/GURPSGEN/ RPM can't teleport steel beams edition

Old thread: What is the weirdest skill you ever picked on a whim and it eventually saved you later on?

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forums.sjgames.com/showthread.php?t=117662
app.roll20.net/campaigns/details/2039558/gurps-interregnum,
forums.sjgames.com/showthread.php?t=9380
twitter.com/SFWRedditGifs

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Erotic art(elementals)

The gensai was wooed

>Erotic art specialised by species

Well this is nonstandard

Not technically my character, but my brother took a bunch of weird voluntarily-specialized niche skills around the cultivation, sale, identification, even smuggling etc. of cranberries. Ingame he turned cranberry farming into a lucrative business, and became somewhat infamous for his profession and product (as well as the underhanded means he used to push his business). His business was also always his biggest source of weakness and complication too, though.

Anyway, in that particular campaign world it's become a running joke to have at least one unfortunate cranberry trader every so often, ala the cabbage guy from Avatar.

Also, it was pretty goddamned funny roleplaying material because while he had a fairly respectable variety of skills... since a whole swath was specialized to cranberries, it colored all his interactions with merchants, farmers, politicians, etc.

Mega vault lacks first volume of Vehicular Collection, and second volume is old version (lacks pre-WW2 light tanks). Anyone can rectify that, or at least post the stuff in this thread? I left all that stuff on my old computer and I'm too lazy to get it out.

What are the best supplements for GURPS if I want to have manapool based casting?

Powers, if only because it's the earlist reference of Energy Reserve, which, when using the appropriate modifiers, is effectively a mana pool. The rest is picking your fave magic system and buying a bunch of levels of ER to use with it.

Thanks, anything for low-level martial? Think bone and wooden weapon only where stone weapons are rare and metallic weapons are legend weapons.

Low-tech. Sounds like you're new to the system, are you running or playing?

Running, only ran once with a very expert player whom handed me all of the books for the game (was sci-fi), I know the TL-related things I was asking mostly for the books (which are named literally 'low-tech' and 'powers' I'm assuming)

Yup, they are literally named like that. There is also Martial Arts for martial arts and magic usually is called after the type of magic in question.
It's this kind of system

Alright thanks, I was thinking you where pulling my leg on the second one!
Thanks for the help, any tips?

Spaceships.

If I'm using the rules to build TL7 fighters, is there any reason for me to NOT convert the numbers out of D-scale and replace relevant weapon statistics with accurate numbers from High Tech? I'm handling costs totally separately, so that bit of balance isn't necessary.
Is a SM+4 Spaceships vehicle, assuming fairly light to no armor, even something that 12.7mms can damage?

I wouldn't dive into the meat of the rules that aren't already in the Basic Set if I were you, and I'd ignore anything that sounds irrelevant, if I were you. If only for practical reasons. Grabbing simple rules like ER or using some books like Low-tech as a gear catalogue is fine and perfectly reasonable, but don't feel the need to commit to a book if you only need particular sections, GURPS' modularity is one of it's biggest advantages to other systems, and the grand majority of the rules are self-contained. Many times, 'new' rules are simple expansions or clever repurposes of old rules. ER, for example, is pretty much an FP pool that doesn't regenerate normally, but it doesn't incur fatigue penalties in low amounts. The magic system (called 'Magic') in the Basic Set is perfectly usable, straightforward and easy to learn, so don't feel the need to branch out just because alternatives exist, unless of course it simply doesn't fit with what you wanted to play. And of course, have fun, it's a game after all.

If you are just starting out, Lite is your best call. 32 pages, pure essence of the system. If you seriously need anything, then Basic Set.
Going any deeper at the start is just mind-numbingly confusing.

Dungeon Fantasy is somewhat streamlined, but I would still incline to stay with Lite and supplement it with Basic Set early on. It helps to gradually expand rather than jump into deep water outright.

Bamp.

I missed you fa/tg/uys. Been awhile since I played. Quests were still on Veeky Forums in fact.
busy with school

What kind of campaigns are you guys playing/working on?

Rewetting my feet with a GURPS Traveller campaign. Trying to avoid adding UT and Space supps.

Any tips on building citys? I have City Stats, but I feel that supp is a little light. Maybe theres a good Pyramid Issue that handles city/town building?

The idea was to use that(already experienced with the basic mechanics) or try basic set and use items from low -tech and magic, from powers.

Thanks! That was my initial idea, however I was looking for a very particular (non-regenerative funnily enough) magic system.

Is Cypher the same as GURPS?

Can someone suggest some interesting flaws an SAI could take in Transhuman Space? I'm a bit stuck.

