/gurpsgen/

GURPS General

No one else wants to do it edition.

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I'm running a sci-fi game converted from Stars Without Number, how are the GURPS Spaceships books?

Spaceships is pretty good at what it does; you have a lot of customization but aren't bogged down with too much minutiae. One of the recent issues of Pyramid gives a LOT of good advice on tweaking everything to your setting (eg space opera vs Star Wars vs space mining), which is nice as default has some issues.

What would be the best way to handle Shadow of the Colossus style fights?

I haven't looked at it very closely, but I thought the combat writ large article in Pyramid #3/77 was explicitly for this kind of thing.

I'll look there. Thanks user!

New GM here, I have a couple of questions about sprinting.

Suppose a warrior is running towards an enemy archer, straight on. On his first turn, the warrior does a full move, and the archer aims. On his second turn, the warrior does another full move, and the archer fires, forcing the warrior to dodge, does the warrior still get his sprint bonus on his next turn?

Second question, same scenario. On his first turn, the warrior does a full move, and the archer aims. However this time the archer is closer and the warrior wants to run past, which would mean an evade, so on his second turn the warrior successfully evades the archer. Does he still get his sprint bonus on his next turn?

Hey /gurpsgen/, I'm building a TL11 space-opera/silk road piracy campaign and I've run into a snag: What is the point of transporting cargo other than raw materiel (and therefore, piracy) if fabricators can build more or less anything from the atoms up?

1. Move allows any active defense without slowing movement. Since he did his full move he will continue to get his sprint bonus.

2. He only has to evade if he moves through the occupied hex and still has enough movement left to leave it again. If he succeeds the evade and moves his full move he gets his sprint bonus on the subsequent turn.

Post scarcity isn't about materials anymore. It's about discrete data and irreplacable/unfabricatable things. Natural neutronium is much easier to mine than replicate.

For starters you could limit what fabricators can do. For example, food and other organic matter.

Also I imagine with the availability of fabricators, there would be a market for luxury, unfabricated goods, kinda like these days people pay a premium for artesanal stuff and "organic" food.

Thanks, that makes sense.

Another question then, is there any way an archer can stop a warrior from sprinting without entering melee range (aside from killing him, obviously).

Sentimental value of non-fabricated items like hand-crafts, live cargo (animals, passengers or slaves) that can't be fabricated economically, rare elements, including things like trans and post urianic elements that don't exist in nature and require tremendous energy to produce and things that can be produced other ways more cheaply then by fabricators, like very complicated organics.*

*IE: You can extract oil for $47 per barrel. A man with a synthesizer can make complicated hydrocarbons from water and limestone for $4,000 per barrel. Even with shipping cost, you can sell for far under his cost.

Shoot a limb! Or trip the fucker.

Get into a place where he can't straight-line to you, like where he has to climb over an obstacle or go around it. Stand so he has to move though spaces occupied by other people. Stand directly behind someone friendly to you.

Plant sharp stakes in front of you, facing out, caltrops, landmines or trip wires.

Aim for a leg, or even better, foot, to stop him from running as he closes in on you.

Alright, thanks. I don't actually want to cripple my players, I want to slow down the chase a bit, if it comes down to that, to try to let an NPC get away.

Traps and parkour are your friend then. Someone that can scramble up a ten foot wall and take a shot at you is annoying, and might force you to duck back into cover, then chase when they stop firing.

Dense smoke, too, if you are trying to break contact and escape. A bit of sugar and potassium nitrate in a can will give a thick screen of smoke that you'd want to be careful about trying to run though.

Last, burning oil spilled on the ground can discourage people from running though an area.

Longer range. Even a short bow used by a ST 10 archer has a 1/2D of 100 yards. At 30 yards the bowman loses to a single melee opponent more often than not but should land at least one hit. At 100 yards that same bowman can loose half a dozen arrows and probably get two or three hits. More if he has enough skill or some fast-draw.

Bows are not revolvers. Don't get close without cinematic advantages and/or very high skill. Instead, have a buddy get closer and do the talking while you cover him from a distance with a bow.

Thanks for the ideas. Unfortunately I can't apply them this encounter, but there will be more encounters in the future.

