot doing more damage at distance than at point blank is kind of retarded.
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>>97457493
>Does gurps have rules for slamfiring shotguns?
Yes
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>>97456749
That is something I noticed and thought was weird too. It hasn't come up in any prior game session yet, but one of my players just got his hands on a rare piece of cyberware (campaign is TL10) that will boost effective Shotgun skill by nearly 10 levels, so it's going to come up soon.
I was thinking of a house rule to add the MoS on a close range shotgun blast to the multiplier. So, a hit at close range by MoS 0 would inflict 4d+4 pi against 4xDR, while a hit by MoS 5 would inflict the full 9d+9 pi against 9xDR.
I wonder if anyone else has come up with something similar?
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>>97457509
Seems unfair to shotguns, unless you impose a similar cap to all Rapid Fire attacks. Because the idea that a full-auto weapon can hit with every shot, while a shotgun can't, is similarly mind-boggling.
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>>97457524
Is it in tactical shooting or gun-fu? I must have missed it if it's in high tech.
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>>97457554
It's an issue of realistic damage. If every shot from a machine gun hits, every impact has it's correct and reasonable damage code. If every pellet from a shotgun hits it somehow does more damage 20 feet away than it does point blank. That is the more unrealistic thing here.
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>>97457527
>house rule to add the MoS on a close range shotgun blast to the multiplier
I was thinking of something similar, but more in line with the rules for Rapid Fire vs Close and Stationary Targets. That is, if you succeed by a MoS equal to your Rcl, then all pellets hit. Although, shotguns only have Rcl 1, which is too easy to beat. I was thinking of raising the required MoS to the Rcl for a slug, which is 4 or 5 for most shotguns, which seems fair.
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Link good GURPS YouTube channels. I want to watch people roll dice. No virtual tabletops please.
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>>97457527
>I was thinking of a house rule to add the MoS on a close range shotgun blast to the multiplier.
I think I'll do that, it just makes more sense.
Reducing the max amount of damage done for longer range pellets makes less sense to me.
if one agrees that a single pellet does 1d6 pi, and that is realistic, then 9 pellets should do 9d6 pi, not be reduced to 4d6 pi just because they hit the same hole. Gurps doesn't model the "this place was already fucked by another shot so future shots can't fuck up that much more" situation of a bulllet hitting the exact hole another bullet just went through.
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>>97456749
Even if it's only half damage, bundling up multiple hits into a single big hit is worth it for rules like Crippling Injury, Major Wounds, Supernatural Durability, Cinematic Knockback, etc. It's especially worth it if using something like Conditional Injury, where big hits are much more deadly than many small hits even if the total damage is the same. But if you're not using any of those rules, then yeah, it kind of sucks.
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>>97456749
Tactical Shooting p6 has a suggestion for this under the rules for Shot Shredder: "For more authentic point-blank results, use the Rcl statistic for slugs, not shot, and change the damage type to huge piercing (pi++) due to the large area of the wound."
You might also just multiply damage and DR by the full number of pellets, rather than changing the damage type, which ends up with almost the same results.
I think the reason that a close-range shot deals less damage than many spread out pellets is because damage in GURPS typically scales with the square root of kinetic energy. This keeps the numbers on the low side (compared to working with KE directly), and stays somewhat realistic for rules such as Crippling Injury and Major Wounds, which only care about big hits. But is unrealistic for damage accumulation to HP, as a single big hit is going to do less total damage than many small hits even if the total kinetic energy is the same. There are, however, optional rules that somewhat indirectly address this, like Last Wounds and Conditional Injury; but Conditional Injury is kind of a headache to convert to.
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>>97457571
See Winchester Model 1897 (High-Tech, p. 105) and Remington Model 17 (High-Tech: Pulp Guns, p. 25).
tl;dr it just increases RoF to 3.
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>>97458084
Oh ok, it's in those specific entries instead of a general rule. Thanks!
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Mildly interesting comparison
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>>97459323
>100 seconds
Sorry, that should be 600 seconds (10 rounds).
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>>97459323
>up to 50lb (2ft/s)
ACKS combat speed is so slow
and you divide by 3 in dungeons?
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>>97459449
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>>97459476
That's very slow, I guess it's trying to abstract the terrain and such but it's odd.
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>>97459449
>ACKS combat speed is so slow
I guess it's just extremely abstract.
>Gameplay: 10 rounds of fighting (running at what looks like 6 feet per second)
>Reality: 200 seconds of fighting (running at 18 feet per second) and 400 seconds of "background activities" after the fight
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>>97459534
what an odd choice.
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>>97459493
It's distinct from the usual justification for AD&D 1e style speed differences, which is that in dungeons you're moving very slowly and cautiously, instead of just moving at normal speed like you were walking around your own house.
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>>97459630
ACKS calls that "exploration speed", which is 30 percent of dungeon combat speed.
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>>97457654
>if one agrees that a single pellet does 1d6 pi, and that is realistic, then 9 pellets should do 9d6 pi, not be reduced to 4d6 pi just because they hit the same hole.
I think the close range damage is the realistic side of things, and the 1d6 damage per pellet thing is a gamified thing to make shotguns useful since they expected only 2 or 3 pellets to land on target in their system the majority of the time.
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>>97461890
>since they expected only 2 or 3 pellets to land on target in their system the majority of the time.
That is very silly of them since even at skill a low skill of 10, all it takes is a bit of luck and an to get more than 4 hits.
Assuming a single 1x9 shotgun shot:
>10 skill+3 from aim -3 from 7 yards range +2 from RoF 9=12 effective skill
An 8 (25% chance I think) is enough to get 5 hits, making shooting someone at 7 yards better than shooting someone at 4 yards!
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>finally learned there was an article on Alternate GURPS about making vehicles not a glass canon