I always like how loyalty can get you killed. Sense of duty, dependant or enemies are good

>I was looking for a very particular (non-regenerative funnily enough) magic system.
So how does it work? Do you only ever get 'mana points' once or with point expenditure, never to regenerate? Or is it fueled by items, prayer, rituals, proximity to certain places?

My vague understanding of Fate tells me that you need to have sex to do magic, you're trying to make GURPS Fate, aren't you?

>GURPS Traveller campaign. Trying to avoid adding UT and Space supps.
Good call; no need to complicate life with antimateriel rifles and missiles with eggshells

>Is Cypher the same as GURPS?
No

>interesting flaws an SAI could take
Low empathy
Numb
No sense of humor
Odious personal habit(kill all humans)

Catchphrase: "Meatbag" or, when feeling affectionate, "wetware."

Magic potions, mostly from monster gubbins.

Basically seems a 'fair' trade off for shitty-tech and to make peoples actually use melee instead of magic.

>using RPM with Corruption as a way to make regular magic use even more dangerous/tempting
>non-adept PC dives in headfirst, rakes in Corruption like it's on sale, player revels in it as it begins changing/unhinging his character
>starts collecting dark tomes and doing some fairly messed up shit to empower his character's mostly-unskilled rituals
>he's literally a goody two-shoes knight errant turning to the dark powers, and is currently seeking to summon a named demon to form a pact with and bond to
>in the name of "saving the last remnant of his kingdom by any means necessary" (obsession)

I feel like I'm bearing witness to a totally self-fueled 'paladin falls' scenario. That said, it's been pretty fucking 10/10 so far, a real wild ride.

nice/10
How are you pairing RPM with the Corruption mechanics?

I basically started with this thread:
forums.sjgames.com/showthread.php?t=117662
and worked out/tweaked from there, as the game has gone on.

Oh, and I also allow PC's taking Corruption to fill the gaps on missed RPM checks (but this doesn't eliminate quirks resulting from the roll).

Pls no dead bread.

What's your ongoing game, guys?

I'm setting things up for my game, app.roll20.net/campaigns/details/2039558/gurps-interregnum, which would be set in the conflictive times of an extended imperial interregnum set in medieval times. Yes, I am recruiting

I love me some Grimwyrd: a dark and forbidden kingdom of beastman threatens civilization, and in a desperate attempt to fight them off, a magic superweapon is unleashed.

Of course, the players fire it off without reading the manual

I'm currently setting up a Mass Effect campaign and a Dresden Files campaign, with the latter starting next Sunday. I'm somewhat new to the system, as are all the players, so both games are relatively (for the settings) low power and we aren't using much in the way of supplements or optional rules till we get a better grip on the system. Neither game will feature much in the way of combat until we're all more familiar with the system, though the ME campaign could quickly swing to the "Kick the door down and shoot all the salarians" side of things if my Krogan player has his way.

I'm also in this campaign, which looks like it'll be pretty good.

We broke the world. On the bright side, we did manage to kill a bunch of dragons.

So far everywhere we've gone we have found dead people. We are hoping that the range wasn't unlimited..

Our dwarf is going to be very sad if there's nobody to sell things to, when he has treasure.

>We are hoping that the range wasn't unlimited..
>superweapon was M.U.N.C.K.I.N. all along

How would you guys represent an astropath's (from warhammer 40k) ability to see with the Warp rulewise? I'm doing a GURPS conversion of Rogue Trader (much harder than Dark Heresy IMHO).

Ya gotta give us more than that dawg; describe for us, what does seeing the warp do for someone?

What the hell did it DO?

The warp is basically like mana in that it gives power for psykers (mages) to draw on. Most lifeforms have their presence reflected in the Warp. That presence is basically the equivalent of their soul.

Astropaths have been "soulbound" to an individual. This mostly protects them from their magic backfiring on them but limits all but the greatest among them to mental magic. The procedure also blinds almost every astropath (some lose other senses as well). They can, however, compensate through using the warp to see the world around them. That conditional sight and blindness is what I'm trying to model with the rules.

I figure astropath would get Night Vision 10 since the Warp doesn't care about light or dark. Vision Protection makes sense. What I'm stuck at is the limitation I should use for Blindness. How would I model mana-dependent sight?

In addition, what is the limitation % for magery that is limited to 2 or 3 schools of magic? While most astropaths use what could be described as communication spells, a rare few also use mind control, movement, protection, and even necromancy spells (for banishing demons).

Finally, I'm using threshold-limited magic to represent using the Warp (with an alternative calamity table). I was thinking about using RPM but I want something relatively simple.