Speaking of long range, what's the best way to handle that on a battle map? 100 yards is already 100 hexes, I've been using half inch hexes, so that would be quite a large battle map. I know I could use smaller hexes or run the combat without a battle map, but both become unwieldy after some time.

Do you guys have any tips to handle combat at longer ranges?

Poker chips. A person standing on the map edge on top of chips is chip value + distance off map. If you are running to archers, it's best to have the archers on-map, while the people closing in are off map until they close in.

I have a 50-inch 1/2-inch hex vinyl mat. I know that doesn't help you very much though. Before I got that I used a bare tabletop with a ruler for movement distances.

This is also a fantastic idea I wish I'd found sooner!

>range marker on the edge of the map
That's a really good idea. Thanks.

Abstract ranges. Have the melee occur on the battlemat but keep the archer off-mat. Action has the "Range Band" table that you can use.

Alternatively, use vertical ranges; 20 yards of horizontal distance coupled with 4 yards of rough brick wall they have to climb to reach you takes enough time to give the archer some breathing room, is a hell of a lot easier to fit onto a battle mat, and can be easily justified in most fantasy dungeons (rarely will a dungeon include football-field-sized rooms that lets archers capitalize on their range, but ledges and high alcoves are de rigure for most dungeons).

By default the damage from weapons is pretty outlandish

i'm making a (outlaw)pirate template, should it get -1 to status because of being outlaw? also should i let my players have positive status while being outlaws because of being rich and the like?

They should have Social Stigma (Criminal Record) at the very least. Don't forget that Code of Honor (Pirate)!

The Code of Honor should probably be an option on a pirate template rather than a requirement, unless the template is meant to be skewed towards the romanticized version.

code of honor is optional, but every ship has its rules, which doesn't mean that they are followed all the time

Enemy(Spain/England/France/Portugal) [-40] B135
Status(Outlaw) -1[-5] B28
Social Stigma(Criminal Record) [-5] B155

Optionals
Code of Honor(Ship Rules) [-5]

That looks good. Nice touch with the Enemy disadvantage.

Sorry if the answer is obvious but what advantage is good for emulating a full set of crafting tools/equipment? I want to stat a supernaturally great armorer who counts as an entire well-equipped workshop without the need to actually own any tools.

is it for a npc or pc?

PC, I probably wouldn't stat it out for a NPC.

treat it as a bonus for a group of advantages, use it just like a talent, call it whatever you like

Talent B89

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i have never seen this before, did you do this user?

Yes, but quite a long time ago.

So, seeing how GURPS has various magic systems in place, is there a list somewhere that has all the magic systems and the books/supplements I would need to read to use each one?

Not that I know of. There's a broad comparison here pastebin.com/4Wk6gB2D that covers the different types, but it's just an editorial contrasting them.

For Basic Set Magic (Magic as Skills) you'd want the Basic Set and Magic books.

Ritual Path Magic is introduced in Monster Hunters, but a better and more detailed take on it is in GURPS Thaumatology: Ritual Path Magic, a PDF.

GURPS Thaumatology covers other magic systems, I can't remember what off the top of my head. Sorcery has it's own GURPS Thaumatology: Sorcery book.

Thanks, I guess I'll start with those.

I guess at some point someone should compile such a list. I'd do it but I'm still very new to GURPS.

If I shoot someone with Sand Jet somewhere other than the face, will it cause damage?

>On his second turn, the warrior does another full move, and the archer fires, forcing the warrior to dodge, does the warrior still get his sprint bonus on his next turn?

Yes, unless he retreated as part of his dodge.

This is actually quite a difficult build. Some options:

The Accessory perk lets you count as having one tool or a small kit. A wildcard version might let you have access to any tool (but only one at a time). Alternatively the Gizmo advantage could be limited to only allow tools.

The Improvised Weapons perk cancels any skill penalty for using a non-weapon object to fight with. It seems reasonable to make an equivalent perk for non-combat skills.

If you use alternative benefits from talents (power-ups 3), then the artificer alternative benefit lets you cancel improvised equipment penalties.

The Control advantage (from Powers) lets you reshape things. With suitable limitations it could possibly allow you to bend metal into weapons with your hands.

You could also try using magic. The reshape spell lets you mould solid matter into pretty much any form and ritual path magic specialised in a few path of matter rituals can produce impressive effects.