Shit, should have warned me sooner
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>>97462945
sauce?
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>>97463126
Pyramid 3-34 pg24
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>>97463153
thx
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>>97462945
Vehicles should have separate HP for frame, powertrain, and controls. This would allow a spray of bullets to mess up the powertrain and the controls but have hardly any effect on the sturdier frame.
Characters should have separate HP for skeleton, vitals, and flesh. This would allow a spray of acid to mess up the vitals and the flesh but have hardly any effect on the sturdier skeleton.
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>>97463234
I kind of do hate vehicles either suffering catastrophic damage or nothing at all
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>>97463252
https://www.htmlover.com/000002.html#Frame%20Volume%20and%20Vehicle-Specific%20Hit%20Locations
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>>97463252
Nta but I've never used vehicle rules, are they really that swingy?
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>>97463554
Cube root of mass for HP really screws big things, so they are rather dependent on DR. Once something can reliably punch through the DR, they go down fast.
The sheer power of anti-tank munitions contributes too. Even an RPG-7 or AT-4 can easily do over a hundred HP to any AFV (except a tank from the front), which is going to be a major wound. An actual ATGM is going to mission-kill anything it hits.
The really absurd example is when you take something like a wooden ship and chew it up with an assault rifle. Realistically, a few hundred quarter-inch holes in the hull will have very little effect, but it's absolutely devastating in GURPS.
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Hey Meganon, I saw that you uploaded my stuff to your Mega already, but I've got an updated version already. Could I ask you to exchange what you have for what's average here?
>>97447294
I don't anticipate any further changes any time soon. Thanks anon!
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>>97464031
>Cube root of mass for HP really screws big things
Do you think the solution the anon above posted is a good solution?
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>>97464458
It works well enough, but I think it's inelegant compared to HP based on the same equation as basic lift. However, that would be a massive pain to implement.
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>>97464031
>Once something can reliably punch through the DR, they go down fast.
I feel cumulative damage wears most things down way too easily in GURPS, not just vehicles. Even small things and living things can take a lot of hits, as long as they're shallow or don't hit anything important.
I wonder if there isn't a quick-and-dirty house rule that would fix this without having to recalculate HP for everything. Something like the Last Wounds optional rule, but for all hit locations, not just limbs and extremities.
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>>97453946
I have your site bookmarked man great work. Love that it took them two years to add a roof to that fucking thing.
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How come attributes and advantages are priced roughly according to how useful they are (or "game balanced") but skills are priced by how difficult they would be to learn? Guns (E) is going to come up a lot more than Literature (H) in most campaigns, and it's weird to have point prices held to different standards.
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>>97467810
Attempting to price skills according to usefulness will result in making the skills the developer determines to be the most useful become less useful due to high cost. Stats are priced by a very simple metric, the two that determine 90% of skill defaults cost more, the two that don't cost less. Skills being priced by difficulty to learn fixes the balancing problems that would come from, say, Axe/Mace being easier than Broadsword purely because Broadswords are a better weapon, and allows the learning skills in play rules to work (there are not equivalent rules for improving dex or int in play.)
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>>97467810
I think it's probably one of those decisions that was made in the 1980s and nobody remembers why, but some possible explanations:
Skill difficulty being 'realistic' rather than 'balanced' makes it possible for there to be a niche of weapons whose entire selling point is that they are easy to use. This is what makes early guns better than bows. However, you could easily just account for this in balance too.
It's actually possible to say which skills take longer to learn, while there is no corresponding way to judge the price of having wings, or being immune to poison.
As a universal generic system, there is no way to tell which skills will be useful (but then how do you judge which advantages will be worth taking?)
Judging skills by usefulness leads to expensive combat skills and cheap everything else skills, so there is no incentive not to just pick up shit tons of non-combat skills, which makes it hard to distinguish non-combat characters or establish a niche.
I don't think any of these are especially good justifications.
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>>97466897
The early-twentieth century trend of open-topped APCs seems bizarre when you consider that most casualties were caused by artillery. Surely an armored roof and open sides would have been safer, more comfortable, and more convenient?
On the other hand, when the US fielded a fully enclosed APC, the troops often chose to ride on top of it.
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trying to remember all the modifiers here
>character jumps through an office window, rolls into a crouch, and fires an ak-74 in full auto (RoF 11) at 3 guys (4/4/3 shots each) who are all within the same 1 yard area, and they're within 3 yards of him at the end of the jump.
He has gunslinger.
He needs to make an acrobatic check right to do the jump and roll at -2?
And then he makes 3 separate attacks with the following modifiers to hit: +2 from half accuracy (gunslinger), no bulk penalty (gunslinger), no bonus from rate of fire since he split; no -2 from doing multiple things at once due to gunslinger.