How do you guys build your main adventuring cities?

Do you usually premake shops and detailed maps? Or do you just kind of go along with Area Knowledge or other skill rolls?

What kind of effort do you put into main adventuring cities?

I like to keep things sparse, maybe have a description of the city and different districts for adventuring, but I don't really pre-generate shops or anything else, except for maybe important NPCs.

>How would I model mana-dependent sight?

Blindness [-50] + Negated Blindness (Magical, -10%) [45], though for simplicity you could treat it as a single -5 point disadvantage.

So I've posted in the last couple threads about a heavily magitek'd Crimson Skies. I finally sat down and went through Spaceships... and promptly found that using mana engines makes Spaceships' space requirements *really low*. So instead of an interceptor, I built a heavy fighter- a two-man craft, one pilot and one rear gunner, with fairly heavy armor for an etherprop plane. Sort of like a two man P-38 or Bf 110. Can someone look over this and make sure I'm understanding Spaceships' creation system right? (I'm using different combat rules from Spaceships, so everything is already un-Dscaled and I substituted different guns)

>Conkley Etheric P-33
>TL7 Heavy Fighter, SM +4
>Loaded Mass: 8t
>Length: 30 ft
>ST/HP: 150
>Hnd/SR: +1/4
>Streamlined Hull
>Winged (50K)
>Total Cost: $151,500

>Front
>[1-3] Armor, Light Alloy (DR10) 1.5Kea
>[4-5] Weapons, Major Battery (TL7 Autocannon, Fixed, 20mm, 500 Rounds) 15Kea
>[6] Enhanced Comm/Sensor Array (Rating 2) 6K
>[Core] Control Room (No Computer, No Comm/Sensor) 6K

Center
>[1-3] Armor, Light Alloy (DR10) 1.5Kea
>[4-5] Mana Engine (1PPea) 10Kea
>[6] Maneuver Enhancement [+1 Hnd] 5K

Rear
>[1-3] Armor, Light Alloy (DR10) 1.5Kea
>[4] Cargo Space (0.5t)
>[5!-6!] Ether Screw (0.2G/20 Move ea) 3Kea
>[Core] Weapons, Major Battery (TL7 Machine Guns, Turret, .30-06, 2000 Rounds) 15K

>20mm AC: See Mauser MG151/20 (HT137)
>.30-06 MG: See Browning M1919A4; quad mount

>I like to keep things sparse, maybe have a description of the city and different districts for adventuring, but I don't really pre-generate shops or anything else, except for maybe important NPCs.
seat of the pants GMing plus a small roster of must-have places, people and things. Dont stat out the number of stones in the main road, but do know if theres a blacksmith, mages guild, or Government safehouse

Is that D scale armor? or just flat DR10
If so, thats an egg weilding a sledgehammer....very accurate. Me likey

Well, there's 3 of them, so it's DR30 total per section; I condensed the notation in case of character limits but missed that when I edited it.

Oh! Awesome. So you've got a hail Mary if they get shot up.

Since there's no fuel on board, what's the substitute for tracer/incindiary rounds in universe?

That's the concern that I'm reaching at this point, since even out of a 20mm (and ESPECIALLY out of a .30-06) you're not likely to get enough explosive in a round to guarantee something without fuel. Frankly not sure WHAT to do with that particular one. I imagine tracers would still have value in terms of aiming, of course.

Maybe you need some fantastic materials for your fantastic setting.

Ever seen what mercury and aluminum react like? Imagine a thaumatologically enhanced round like that, corroding armor with every punch

Tracers would be EXTREMELY valuable for aiming. Also, even though 20mm doesn't provide much HE punch, you could have a sort of APHE setup where the round penetrates then detonates inside of the target. Probably to take out those Mana engines, yes?

>ever seen what mercury and aluminum react like?
Now I have, and holy shit. Actually pretty inspiring. Taking a look at magic and what GURPS has to offer is probably in my best interest, huh? (I'm a fan of RPM but I dunno how well it'll suit here, frankly.)
Yeah, I don't imagine destroying- or worse, *incompletely* destroying- a device that siphons energy from the fabric of reality to provide power would go over all that well for those on board, for that matter.

I like this. Just like you said before it's a very magic Crimson Skies.

Could always say that the engine generates and consumes large amounts of ether. Very flammable, and leaks from damage could make a person hallucinate or pass out.

>Drifting though a darkening sky in a ship of stone we woke to a storm, and to an attack by a vicious wizard, a Lord of the Night, riding a dragon with dozens of other dragons in company. They circle the fortress.