No.

Using the spell limitations for Wizards set up in Dungeon Fantasy 1: Adventurers, if a Wizard learns a healing spell because it was required for a necromancy spell, can the Wizard cast the healing spell, or do they just /know/ it?

Just know it.

So long as they are allowed to learn it, they can cast it.

That is explicitly incorrect.

Can I have source? I'm a bit of a rules lawyer.

Go figure, the one time I'm confident in my answer, it looks like I'm not as right as I thought I was, sorry. Looks like DF1 doesn't make the distinction between /knowing/ spells and being able to /cast/ them -- like how a character without Magery in a normal mana zone can technically learn spells but not cast them -- as clear as I thought it did. Wizardry Refined from Pyramid #3/60 also removes the ambiguity and edge cases by reworking prereqs, but that's moving the goalposts; nothing in DF1 explicitly states that wizards cannot cast certain Healing spells if learning them is the only way to meet another spell's prerequisites.

For the record, I still think my interpretation is the correct one (Wizards lack the necessary level of Power Investiture to cast the clerical spell), but your position is also defensible. I guess it comes down to the table/group then. Again, sorry about acting like an ass; egg on my face and all that.

Needs more GURPS memes. I'd link this to one of my players when he asked for the N'th time how he should do basic combat stuff.

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I've done the any accessory trick as a limited form of modular abilities. Does that cover everything necessary for expert handloading and gunsmithing?

I guess I could do Control(Solids) as a Very Common category and limit it to only being useable for gunsmithing.

There{s no formalized magic in the setting. Only magical powers.

A multi-tool counts as improvised equipment for major tasks (-5 equipment penalty), so that as an Accessory perk + Artificer Talent that gives a bonus AND reduces the penalty for improvised equipment is probably the most cost-effective combo.

And honestly the reaction bonuses are so situational as to be useless; the alternative benefits should be the default.

I made this a while ago

And there's this classic

I prefer this version myself.

shamelessly stolen idea from a DnD edit

>ButICan'tEatABook.png

Gamefinder isn't getting me many bites so I'll cast a line here too.

I'm running some short text-based alt-history battlefield campaigns in r20. Hit me up in discord on Mithrandalf#0706 if you want in or to ask more.

>Yes, unless he retreated as part of his dodge.
The warrior can't retreat here since he moved more than his Basic Move. That's assuming the sequence is in the same order as the sentence: Warrior then Archer. Otherwise, you are right, if he dodges he can't get his sprint bonus.

Ah man, I wish my spare time wasn't booked up, I'd jump at the chance. As it is, the wife has be cut back to one weekly game and a once a month thing. Even that's pushing it.
What's the setting blurb?

Hey guys newish to roleplaying and wondering if gurps was worth jumping into and reading about early on.

I'm dming a small three shot with pathfinder right now which is working out okay. I'm also playing Numenera which would be boring if it wasn't for the company I'm playing with.

How accessible is GURPS as a relatively new GM, and is it something I can homebrew around effectively?

GURPS is the definition of the Homebrewer game system. Certainly give it a read and get familiar with it. Once youre sick of classes and levels you'll have a breath of fresh air here :)

It's accessible as long as you don't try to do everything at once. Just take what you want from it and ignore the rest.

GURPS doesn't need a lot of homebrew, that's part of the point. As long as you have the right supplements it can do just about anything without you having to tweak anything or make shit up. At least in terms of the system. You're encouraged to homebrew a setting when it comes to GURPS, it's just the skeleton, you add on all the meat.

>Hey guys newish to roleplaying and wondering if gurps was worth jumping into and reading about early on.
Very. It was my second system after Red Box D&D.

>How accessible is GURPS as a relatively new GM, and is it something I can homebrew around effectively?
If you can do basic arithmetic then it's perfectly accessible. It was also designed to homebrew around. ALL the rules are optional and several of them already have multiple variations.

Another user, I want to reiterate what is said here.

The big rookie mistake a lot of people complain about is thinking that the entire book is gospel and you need to use everything at once.