Am I forgetting something?
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>>97469148
Range
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>>97469176
Right, -1 from 3 yards range, thanks.
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>>97469148
Assuming a Move and Attack, you don't get the half accuracy. Gunslinger lets you ignore bulk and movement penalties instead of the usual half accuracy bonus.
Otherwise, I think range is the only thing you missed (assuming no visibility issues, etc.)
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>>97470302
>Assuming a Move and Attack, you don't get the half accuracy. Gunslinger lets you ignore bulk and movement penalties instead of the usual half accuracy bonus.
Oh right, that's hard to remember. Thanks.
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Anybody ever used the seduction rules in Social Engineering?
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>>97470669
Only during solo ERPing. AKA masturbation with dice.
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>>97464031
I was sure that wooden ships would be Homogenous, this would reduce piercing damage by a lot, but Low-Tech p.139 says
>Unlike boats and ships, which have complex structures and are treated as Unliving, rafts are considered Homogenous.
Also Campaigns flat out says which ones are Homogenous, and I didn't know that.

With 5d+1 pi from the AK-47, the Homogenous ST 23 DR 2 canoe from Campaigns takes eight shots before it rolls for malfunctions under stress at zero hp or less, or forty six shots to destroy it completely. The Unliving ST 50 DR 3 speedboat takes eleven shots instead to malfunction, and sixty shots to kill.
This sounds fine to me but I'm not a vehicles guy.
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>>97470706
Haven't tried that myself
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>>97470870
That seems somewhat plausible for a canoe or speedboat. It won't take much to fuck something like that up. When you're talking about something like the 100' frigate in Low-Tech Companion 2 (268 HP, 500 tons) or the carrack in Vehicles: Transports of Fantasy (234 HP, 200 tons) it rapidly becomes less believable that they take only ~10 times as many shots to destroy as a small boat, despite having around a thousand times the mass and a hundred times the surface area.
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>>97471015
Let's run the numbers
AK-47 5d+1 pi. Average result of 18 pi.
ST 268 and DR 6. It begins to malfunction at after taking 536 damage and dies after taking 1,608 damage. According to Low-Tech, since it's a complex machine it is Unliving. All piercing wound modifiers become 1/3 instead.
The AK-47 does an average of 4 wounds to the frigate. It needs 136 shots to possibly make it malfunction, and 408 shots to kill it.
I think this is still fine. That's a lot of shooting.
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we need gurpsbusters to test this stuff in real life so we can have accurate rulings
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>>97468222
I don't think a roof can do a lot about a direcr artillery hit. Yet the side armor and helmet will protect you from the shrapnel. And infantry small arms.
>>
>>97471194
Doesn't most 'shrapnel' (both actual shrapnel and the shell fragments which get called shrapnel) come from above? Even without an airburst, anything travelling near-horizontally will soon impact the ground, leaving a much wider area threatened by things which went up before coming down again.
Even a direct hit from artillery seems survivable with the kind of armour an IFV has on its sides (typically at least 1/2" even for shitty ones) and maybe even with APC armour (maybe 3/8") could stop small mortars. Artillery has way less velocity (on impact) than anti-tank guns, and the shells are not designed to penetrate anywhere near as well. In GURPS, the DTAT MR60CS, 60mm gun/mortar from High Tech would bounce off DR 26 even below 1/2D range, and while judging reality from rules can be unwise, I find that the penetration of kinetic projectiles from firearms in GURPS usually matches real-world data pretty well.
It's also generally easier to put stand-off armour (AKA a cope cage) on top of a vehicle rather than the sides, since low bridges are less common than narrow roads. This is pretty good against explosive shells, as demonstrated by how popular they are in Ukraine as a defense against mortar bombs dropped from drones.

One issue I could see being a problem with roof armor is that it makes vehicles top-heavy, which is undesirable in combat.
>>
>>97468222
If nothing else, you would think that the troops would appreciate protection from bad weather.
Although that might actually be part of the reason they were open-topped... you don't want the infantry spending any more time in it than absolutely necessary, so making it at all comfortable would be counter-productive. On the other hand, roofed APCs are by all accounts even worse to sit in than open ones, since they are horribly cramped and smelly, with the added psychological stress of not being able to see much (or anything, if there are no firing ports or vision blocks) while an open top at least allows some light and fresh air in.
>>
>>97471098
>ST 268 and DR 6. It begins to malfunction at after taking 536 damage and dies after taking 1,608 damage.
Your numbers seem to be double what the rules say; objects start rolling for malfunction/breakdown at 0 HP (i.e. after taking 268 HP of injury, or about 90 average assault rifle hits) and roll for destruction at -HP (536 HP lost).
90 rounds from an assault rifle will certainly blast away a chunk of wood, but it's still probably less than a square foot of hull, or about what you would expect from a cannonball or two. An actual 42 pounder ship cannon does an average of 105 pi++ damage, which is about 99 HP lost.
However, actual wooden warships often took dozens of cannonballs and hundreds of musket balls in a battle without sinking.
However, I suppose you could interpret being 'disabled' as strictly being incapable of being controlled or maybe providing motive power, with only destruction indicating actual sinking. That means a ship can take four or five times its HP before it is at real risk.
Regardless, it clearly doesn't scale. If in takes a certain number of bullets to wreck a vessel of a given size, it should take (at least) 100 times that many to wreck a vessel with 100 times the hull surface area and 1000 times the displacement. But under GURPS rules, it only takes about 10 times as many.
>>
>>97472330
>Your numbers seem to be double what the rules say
You're correct I did -1xHP when it's 0 HP or less on the frigate.
It would take the AK-47 67 shots to possibly make the boat malfunction, or 408 to kill it.
Thankfully the canoe and the speedboat are correct.
>>
>>97472712
Generally I just treat big things like ships as scenery
>>
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DURPS...