>A desperate, brief conference covers our options and reveals we have few, The bold wizard Rob holds the Dark Fae blade that whispers to him promises of power and, in this case, explains to him how to fire the ancient weapon.

>The weapon that killed a country last time it was fired and left it a twisted wasteland.

>With only brief hesitation we let Roderick hit the Big Fucking Button and fire the thing. A wave of power lashed out and then a wave of Nothing. It's a vicious sort of Nothing, the sort you really wish would go away and leave you alone.

>The fortress stops flying, so we fall out of the sky. Roderick's able to use the last dregs of power that are quickly failing to control the fall enough for everyone to survive without injury, but beyond the fortress the dragons fall from the sky and slam into the ground.

>Days after abandoning the fortress we've found noone alive that was outside the fortress when it fired. There's no manna anywhere.

Neat.jpeg

Stat it.
Pro-tip: This is an actual yacht and almost all the fancy gear was real and functional (aside the crudely made counter-weight - it was concealing the real deal)

It's a catamaran. With a collapsible sail and mast. Wtf

Saw the yacht they've used once when it was leaving a port. It's a fucking beast.
And it's trimaran, since, duh.

Collapsible boom is pretty handy. It can't resist that much as regular one, but damn it helps in bad weather, when you can shorten it for storm sails/remove it completely to lessen the size of the wind resistance surface.

So GURPSGEN, do you prefer mundane games, or magic and supernatural games?
Also what are peoples favorite time periods.
I would probably say between 1900-2000 range with magic and supernatural sprinklings.

I have to say I prefer gritty games; mundane or supernatural, I like low-power non-cinematic play and just find it more fun. The only issue is making sure your magic system of choice is still in-line with the reduced powerlevels of nonmagical characters because you don't want to recreate 3.PF.

And if I have people for that, I go wild with TL6 and make it full-blown pulp fiction, Hollow Earth style.

But if not, then anything from TL 4 to 7 is fine, but then I usually avoid like fire magic and fantasy trappings. I mean the world can have superstitions that can be right, but that's about it. Low doses of RPM is the most "magical" game I ever run.

I have bunch of time travelers hobos (around 40) and we abandoned at wild island.
Where i find mechanics for building houses, gardens, fields, rafts and other luxury things so make that couple of huts to grow into big rich port?
And how to manage slaves, like how to properly get them and get them work? And some of them probably will know how to magic, and it being cool if we get they to teach us how to magic too.

Assuming you only have what they were wearing and no hardware - Low Tech and companions for it. Also, there was a Pyramid (but torture me and I won't recall the issue anyway) discussing the time, price and workload needed to make specific things, basically being an equation involving final cost of the item and resources needed to make it, affected slightly by skill.

...

And about the slaves - it was literally covered in the same Pyramid. Fuck, I wish I could recall which issue it was. Give me few minutes, I'm going to dig 4plebs, since I know what was the subject when that issue came out into the discussion

Please, there are more cool things to do

Found it!
It was in Low-Tech Companion 3: Daily Life and Economics

1) What TL are they capable of pulling right now
2) Do you need the farming one?

>Driver is busy shooting, rather than driving
>An useless spotter sitting behind him
Only in American army...

where else do you need to go if not the werewolves

Random question: what IS a hit point?

I know that an average human has 10 of them, and that it's related to your muscle mass, but what unit does damage use? Joules? Newtons? Some other derived unit?

I'm just asking because I created a brand new damage system based off joules, and it got me wondering about GURPS damage

>I'm just asking because I created a brand new damage system based off joules
Why?

It's pretty abstract, is what it is.

forums.sjgames.com/showthread.php?t=9380
It's been tried.

You know, every single fucking army, PMC and even better organised outfit understands that driver is there to drive. Nothing else. And it's the job of everyone else to provide barrage of fire, while driver is free to... well, drive, so they can get away in case of shit hitting the fan.

I mean the picture DOES look cool, but it such small details that always piss me off.

The real question is - why werewolves during a day?

A guy behind the wheel of a jeep is less a driver then an infantryman that happens to be in a jeep. I also think in this case if they can't back out everyone with a weapon should be shooting.

In the spirit of OP's question, my current character has three points to spend, and I happen to have three blank spaces left in the Skills section of my character sheet.
Suggest me three skills, and I'll put one point into all of them. Unless I already have it, of course.

If context matters, I'm playing a cowboy/veterinarian/lightning rod.

>What is the weirdest skill you ever picked on a whim and it eventually saved you later on?
I once diagnosed a murderous haunted cyborg with cancer because I'd put one point into Diagnosis. It didn't save my life, but it was remarkably useful.

