Gotta keep us faggots contained
Old Thread How often do you guys do a note card for an enemy, but then kinda wish you did a full write up because it's a pretty awesome concept?
Gotta keep us faggots contained
Old Thread How often do you guys do a note card for an enemy, but then kinda wish you did a full write up because it's a pretty awesome concept?
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B298 lists Pitiable as a social trait. Is this an error? If Appearance is a physical trait, I don't see why Pitiable wouldn't be as well.
How do you guys handle powers with narative effects? Like say I have the power to lift and wield as a weapon anything no larger than 'X' size categories above my own regardless of its weight but does not otherwise grant me inhuman levels of strength.
There was perk in power ups that gives you extra SM and ST only for this purpose.
>regardless of its weight
This could easily lead to nonsensical results. Is it silly campaign?
Was trying to convert a character from NWoD. The power in question is fairly ridiculous even in context. The character in question could lift a 747 and beat someone with it.
>B298 lists Pitiable as a social trait. Is this an error? If Appearance is a physical trait, I don't see why Pitiable wouldn't be as well.
Because you can be pitiable for different reasons. You're poor? Your Looks?
Social effect, not an interpersonal effect
I find it funny that as says, GURPS already did that
A quick and dirty fix for no limit advantages is giving them a spell at the proper levels and fiating away magery requirement and other stuff. In your case, Dancing Object and Dancing Weapon
Anyone familiar with WH40k GURPS conversions? How is this Necron template of mine?
Necron [700]
Advantages/Disadvantages: ST +4 [40], HT +4 [40], Absolute Timing [5], Accessories (IFF transponder, Compact Microframe Computer) [2], Acute Hearing 6 [12], Appearance (Monstrous) [-20], Combat Reflexes [15], Damage Resistant 50 (Can’t wear armor, -40%) [150], Digital Mind [5], Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Electrical [-20], Immunity to Metabolic Hazards [30], Improved G-Tolerance (5G) [20], Infravision [10], Injury Tolerance (No Blood, Unliving) [25], Intuitive Mathematician [5], Nictitating Membrane 5 [5], Numb [-20], Photographic Memory [10], Pressure Support 3 [15], Protected Senses (Hearing and Vision) [10], Radiation Tolerance 100 [30], Regeneration (Fast) [50], Regrowth [40], Reprogrammable [-10], Resistant to Electrical Pulses and Surges (+8) [2], Sealed [15], Telecommunication (Radio; Secure, +20%; Video, +40%) [16], Temperature Tolerance 100 [100], Unaging [15], Unkillable 3 (Resurrection Chamber, -60%) [60], Vacuum Support [5], and Wealth (Dead Broke) [-25]. Counts as a Machine for the purpose of the Machine Meta-Trait.
Skills: Beam Weapons (Rifle) (E) DX+2 [4], Fast-Draw (Long Arm) (E) DX+1 [1], Two-Handed Axe/Mace (A) DX+2 [8].
The necron warriors would have the automaton meta-trait. I'm also thinking that necrons from damaged tomb worlds would have lower HT.
As for the conversion in general, I'm just piecing together other peoples conversions (Olaf, Perfect Organism, etc) and adapting existing sourcebooks where I can (Powers, Magic, Thaumatology, Space, Spaceships, Horror, Monster Hunters, After the End, etc). Hell, even Dungeon Fantasy is useful for the critters it has.
Could you give an example build?
Drop Combat Reflexes. Necrons react and move slowly, and don't doge.
You can also drop Digital Mind, Photographic Memory, Reprogammable, Intuitive Mathematician, IFF, Microframe and give them Fragile (Unnateral) to reflect that they Phase Out if damaged to negative HP.
They are not robots, they are souls in machine shells. Closer to the car in a Steven King novel then a terminator.
Radiation Tolerance is pretty much worthless with ItMH, as you can't get radiation poisoning.
Not him, but "old school demigod" has some standard traits you're probably going to include like
-Super Strength; you should have high attributes all around, but go balls deep on ST and buy levels of Super ST too.