Getting deep into a Deadlands campaign! I'm having a good time with it! Fuck the wokeoids that cry about the setting because its not gay brown or commie enough.
>>
>>97476307
Do you live your whole life through the lense of some hypothetical woke you are triggering? Kinda sad bro.

Anyhow, what did your group do? Can you talk about the game?
>>
>>97477021
Nah, I actually have to agree with the guy considering what ended up happening with the new Deadlands stuff and how a lot of the community acts when you want to talk about how you like the old setting more.

Also one of the most annoying things is people acting like old Deadlands said the South is superior but the second you read all the info about it the Reckoners have a far greater grip on it than the North and things are bleaker there, it's all just being cleverly hidden under a thin veneer.
>>
>>97477021
>ackshually i'm suffering from ANTI-woke fatigue
>>
You know, speaking of leftism, I have a player who recently created an actual socialist character and stated his intention to unionize the 50 point mundane human player characters.
Their handler is (effectively) pic related. They never see or interact with their employers.

>>97477155
>>97477266
Checked
>>
How can I make Weirdness Magnet more interesting in my games? I am running a Monster Hunters game and most of the time the things supposed to be the effect of it feel like just something it would normally occur in the game.
>>
>>97478510
Maybe it attracts MIB
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>>97478510
Make it so the weird stuff seems like it's targeted at the player, but without a good in-world explanation. So it's not that the characters perform an investigation that leads to a ghost, the weirdness magnet character stumbles upon a ghost who decides he wants to hang around and take up residents in his car. The people doing occult rituals and talking with demons do it right above his apartment, or at his favorite coffee shop and it comes to a head in the middle of his order.
>>
>>97478510
You should use it more like a form of Unluckiness taken to the extreme
>>
>>97478510
Similar to what >>97478541 said, its effects could have a more personal connection to the PC(s) that possess the disadvantage.
>>
>>97478590
>both stories end in "and no one ever picked the disadvantage again"
that clearly means that that interpretation is too extreme.
Code of honor chivalry, greed, etc are all stuff that costo -15 and they're not bad enough that people decide to never pick it again.
>>
>>97477021
>Anyhow, what did your group do? Can you talk about the game?
It's a "man out of time" story.
The group are modern day college students that have been dropped into the weird west and had a university schoolmarm take mercy on them and give them shelter.
They do nightly patrols on the grounds of the 1877 era version of their college campus.
I've been learning a lot about the local community through researching what the 1877 version of the world was like for the game too.

The three main adventure threads that are up right now are:
1. The mormon Deseret forces under Hellstromme's unders have been investigating anomalies in the area and the players have come into conflict with groups from the Wasatch railway.
2. A large unclaimed ghost-rock stake south of the college grounds has been venting ghost-rock vapor into the water table and ground water and the local wildlife have been becoming mutated with "black-blood" ghost rock poisoning.
3. And the Union has attempted to cut off and blockade the local town and southern part of the disputed land state that the college is in.

The group has committed a false flag attack against the Union blockade using Wasatch railway equipment and wearing their uniforms. They've most recently ambushed a Pinkerton convoy because they were scared that the Pinkertons were going to demolish the bridge connecting their town to the rest of the state but the Pinkertons were really just transporting state bullion out of the capitol and some relics out for safekeeping.
There was also a fight against a mutated brown bear with ghost rock armor.
>>
>>97478590
That's way too extreme, and not nearly weird enough. That's what Cursed is supposed to be, not Weirdness Magnet.
I think the HAM Clause from GURPS Action gives a good guideline for how inconveniencing a disadvantage should be if you're unsure. Weirdness Magnet should only be as disabling as a -3 penalty to rolls for one scene per session. Just having everything collapse, burn down, or outright explode around you isn't what I imagine to be the result of a -3 penalty, but more like critically failing every roll for an entire scene.
Weirdness Magnet is also explicitly a supernatural disadvantage, whereas Unluckiness is mundane. The inconveniences caused by Weirdness Magnet shouldn't merely be improbable, but seemingly impossible. Sticking to mundane improbable happenings goes against the idea of the disadvantage. You should take Unluckiness instead for that! And if the GM doesn't want supernatural happenings in his game, then he shouldn't allow Weirdness Magnet!
>>97478510
I'd just pick any other disadvantage worth around -15 points as a guideline and inflict it on the player, but make it weird. Send a monster after him (statted like a -15 point Enemy disadvantage), but one different from what the PCs usually fight, like a fairy made of teeth who wants to sleep inside his gums. Afflict him with an Irritating Condition with no explicable cause for a few minutes at an inopportune time. An angel descends from the heavens and assigns him a non-hazardous Duty like making an orphan smile. And so on.
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>>97479353
Actually, if the Weirdness Magnet doesn't follow any sort of theme, then you might use -10 point disadvantages as a guideline, instead of -15 point ones. If the effects are totally random and subject to GM whimsy, then that's more or less a Secret Disadvantage, worth an extra -5 points.
>>
>>97467810
Balance is for fags
>>
>>97477021
>hypothetical woke
There's nothing hypothetical about brown poop races being shoved into all our media for the last 25 years anon.
>>
Considering how to do a sort of "vampiric" ability that's similar to Vampiric bite, but instead heals HP based on damage the character with the advantage personally deals (with a melee or physically-powered ranged weapon, such as a thrown spear or a bow).