Exorcism, in case you run into more haunted cyborgs.

Physician (Jackalope)

Connoisseur (Erotic Arts)
"I recognize that bulge!"

Taken.
Now, I only have Will 12, and since Exorcism is Hard that means I have 10. Also, since I don't have any holy advantages, I get a constant -4 to all attempts, effectively leaving me at 6. Just a terrible exorcist.

Wouldn't that be Veterinary (Jackalope)? Besides, I already have Veterinary and Physician, so I'm going to have to ask you to try again.

Taken.
Although there's no internet or really any media in this setting, so who knows how my character became such a man of distinguished taste in pornography.

He should, of course, take a quirk 'often delivers inappropriate one-liners', variant of a catchphrase, and spend the point in an extra level of Connoisseur.

GURPS electro-punk game is what I am playing currently and by the gods is it hilariously fun.
Weirdest skill was child care, no idea how I got it but it actually saved my ass when we came upon an orphaned child on the road.

>try again
Good point. Though those skills should both be specialized to a species if I'm not incorrect (not looking at my books).
Okay, how about Explosives (Demolition)? Seems suitable for the character type.

Throwing. From rocks to dynamite, Throwing is very useful.

Also, this thread reminded me of a quick question:

I just took Falconry, and I can't find stats/price for a falconer's glove anywhere. Or any falconry equipment, really. Is it not in any of the books, or am I just retarded?
It's not terribly important, I can just kind of handwave the whole thing, but it would be neat to at the very least find the price if there is any.

As far as I can remember specialising is voluntary for both of them. At least I'm pretty sure Veterinary works that way.
Might be dependent on the setting when it comes to Physician.

Explosives (Demolition) sounds fun, I'm going with that.

I'll get that the next time I get some points for this character.
Or drop Connoisseur and take this instead.

Isn't a falconer's glove just a thick glove meant to protect the hand from the falcon's sharp talons? As per p. B457, falcons have ST 3 and Sharp Claws for 1d-5 cut, so the Cloth Glove with DR 1* would be enough; the Leather Glove with DR 2* would be more than enough and last longer if using rules for armor degradation.

Where do I upload it to?

>The real question is - why werewolves during a day?

Working on a character for the Interregnum game. A studious and curious young man of noble birth, trained as a knight but left a wanderer when his father was forced by politics to disown and exile him.

Could use feedback. Should I grab Weapon Bond with that last point?

>Isn't a falconer's glove just a thick glove meant to protect the hand from the falcon's sharp talons?
Yeah, but there's also hoods and stuff for the falcon. A cage, maybe.

>Leather Glove with DR 2* would be more than enough
That would work nicely, thanks.

As I said, it's not terribly important for me to find the exact equipment. It's more than keeping track of expenses is kind of thing in this campaign, plus some of the other players are more concerned with money and trading being exact. Well, more concerned than me, anyway.
Guess I'll get a glove and handwave everything else, I doubt anyone will care.

You can drop them here, or to the mega archive (I think PDF in op has instructions on how to do that).

[reference=obscure_90s_comics]
That isn't Lawdog's car, is it?
[/reference]

>I'm too young to graps the reference
I was going to write that maybe too young to use this page, but then I did the math how old all 4 things are and realised you could be even over 20 and never saw any of them.

>Seriously trying to justify this shit

Jumping

It's Johny fucking Bravo in fucking Mad Max fucking jacket driving a fucking Batmobile from Batman fucking Beyond, while Samurai fucking Jack in fucking zoot gangster suit is driving shotgun.

If any of those are obsure to you, then you had to be born around 2000, which means you might be too young to be here.

>fucking zoot gangster suit
Everything is fucking zoot suit to you fucking jojofags from /co/. It's not a zoot suit, it's a pinstripe suit.

The real question is if the creator of this picture ever saw what .50 rounds do with tissue. Fuck werewolves and ability to regenerate, .50 is perfectly capable of tearing you apart.
That's probably one of those rare cases where movies undervalue, rather than exaggerate effect of specific weapon, because otherwise everyone would have to apply R rating due to excessive amount of gore.

So some of my friends mentioned wanting to do a magic in world war 2 setting, which magic system would be the best to look into for this?

A person unfamailar with 99-01 children's telvison programming might be older then 37 (and likely too old to have seen them) or younger then 23 and too young to have seen them.

There's a fair number of ages where Samaruai Jack and Johnny Bravo are obscure references. Even for people in the right age the Batman Beyond car is pretty obscure.

Also, keeping with the 2005 Conclave, we all agreed to pretend the Zoot Suit revival never happend. Best not to bring it up.