-One or two disadvantages at (9) or even (6) for that "larger than life" feel and "gigantic melancholies and gigantic mirth" and all that.
-A small number of gimmicks linked to your personal legend. Are your words so honeyed you can enchant people or even trees and rivers? Can your loom turn wool into a sheet soft as silk but protective as bronze? Does your talent at stealth let you hide from Death? Can you shoot an arrow across the kingdom? Are you the son of Mother Wind, borne aloft by your parent's guiding hand? Does your one good eye see things no one else can?
Are there rules somewhere on using addictive substances and well, the possibility of the PC getting addicted? Like say, to health/fatigue potions.
There are rules in the basic set for addictive substances. I'll look them up later. The addicted disadvantage is pretty painful. It's cost is based on how illegal, debilitating and expensive your addiction is.
Looking for books on stuff for stone age until bronze age, should I just take Low Tech or does gurps have other books on it?
Low Tech is your main thing, plus the Low Tech Companions. There is also a Pyramid issue dedicated to Prehistory that might be useful depending on how early we're talking.
Basically from before the use of fire to, let´s say around Sumer and the use of bronze. Thanks user.
GURPS Ice Age for the 3rd Edition.
Whiplash
Spell Effects: Create Chain.
Inherent Modifiers: Area of Effect + Damage, Indirect Cutting.
Skill Penalty: Path of Chains‑7.
Casting Time: 5 minutes.
This spell conjures a dozen of spiked chains that is lash up to 12 targets within ten yards in front of caster. Caster can assign 1d of per possible target, but maximum 6d.
Typical Casting: Create Chains (6) + Area of Effect, 5 yards (50) + Range, 10 yards (4) + Damage, 12d Indirect Cutting (18).
78 SP.
Shredding chains
Spell Effects: Create Chain.
Inherent Modifiers: Damage, Indirect Cutting (Cone; Reduced Max).
Skill Penalty: Path of Chains‑5.
Casting Time: 5 minutes.
This spell conjures a dozen of spiked chains that is violently lashing at everything within ten yards long and ten yards wide cone in front of caster.
Typical Casting: Create Chains (6) + Damage, 12d Indirect Cutting (Cone 10, +150%; Reduced Max *10, -15%) (45).
51 SP.
Are these rituals correct?
>area effect freakin' op
I'm not sure about Whiplash; I think you may be paying too much for it as 12d injury in an area normally means everyone in the area suffers 12d, not that 12d is split up amongst them. At the same time, though, I don't really know how I'd model that anyway.
Shredding Chains looks okay; PKitty has okay'd using Damage Enhancements to add Cone rather than using Area of Effect.
Which disadvantage would I add to a character that is brutally honest or blunt to the point of rudeness? Should I just wrap it up in an Odious Personal Habit? Maybe for -2?
Sounds like truthfulness and oblivious to me. Probably an OPH worth -5 to -10 if you don't want oblivious.
Trying to stat someone who can stop time for a single second - does this work?
>Altered Time Rate 1 (Takes Recharge, 5 seconds, -10%) [90]
Here's how I've been looking at it: Altered Time Rate gives extra moves on your turn equal to your level of ATR. This is usually represented as being twice as fast at ATR 1. However, it could also mean you stop time for 1 second, then move at normal speed for 1 second, then stop time for 1 second again, etc. The difference in-game amounts to a special effect: Either way, you experience 2 subjective seconds per 1 objective second. So this ability stops time for 1 second, but uses the -10% version of Takes Recharge, meaning you have to wait 5 seconds before you can stop time again instead of just 1 second.
You're on the right track; lots of levels of ATR is one of the standard ways people represent stopping time (check out the section on Absolutes in GURPS: Powers). However, note that people can still react during your ATR turn! It's hard to argue that you have stopped time if people can still make active defenses, have their Wait actions triggered, etc.