I think the most elegant way to do this would be Regeneration (Very Fast) [100] with a limitation like Costs HP (normally -20% per 1 HP per second)? A similar pricing to Requires All-Out Attack (-25%), but also effectively requires the attack be successful - which sort of balances out the fact it's somebody else's HP.

Does this seem reasonable?
>>
>>97479952
Power-Ups 1: Imbuements has Vampiric Weapon on page 11
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>>97479977
Thank you, but I really don't want to roll more skill tests.
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>>97479994
You could maybe turn the skill to an advantage using the rules in Pyramid 3/44
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>>97480014
That just turns a skill test into an attribute test.
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>>97480078
You don't have to add an attribute roll
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>>97480123
Yes you do. Literally every single example given in that section requires rolling against an attribute or secondary attribute.
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>>97480314
Really? That's shit. Can you use the cosmic enhancement from Power-Ups 4, "no die roll required" for +100%
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>>97467810
That's what Talents are for since they are skill specific attributes
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>>97479952
>>97480014
>>97480314
Cosmic no roll require solves it
>>
Takes Extra Time when applied to an attack ability requires extra Ready actions to prepare it, but would the modifier change if I wanted the attack to require Concentrate actions instead, like casting a magic spell or manifesting a psionic power? Would there be any modifier for changing an ability that already requires a Ready action to one that requires a Concentrate action?
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>>97481141
Power-Ups 8: Limitations has "Requires Concentrate" for -15% and "Requires Ready" for -10%, implying that Concentrate should be worth more as a limitation than Ready, which makes sense; Concentration can be interrupted by a failed Will roll after an active defense or injury, while Ready has no such risk.
I'd slap on an extra flat -5% to something like "Take Extra Time (Concentrate)" on an attack ability, regardless of the number of levels of limitation, or to an ability whose Ready actions are changed to Concentrate actions.
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>>97481155
Ah, thanks!
>>
>>97480368
>>97480767
Thanks for the help, guys!

Here's what I've got:
>[15] Vampiric Weapon (Skill to Advantage: Imbuement 3 (single) [8]+VH [9], Cosmic: No Roll [+100%], Granted by Familiar [-40%], Requires Ready [-10%], costs 1 FP [-5%]
>>
>>97482180
Nice job. Glad I could help
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>>97482180
Almost perfect but vampiric weapon already costs FP because every imbuement costs 1fp, so you should remove the "costs FP"
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>>97482180
Is the base cost 17? How do we end up with 15?
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>>97479767
>>97477155
>>97476307
Kill yourself, kike.
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>>97445420
When is damage to objects applicable in high tech contexts, outside of the objects being targeted by attacks?
>lack of maintenance lowers HT but not HP
>LTC2 outlines that armor is damaged when it is penetrated, presumably that also applies to any clothing worn on the location
>LTC2 also points out that weapons only take damage when parrying, when directly attacked or on a critical failure to an attack giving a specific "broken weapon" outcome
I would have expected After the End to include something about firearm degradation since it's a staple of the genre, and repairing broken items comes up a fair bit.
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>>97482963
Tactical Shooting: Extreme Conditions has a lot more detail on terrain-induced firearm breakdowns. But it's all still short-term stuff, not the long-term stuff that you seem to be referencing.
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>>97483044
TSEC mostly covers reduced Malf numbers iirc, which is "just" stoppages and jams, with the occasional explosion, rather than the weapon wearing down or being damaged in a way that requires repairs as opposed to immediate action.
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>>97482880
Because I forgot that multiplication was associative.
Cost should be 25.
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Is it possible to have an "you cannot defeat only run away from" enemy like the terminator without it being endlessly frustrating?
I was thinking of using the GURPS action chase rules to have the PCs run away from a totally-not-the-terminator but then I started thinking, "is that even fun?"
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>>97483848
I doubt it'll be fun, especially vs semi experienced gurps players. To make something which truly cannot be defeated you are going to have to give it an ungodly amount of DR and other bullshit, and those kinds of things just aren't fun to fight, much less realistic. I'd instead suggest making a difficult but not insurmountable encounter the players are merely encouraged to run away from. Good example here would be the t1000, really annoying to kill if you only have bullets, but totally killable if you use your head and the environment.
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>>97483872
good point. I'll think about it some more.
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>>97482890
Jewish schizophrenia is such a tragedy for this world.
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Im preparing a XII Century game where the players will be occitan pilgrims going to Santiago de Compostela’s city, in a St James pilgrim travel