I recommend either
a) using one of the out-of-the-box franchises that works without *as much* preparation, like Monster Hunters, After The End, Dungeon Fantasy, or Action.
b) If you want to be making your own custom built settings and games from the get go, start off as simple as GURPS Lite (even simpler maybe) and add maybe one or two really cool rules from the Basic Set or one of the supplements whenever you need a bit of spice
c) similar to b, run a bunch of short adventures, and add the cool new features after each short adventure.

Maybe for the first few sessions run straight Lite,
then add in grid combat if you don't like theater of mind, or putz around with the magic system if you do.

Maybe after you get used to that, look into adding some stuff from Powers or Martial Arts.

And so forth until you hit your comfort zone, turning rules on and turning rules off as you figure out which ones are fun for you and your group, and which ones are not.

It depends on what you are doing, but it is a very smooth system that isn't hard to play. Use one of the series like Dungeon Fantasy or Action if you want something working out of the box if you don't want to spend too much time customizing things. You can homebrew a ton, but the official mechanics cover a lot already.

Won't be a single setting, just a series of brief (3-6 sessions probably) dips into scenarios.

The first two will be supernaturally-influenced WWI commando mission followed by Napoleonic plus chemical weapons.

>everygame.png

One thing I've never gotten down is rapid fire hit location.
Do you roll seperately for each bullet that hits?

Also:
If you call a shot on, say, vitals, and score 5 hits. Is it feasible that all the rounds hit the vitals?

I've been just sorta winging it with multiple hits and it would really help if someone could point to somewhere in the rules that clarifies this.

I've seen some chatter online about how one of the Transhuman Space books has some rules for hacking. But I've looked through my collection, and none of the TS books I own has any such rules. Is their actually a hacking system specific to TS, and if so, which book is it in?

No, you're right. The rules are there to be interpreted. If a rule is vague and could go multiple ways, then that's just how it goes. In one game, the GM says "No Wizard can cast any of these spells, just know them." and in another the GM says "Go ahead."

I personally prefer the latter in a small party without a cleric, but if there IS a cleric then and healing spells should go to him.

3e's Fifth Wave has it, and it was update in 4e's Changing Times; you'll need both for the full system. I believe it's also called "Computer Intrusion."

Heads up, it's not super in-depth. It's not bad by any means, but unless your game is set in TS (or a *very* similar setting), it probably won't work. The system assumes every computer is running some form of AI and keeps things fairly abstract because of that; if, for example, you were planning on using it in your cyberpunk game where personal AIs are not omnipresent and you want things more detailed, it might not work.

Rapid fire is treated all as one attack, with the margin of success deciding how many bullets strike. If you have RoF 5 with skill 12, and rolled a 10, you would hit with four bullets: RoF 5-8 gives a +1 bonus to hit, so your effective skill is 13, so you would land one hit for making the roll +3 for your margin of success. If you rolled a 9, you'd hit with all five. That's assuming the recoil is 1, of course. Otherwise you get an extra hit for every multiple of recoil you make your attack by. Likewise, when someone defends against a rapid fire attack, if they make their defense they avoid 1 plus 1 for each point on their margin of success.

All shots will hit the targeted area, but the smaller the area, the fewer shots are likely to land due to the fact that you're penalizing your to-hit roll.

Don't vitals hit location have a rule like "if you miss by 1 you hit the torso instead" so if you were 1 away from hitting another shot would that mean one shot would hit the torso.

Not the same user, just want to say that I do it that way even though I'm not sure if I've seen it officially stated in any book.

There's a lot of optional rules for locations that mostly amount to "miss by 1, hit torso". To my knowledge Martial Arts has just about everything about hit locations you might need; my group doesn't use all the extras, just the ones in the basic set.

It does make sense, but like just about everything else in GURPS it's GM call.

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hey guys, does anyone have a link to that GURPS blog post where they did a combat scene, round by round out of a movie? It reminded me a lot of the church scene from kingsmen, but it wasn't.

Gaming Ballistic did a couple of scenes after Technical Grappling came out to show how much detail the rules can get into. IIRC, it was one of Black Widow's scenes from the Avengers flicks.

gamingballistic.blogspot.com/2013/10/technical-natasha-black-widow-in-iron.html

This is all I'm familiar with. If you find more, post em.