Regardless, if you feel happy with a single level of ATR representing time stop, all power to you. It's a hell of a lot easier that trying to give ZA WARUDO a fair point value beyond the point eater that is Bullet Time.
I think you can put a maximum duration on that too if it is only one second. You can probably put
Reduced Duration, 1/60, -35%
On it too.
>Trying to stat someone who can stop time for a single second - does this work?
Impulse Point 3 (Bullet Time Only, -20%) [12] + Increased Refresh 2 [20] = [35].
You get one second of Bullet Time every session. See Gun Fu, Martial Arts, or Power-Ups Impulse Buys for Bullet Time rules.
>Drop Combat Reflexes. Necrons react and move slowly, and don't doge.
Do necrons really react so slowly? I mean most have no thoughts or distractions. If they see a target they go for it without hesitation.
>You can also drop Digital Mind, Photographic Memory, Reprogammable, Intuitive Mathematician, IFF, Microframe and give them Fragile (Unnateral) to reflect that they Phase Out if damaged to negative HP.
Isn't Fragile kind of the opposite of Injury Tolerance?
>They are not robots, they are souls in machine shells. Closer to the car in a Steven King novel then a terminator.
Actually I'm pretty sure they ARE robots. Their souls were eaten by the C'tan but their minds were transferred to shells. The quality of their bodies determined how much of that mind survived the transfer (the peasants were reduced to husks, the soldiers were mentally impaired). Only the scientists and nobility retained their intelligence.
>Radiation Tolerance is pretty much worthless with ItMH, as you can't get radiation poisoning.
The thing is I based a lot of this off of the idea that Necrons were made of Living Metal as per Ultratech. They're incredibly resilient with a body that can survive almost everything the universe can throw at them. And if that's not enough, if they fall they can be perfectly rebuilt so long as their tomb world is functioning.
The new Pyramid issue amps that up. For 720 points, you can get 3 IP every five minutes of play. That's outside the budget of most PCs, but it is suitable for a major threat, super, or demigod.
Now all I need is a way to link IP Refresh with Leech/DR (Absorption).
Here's what I have for the Tau. I haven't added any skills yet (I'm kind of weary about including skills in any racial template).
Tau Template [-15]
ST -1 [10], HT +1 [10], Per -1 [5], Acute Vision 2 [4], Broadminded [-1], Congenial [-1], Damage Resistance 1 (Tough Skin, -40%) [3], Fanaticism (Greater Good) [-15], Filter Lungs [5], Humble [-1], Night Vision 3 [3], Resistant to Disease +3 [2], Short Lifespan [-5], Susceptible to Pheromones [-4], Temperature Tolerance 5 [5], and Unusual Biochemistry [-5]
Fire Caste [60]
ST +1 [10], DX+1 [20], Attentive [-1], Combat Reflexes [15], Fearlessness 1 [2], Fit [5], High Pain Threshold [10], and Staid [-1].
Earth Caste [49]
IQ +1 [20], Imaginative [-1], Intuitive Mathematician [5], Mathematical Ability 2 [20], and Versatile [5].
Water Caste [40]
IQ+1 [20], Language Talent [10], Photographic Memory [10], Voice [10], and Xenophilius [-10].
Air Caste [48]
ST -1 [10], DX +2 [40], Per +1 [5], 3D Spatial Sense [10], No Degeneration in Zero-G [1], and Resistant to Acceleration +8 [2].
Ethereal [80]
Remove Susceptible to Pheromones [4] and Short Lifespan [5]. IQ +2 [40], Will +1 [5], Common Sense [10], Dominance Pheromones [15], Longevity [2], Penetrating Voice [1], Resistant to Disease +8 [3].
What are some good and/or interesting advantages and disadvantages to pick for absolutely generic, stereotypical TL4 samurai? Aside obviously Combat Reflexes, Fit and Duty (or probably even Code of Honor). It's for 200 points game, so it's not like points are an issue here.
I'm simply bored to tears with always making combatants with combo of Combat Reflexes and Fit and nothing else.