They will depennd on talking with locals in order to gather supplies/info on where to go next. Provisions and fatigue will matter, and language too. Basques will be kinda hard to understand, sometimes false guides will lead them towards robberies, rivers will be dangerous, etc. Crimínals can be Doing the travel because monks ordered it, nobles because of piety,same as serfs that qould need to have permission and have their documents signed by ecclesiasty from each town. Im basing this in the calixtine text about travels for pilgrims and some other books.

Do you think this has potential or am i just wastijgn my time
>>
Winchester Model 1866 "Yellow Boy" .44-40
Damage: 2d+1 pi+
Range: 250/1900
Weight: 10/0.7
Shots: 17+1 (2i)
Strength 8
(Carbine version)
Damage: 2d pi+
Weight: 7.8/0.5
Shots: 13+1
(Long Rifle w/ bayonet mount version)
Damage: 2d+2 pi+
Weight: 9/0.7
Shots: 17+1
Bulk: -6

There's no accuracy rating in High Tech for this weapon. I can't even find it in the charts either. In the Old West supplement, it seems to be listed as a Winchester WD? "Winchester Winchester Design?"
(3rd Ed)
Damage: 2d+1+
Range: 250/1900
Accuracy: 6
Weight: 7.1
Shots: 17+1
I've been treating this as an accuracy 4 rifle in 4th edition rules.
Was there a major change to accuracy between 3rd and 4th edition?
>>
>>97484222
Sounds like an adventure!
I would worry about getting bogged down and players getting tunnel vision on the end goal and starting to miss the forest for the trees.
I don't mind it myself but Fatigue Point tracking and restoring FP can become a chore.
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>>97484222
I think it's an awesome idea. It will require the right kind of players to be a success, however.
If you run it, be sure to report back and tell us how it goes!
>>
I can't get a concrete answer on this, what exactly is the accuracy bonus on the Compact Targeting Scope and Enhanced Targeting Scope per Ultra Tech pg.149?
>Enhanced Targeting Scope
>The scope adds a +3 bonus to aimed shots at TL9-10
>8x magnification at TL9-10
Do you get the entire +3 bonus on one turn of aiming, or does it function like variable 8x scopes in High Tech getting +1 for the first turn of aiming, +2 for the second, +3 for the third?
Or is it a fixed scope where you need to aim for 3 seconds to get the full +3?
>>
Is there a reason you can't take Weapon Master (Crossbow)?
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>>97484649
Just give it the same accuracy as similar weapons in the same caliber. I can't look in my books right now but I imagine there must be a few candidates
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>>97483848
It can be fun if you make it fun.
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>>97484649
>Was there a major change to accuracy between 3rd and 4th edition?
Acc was about halved
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>>97483848
First you have to train your players to think of running away as an option.
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>>97485035
It's likely to be a variable scope, fixed power makes sense in the present day but not with UT miracle tech
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>>97485062
I see no reason why not. It is explicitly allowed for bows, and a crossbows are essentially just bows with a few extra bits.
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>>97445420
When somebody tells you that just do it in gurps or gurps can do anything. but they never don't tell you how to do it. Or at least how to properly Homebrew it.