What are some TL6 options to increase a mosin's accuracy. Already Very Fine(Accurate) and using hand-loaded match-grade ammo. Scopes and other such accessories aren't what I'm looking for, I want to boost the rifle's accuracy.

On that note, how about increasing range? Any way to do this without +P ammo? Like a custom barrel or something?

Was it John Wick?

shootingdiceblog.wordpress.com/2016/02/04/tactical-shootingmartial-arts-john-wick/

New draft on this guy, likely the final/ready to go version.


Is magic an option? That's the easy way. A RPM ritual or ehchantment is the way to do it.

If not a GM might let you get a Gageteer/inventor rebuild the weapon to increase Acc/Range. If you are using the 20" barrel carbine swapping it out for the 91/30's 29" barrel could help.

My last suggestion is to buy a Mauser, because if you need more range and accuracy then a Mosin then the logical thing to do is to get another gun, not try to move heaven and earth trying to make the Mosin something it's not.

No magic, which mauser are you talking about though? In terms of TL6 rifles mauser seems to have equal accuracy and lesser range, unless you're talking about that 40 pound monster that's worth $10k, that is, average starting wealth for TL6.

Ahh, here I thought they gave better range/acc to 8mm Mausers.

The 1918 Mauser anti-tank rifle might be the way to go. Money can't be much of an object if you are using a Very Fine rifle.

I care more about accuracy than I do about range, and a Very Fine Mosin isn't worth even half as much as an antitank Mauser. A Very Fine(Accurate) Mauser T-Gew would be $47k or so, which doesn't just beat my weapons budget, it would require more than double of the total money I can spend, since all I have is comfortable wealth. Encumbrance would also be an issue.

Do you get a dodge penalty if you are grappled? Furthermore, do you get an attack bonus if you grappled someone?

You take a DX penalty and cannot retreat, so yes you effectively take a hit to Dodge. Similarly, grappling someone means they can't defend as well, letting you Telegraphic Attack without giving them a net bonus to their defenses.

>shootingdiceblog.wordpress.com/2016/02/04/tactical-shootingmartial-arts-john-wick/

Yeah that looks like this is it. Excellent rebuttal to various complaints about GURPS combat

Can I have a source on that last bit about telegraphic attack?

Well, a Telegraphic Attack just trades a bonus to hit (+4) for the target getting a bonus to defend (+2). If you're grappling a dude (-4 DX translates to -1 Dodge -- Technical Grappling allows for larger DX penalties -- on top of no retreats), that +2 to defense isn't *actually* a +2 to defense; the defense penalties at least partially cancel it out.

That's what I meant by no "net bonus" to defenses; they still get +2 from Telegraphic Attack, it's just that they're also suffering -1 Dodge/-2 Parry as well and can't net that sweet +3 from retreating, so you can use Telegraphic Attack without them having the full +2 bonus to defend they would normally have.

I did screw up the math though when I said no net bonus; they have a final Dodge modifier of +1 (-1 from grapple, +2 from Telegraphic); it's less than a normal Telegraphic Attack, but it's not

You are a good user.

Ah.. Well in that case, you are pretty much at the limit if you aren't willing to go to scopes. You already know about bracing to get +1 right?

Acc 7 is pretty damn good in any case! Not anything to shake a stick at.

Get a Grubb refactor sight. Prototype, but not impossible in TL 6.

Which traits should I get if I want to play as the technological version of a Devil as they appear in Kill Six Billion Demons (instead of the hot primordial black flame and a mask, its a utility fog and a control computer).

Basic Speed +1 [20] is basically Basic Move +1 [5] and Enhanced Dodge 1 [15].
So, improving your turn order in combat would be merely a perk, right? I feel like I already saw it somewhere but can't find now.

Seems like there's two obvious routes; build the core computer as your body and modify telekinesis to represent your foggy body or make your character diffuse with a limitation that their brain and vitals aren't.

Assuming that you meant a small core machine with a utility fog body.

Sometimes package deals work out better than the sum of their parts (see how much you get out of HT), but a perk seems fair to me.

If the turn order is all you want, you can pay 5 points for a 1/4 step for Basic Speed. Dodge is not affected, Move is not affected, but now you go faster than people who are .25 slower than you. 20 points for basic speed one nets you a huge deal, yes.