Original user and let's see:
ST: 15
DX: 13
IQ: 11
HP: 14/15
170-180 total. You are playing as a demigod, so the point limit is probably 400. If it's 300, then cut down a notch IQ and HP.
Obviously you want to pick your god parent as a Patron. I would build the character around being spear warrior, since, duh, Bronze Age. But blunt, gigantic maces are also fun. With such ST you will be able to just plow through enemies. Remember to get Very Fit and maybe even Gigantism, along with ST modifiers useful for throwing (if you are spear user). Pick some lore skills related with the fact you are a seasoned adventurer demigod in fantasy Bronze Age. High Pain Threshold also works good.
Focus mostly on stats and advantages thou. And remember about picking some serious disadvantages, you demigod proud warrior with barely any morals than boasting you.
Social Regard (Feared). Born Warleader. Weapon Master (One of Katana, Yari, or Yumi).
Also, make sure your weapon of choice is your Singature Gear
Fearlessness, combat perks, social advantages (wealth, status, patron, etc). People forget this but most warriors throughout history were courtiers first and fighters second. They either looked after the land their liege lord gave them (administration and law skills) or were the companions of the liege lord (party and hunting skills). Also many noble warriors would be expected to teach their skills to the younger generation (teaching 12 pretty much required). Then, of course, many warriors were rogues as well, especially during times of anarchy and warfare (build them like thugs with plenty of intimidation and scrounging for looting).
Samurai skills?
>Painting, Poetry or Writing.
>Musket, Cannon, Armorer (Small Arms, TL 4)
>Intimidation
For advantages..
High Pain Threshold would be huge, as Stoicism was a very important virtue. Enhanced Parry and Weapon Master (Katina) would be suitable for someone going to rock the whole stereotype, while a GM would likely let you get away with Weapon Master (Daishō), Ambidexterity and Extra Attack if you wanted to go that way.
...
Some sort of fetish warrior?
I basically decided to stat up a Lich Dragon to use as a boss battle in a game. Though I haven't decided if it's a Lich or cursed.
The Twist: It's an eastern dragon.
It's Bone and hide and horn and claw. It's insides are a poisonous gas that mostly stays confined inside it's 'body' but flows out of the rents in it's hide.
It's also highly flamable.
So how do I figure out the burning damage for that, both on the dragon and on the players that would get caught up in it.
It's SM8, 50 hexes long, 4 wide and 4 tall, mostly.
What is the best GURPS setting to play games in? And why is it Reign of Steel?
I really enjoy Infinite Worlds. Nobody expected Reich-5 on Westeros.
Any way to make an affliction not have a resist roll, as I can think of tons of abilities in fiction that people just use and there's no resisting it? Does cosmic work for these purposes, from what I read in the book it doesn't seem like it?
>Any way to make an affliction not have a resist roll
No.
>Does cosmic work for these purposes
Cosmic can remove the Rule of 16 (Power-Ups Enhancements), but they will still succeed on a 3 or a 4.
Okay gurpsgen, one of my players is making a disco based super with sound powers and I need some suggestion for how to stat up his power. His main power is to change sound in an aura around him being able to do stuff like turn all sound around him into disco music rendering stuff like speech useless, or just straight silencing the area.
Increase the penalty until they're rolling against 2 or less. A HT-18 Affliction works on anyone with HT 20 or less without letting them roll to resist.
It's explicitly forbidden to make an Affliction that always works on any possible character, but you can make one that always works on any character in your campaign by making it hard enough to resist.
Does that make it impossible or would they still resist on a crit success?
Resisting is impossible.
Obscure (Hearing) and a quirk-level Trademark. Add Illusions (Auditory Only) and link them together if he can create useful fake sounds.
Completely forgot about Obscure, that simplifies things and just looked up Illusions in Powers, that'll work well.
Wrong. Resistance and active defense rolls always succeed on a 3 or 4.