Like how am I supposed to Homebrew the warrior cats franchise for my niece, and turn around and Homebrew some combination of Adventures of Sonic the Hedgehog & Sonic Sat AM for my nephew?
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>>97485544
GURPS Furries
GURPS Powers
GURPS Low-Tech
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>>97485544
>Sonic the Hedgehog and his furry friends
This is all pretty easy to do if you read the basic set.
like sonic is just a low tier speedster, GURPS powers has guidelines on how to speedsters if you really need some; every furry animal race is easy to make with just the base book, but there's gurps furries and template toolkit:races if you really need guidance on how to create racial templates.
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>>97485544
I honestly would give detailed info in the past, now I really feel like it's a waste of time because I know the people asking usually haven't even read the basic to know how GURPS work to actually use it.
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What's the point total for a realistic highschool judo or karate practitioner?
I'm gonna make a power ranger campaign so all the PCs are going to start as teenagers with attitude.
Their transformed forms will have 250pts or maybe 500pts not sure.
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>>97486508
Most teenagers probably hover around the 20-30 point total, a "heroic" teenager is probably closer to like 40-60. They are old enough to have mostly developed stats, but they are lacking a lot in the way of skills. Most skills a high schooler has will be with one point of investment at most.
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>>97487011
>Most teenagers probably hover around the 20-30 point total, a "heroic" teenager is probably closer to like 40-60.
I'd say an actually average teenager is closer to 0 points. By high school (that's 16-18, right?) they will have 10 in every stat (8 in ST, if female), no advantages (or a very, very minor patron to represent parents), few skills, Social Stigma (Minor), and below average Wealth. Arguably, most will also have Pacifism (Reluctant Killer).
The spread of possible points totals is probably pretty broad though. You're likely looking at something like 30-40 points per standard deviation. So the highest points total in a class could easily be 70 points, and an athlete is likely to be at least one standard deviation above average, so 60 points isn't at all unreasonable.
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>>97487078
Based on the learning by teaching rules in basic set, with a semester giving a point on average, and a student taking about 5 classes per semester for 4 years of high school, the average high school student would have gained 40 points in skills, not including anything they learned socially or about basic life skills like driving, computer operation, or housekeeping.
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>>97487102
That kind of implies that (a) an average high-school graduate has multiple skills at 12 and (b) high-school drop-outs have significantly worse skills before accounting for selection effects. I don't think either of those really match what I see in reality.
I'd say that the only 18-year olds I meet who seem to have low-level professional skill levels are those who went for some kind of vocational training program like hairdressing or welding, who would presumably put most of their points into a single skill (or possibly even a technique). Many of them may have slightly lower IQ than average, but even so they shouldn't need more than 12 points in their main skill and a couple of points in things like research, writing, and math.
18-year old medical students should be slightly above average in the IQ department, but many of them are horrendously ignorant in things like math and science (even biology), have poor social skills, and often can't even research or write at a reasonable standard.
I think that the GURPS rules for education don't represent the current state of education very well. In reality, classroom instruction doesn't seem to be significantly better than self-directed study or on-the-job learning. This is especially true with purely intellectual skills rather than physical ones.
>>
>>97487011
>>97487078
>>97487285
>>97487102
I think I'll go with 25pts, with up to -25 in disadvantages. Thanks for the advice.
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>>97487285
There's a Pyramid article for teenage Monster Hunters a'la Buffy, and the lenses include Professional Skill (Student) which can be used to answer purely academic questions on a topic but doesn't allow anything practical (or at least not without a very steep penalty). Given how much teaching has turned to focusing on the standardized tests after No Child Left Behind, I think we can have realistic results with GURPS's education rules by assuming some portion (arguably the majority) of hours learned in a classroom goes towards Professional Skill (Student) rather than an actual skill.

Then we add on top of that other modifiers to Teaching (large class size, limited resources, etc.) and I wouldn't be surprised if many otherwise competent teachers fall bellow the minimum effective skill of 12 required to make the lessons not count as self-taught.
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>>97485035
I took a look at it and see how it could be confusing, I would say the phrase 'Used as a passive sensor' implies that the telescopic effect comes into play only when you aren't using it for aiming and shooting a gun. I would think that an ultra-tech scope probably has some extra features over modern day optics that justifies the extra bonus without extra aiming time, maybe a smart-zoom or auto drop compensation system. But none of that helps if you aren't actually shooting something.

For example let's say you're a wizard with a line of sight spell of some kind, if you're using your buddy's sniper rifle to get a good look at an enemy outpost then obviously the scope can't help you aim your spell, but the scope gives you x8 magnification, which does let you remove some range penalties from casting your spell accurately.
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>>97486000
I was being fucking facetious. Some of us out here are dumb enough that we need our shit spoon fed to us. Not all of us are mathematically autistic and logically intelligence.

While on the other hand GURPS it's the polar opposite fudge/fate. Fudge/Fate are as Loosey goosey and poorly explain like a thesis from a liberal arts student about colors and feelings.
While GURPS it's explain and design by a engineer student with their doctorate in physics. Gurps vehicles and grappling anyone?

I know GURPS it's only as complicated as you wanted to be, but it takes a while over some people to click. Like doing math in hexadecimal base 15, or a better example learning how to think with portals.
>>
Is there a gurps steampunk book or some equivalent?
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>>97490621
Yes, for 3e
https://www.sjgames.com/gurps/books/steampunk/
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>>97490621
For 4th edition
GURPS Steampunk 1: Settings and Style
GURPS Steampunk 2: Steam and Shellfire
GURPS Steampunk 3: Soldiers and Scientists
GURPS Vehicles: Steampunk Conveyances

I don't know if they're any good though. I don't play steampunk games.
>>
>>97484660
>>97484669
thanks. hope this group Im with likes it enough.

Im using fantasy 16 wilderness for travel, low tech, some of crusades (even if no crusades), and IDK if I should use martials or just keep it simple since its not a fighting focused campaign.

also, do you have any travel recomendations? this is my first time dming tbqh.
>>
How do you design power armor in gurps? Ultra tech versions are fucking awful and single handedly turned me off them. Goddamn egg shaped dogshit.
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>>97494602
GURPS Vehicles has extensive rules for designing power armor.
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>>97494638
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>>97494602
As characters
Transhuman Space: Wings of the Rising Sun has a wearable cybershell
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>>97495003
>As characters
tbqh this is quite tiresome. Can't we have normal vehicles and armor? I'd expect PA to have some special rules, but chiefly set the user's ST to a fixed number, so I assume that's what the TS clamshell does?
>>
How would I design an ability that comes in levels and has an FP cost that scales with the number of levels in use, like an Ascending Limitation, but in this case, there is no definite maximum level? Kind of like how most magic spells work. Or I suppose the level should be limited to something Power Talent, if that's easier to work with, like how Magery sets the limit for the level of effect on most spells.
>>
>>97495185
I don't think there's anything official that's exactly what you're looking for, but I would possibly use Margin-Based (from Psionic Powers) as a guideline to get to what you want. Originally an option for Affliction, it triples the cost of a leveled enhancement, but scales the level of effect to the target's MoF on his Resistance roll. I've seen GMs extend this logic to leveled advantages that require Activation rolls, like a version of Control for triple cost that bases its level on the MoS on the IQ roll to activate it. I suppose then that you could go a step further, applying Margin-Based to a leveled trait that requires no roll, with the "margin" being based on a non-existent roll against a non-existent attribute, which starts at the default level of 10 like all other attributes. Power Talent adds to this non-existent attribute. On an average non-existent roll, you'll get a MoS equal to Power Talent.

TL;DR: buy three levels of the ability, apply three levels of Costs Fatigue, then base the number of levels on Power Talent.
>>
>>97495185
Probably something along the lines of: (Reliable +20, Godlike Effort only, +100%; Cosmic, no die roll required, Godlike Effort only, +100%).
Although not normally allowed, Reliable +20 is enough to buy off the -20 penalty to Will for trying Extra Effort at +100% to effect per +1 FP spent.
Coincidentally, this ends up costing almost the same as >>97495310.
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>>97495136
Transhuman Space PA otherwise basically just say you have this much DR and this ST score
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>>97494602
Based on the 3rd edition rules, a very simple design system:
Choose power, in kW.
Battlesuit interface is 40 lbs.
Battlesuit motors are anywhere from 15 to 75 lbs. per kW, depending on TL. 30 is a reasonable average.
Basic lift is about 66.6 lbs. per kW. Therefore ST is about (kW^0.5)*18.25.
Surface area is 25-30 square feet.
Structure is anything from 0.2 to 9 lbs. per square foot. 3 is a reasonable average.
Armor can be designed using Cutting Edge / Ultra Tech Armor Design articles in Pyramid 3/85 and 3/96.
Power plant: 4 lbs./kW for futuristic IC engine, uses 0.3 gallons/hour per kW, fuel tank is 7 lbs./gallon including tank. Good modern batteries are maybe 90 kJ/lb. with future technology possibly offering multiples of that. UT super-science power cells are at least 800 kJ/lb. Nuclear power at that scale is probably super-science, so just pick figures you like.
Add whatever stealth, life support, and electronics you like.
Top speed (in yps) is ((power/weight)^0.5)*175 (power is in kW, weight is total suit weight including pilot, in lbs.). Use whatever combination of move, enhanced move, and super jump seems right to you.
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>>97496753
>Good modern batteries are maybe 90 kJ/lb.
Oops!, Actually, some modern batteries can be over 1 MJ/lb. and UT power cells should be over 9 MJ/lb.
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>>97496753
If you want user strength to contribute to the suit's operation, add their Basic Lift * 0.015 to the suit's power.
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>>97496753
This all assumes a 200 lbs. humanoid pilot. To scale for larger or smaller pilots, multiply interface weight by (pilot weight / 200) and surface area by (pilot weight / 200)^(2/3).
e.g. for an 8' 400 lbs. super-soldier, the interface is 80 lbs. and the surface area is 40-48 sf.
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>>97496753
>Armor can be designed using Cutting Edge / Ultra Tech Armor Design articles in Pyramid 3/85 and 3/96.
Note that many battlesuits will have armor thicker than the Max DR of the best materials for their TL. Treat this as layered armor, with the special rules that rigid armor can be used in multiple layers if it is designed for such a purpose, and apply the penalty to Battlesuit skill rather than directly to DX.
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>>97495185
Something like 'Costs Fatigue, Variable'?
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More cold war infantry carriers:
https://samuelbaughn.blogspot.com/2026/02/bmp-2-ifvs-in-gurps.html

Does anyone have any requests? I'm currently planning to do some British vehicles next (FV432, CVR(T) family, Warrior), round out the Soviet line with the BMD and MT-LV, then maybe look at French and German vehicles, or try and wrap my head around the mess that is the Piranha-Stryker family tree. The various specialist M113 variants should probably be fleshed out more too.
Meanwhile, on the animal front, I have some notes on extinct panthera, entelodonts, hyenas, various giant flightless birds, and stegosaurs. I intend to eventually get round to ankylosaurs, pachycephalosaurs, macronarians, charcaradontosaurids, megaraptorans, ornithomimids, embrithotheres, various large mustelids, barbourofelids, cheetahs, nimravids, dinomyids, beavers, meganthropus, lemurs, assorted bovines, deer, swine, giraffids, uintatheres, indriotheres, chalicotherids, glyptodonts... the list is almost endless.
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>>97496753
Jod zamn anon, thanks for the super in-depth explanation. So I assume that's all in 3e vehicles, but it should be way easier to port over to 4e unlike actual vehicles since armor is much more similar, right?

>>97495599
Alright, got it. I'll probably start with these first, then try designing them with vehicles

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