Power-Ups Enhancements, pg. 7:
The subject may always try to resist, even if his effective resistance is
less than 3 (due to penalties from high levels of Affliction, previous
attacks, etc.). In such a case, only a roll of 3-4 succeeds; treat
this as success by 0, not as automatic resistance! If your mar-
gin of success is 1 or better, you still overcome his resistance.
It's covered in the GURPS FAQ as well:
sjgames.com
>When I roll against a target number less than 3, when do a result of 3 or 4 still succeed?
>Defense rolls may always be attempted, and a 3 or 4 is still a Critical Success. Same thing for Resistance rolls to magic or poison, most forced IQ and HT rolls, and any other resistance roll against a force directly targeting a living or sapient being.
>Other rolls (such as skill rolls or physical feats) are impossible if the target number is below 3. However, the dice may still be rolled if the character does not realize the attempt is futile, and if you're rolling vs. a -7 or worse, even a roll of 3 will be a Critical Failure.
Since that's a pretty low chance you can come up with an interesting narrative reason why someone resisted a supposedly "irresistable" power: "Through sheer force of will you overcome the bad guys unbeatable technique." "In your time of dire need your ancestors spirits protect you from the power." or something as simple as the power is flubbed due to a momentary lapse in thought.
I've never ran GURPS with guns before and my group wants me to run a modern game next.
Now, I recall reading that guns in GURPS were really lethal, but I also seem to recall that there was a Pyramid article or something that had a way to do less lethal guns, but I can't find it now.
Can someone point me in the right direction?
Survivable Guns, alt gurps 2
Yeah that was it. Thanks.
You both misspelled Alpha Centauri.
I revised the Tau templates. I made them more like the Helot and Guardian templates from Biotech (with some cross-pollination with the Drylander template to represent them coming from an arid world). Most of the Tau castes come out to around 50 pts but the Ethereals are a couple hundred pts. This leads me to the conclusion that an individual Tau is superior to his human counterpart in his or her area of expertise but is unable to adapt very easily due to their hyper specialization. That kind of makes sense to me given the fluff.
Anyway here is my Kroot template. I'm unsure of how to model several of the Kroots abilities. The first is their pheromone communication. Unlike the Tau, their method of communication is basically like an animal spraying a tree. The second ability is their generational adaptability. Basically, Kroot store genetic information from the things they eat which is then imparted on the next generation of Kroot. I'm not sure these abilities are actually worth any points but I'd love a second opinion. Here's the first draft of the template.
Kroot [150]
DX +3 [60], HT +1 [10], Per +2 [10], Speed +1 [20], Acute Taste and Smell 4 [8], Animal Empathy [5], Bloodlust [-10], Code of Honor (Kroot) [-10], Combat Reflexes [15], Damage Resistance 1 (Tough Skin, -40%) [3], Discriminatory Smell [15], Discriminatory Taste [10], Hidebound [-5], Incurious [-5], Infravision [10], Language Talent [10], Lifting ST +3 [9], Low Empathy [-20], Odious Personal Habits (eats sentient beings in full view of others) [-15], Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4], Resistant to Disease +8 [5], Resistant to Ingested Poison +8 [5], Sharp Beak [1], Sharp Claws [5], Skinny [-5], Striking ST +3 [15], and Super Jump 1 [10].
Note: many kroot are talented trackers and/or outdoorsman (Outdoorsman and Stalker talents, see Power Ups Talents).
>YOOOOO
How did that even go?
My GM brought up the same points. He said if I wanted to be able to actually stop time like I described, preventing others from being able to perceive or react to my character while time is stopped, then the advantage should have a +50% Cosmic enhancement.
Here's an Ork template. Holy hell are these guys expensive to stat in GURPS. Then again, any organism which can survive be chopping into bits, set on fire, and launched into space is going to be expensive...
Ork [200]
ST +2 [40], IQ -1 [20], HT +2 [20], Will +1 [5], Per +1 [5], Appearance (Monstrous) [-20], Arm ST+3 (Both Arms) [15], Bloodlust [-10], Bully [-10], Callous [-5], Combat Reflexes [15], Damage Resistance 2 (Thick Skin, -40%) [6], Daredevil [15], Doesn’t Breathe (Oxygen Storage, 100 times, -30%) [14], Fangs [2], Fearlessness 1 [2], Filter Lungs [5], Fit [5], Gregarious [-10], Hard to Subdue 2 [4], High Pain Threshold [10], Improved G-Tolerance (1G) [15], Impulsiveness [-10], Nictitating Membrane 1 [1], Night Vision 3 [3], No Degeneration in Zero-G [1], On the Edge [-15], Overconfidence [-5], Penetrating Voice [1], Pressure Tolerant Lungs (Dense and Thin) [2], Radiation Tolerance 5 [10], Recovery [10], Regeneration (Slow; Radiation) [14], Regrowth (Reattachment Only, -50%) [20], Resistant to Metabolic Hazards +8 [15], Temperature Tolerance 5 [5], Unaging [15], Unkillable 1 [50], Universal Digestion [5], and Unusual Biochemistry [-5]
Skills: Axe/Mace (A) DX+1 [4], Guns (Pistol) (E) DX +1 [2].
>Removing others' ability to react or make active defenses
>+50%
Bruh that's a very generous GM you have there.
Combat reflexes on an ork? They are surprised all the time, often by explosions they set off, and with Initiative 2 nobody could ever accuse them of being fast.
You've got a lot of advantages that might be better rolled into Immune to Metabolic Hazards. They don't get sick. Fearless also doesn't feel like it fits for their crap leadership, unless you put a limitation on it and bump up the level. Fearless 5 (Only in groups of Orks)?
Unusual Biochemistry doesn't fit here. Ork medicine works on them without penalty. The fact that they are freaks compared to other species is irrelevant.
>Combat reflexes on an ork? They are surprised all the time, often by explosions they set off, and with Initiative 2 nobody could ever accuse them of being fast.
Orks have genetic memory. They were literally breed to fight.
>You've got a lot of advantages that might be better rolled into Immune to Metabolic Hazards. They don't get sick. Fearless also doesn't feel like it fits for their crap leadership, unless you put a limitation on it and bump up the level. Fearless 5 (Only in groups of Orks)?
What should I exchange for Immune to Metabolic Hazards? Would that really save any points? Also, yeah I was thinking about looking through powers and finding some sort of psychic bravery thing. That and putting a psychic limitation on daredevil as well.
>Unusual Biochemistry doesn't fit here. Ork medicine works on them without penalty. The fact that they are freaks compared to other species is irrelevant.
As per Space, every alien should realistically have Unusual Biochemistry. Humans are the baseline.
>Orks have genetic memory. They were literally breed to fight.
Funnily enough, there's an advantage for that called Racial Memory
>As per Space, every alien should realistically have Unusual Biochemistry. Humans are the baseline
Page number? That seems to go against every other assumption of the system. Compare it with Unusual Feature that explicitly says the features must be unusual for your race, and that a human with red glowing eyes counts while a demon with red glowing eyes is the standard and worth no points.
>Filter Lungs [5], No Degeneration in Zero-G [1],Pressure Tolerant Lungs (Dense and Thin) [2],Radiation Tolerance 5 [10], Resistant to Metabolic Hazards +8 [15]
Could all be dumped in favor of Immune to Metabolic Hazards.
Yeah, you only get points for Unusual Biochemistry if you are playing a stranger in a strange setting where most medicine is going to be made by and for other people. If you have your own empire and will never really interact with any medicine that isn't made for you then the disadvantage isn't appropriate.
>Could all be dumped in favor of Immune to Metabolic Hazards.
forums.sjgames.com
Kromm says Metabolic Hazards doesn't cover radiation damage or sickness.
>Yeah, you only get points for Unusual Biochemistry if you are playing a stranger in a strange setting where most medicine is going to be made by and for other people. If you have your own empire and will never really interact with any medicine that isn't made for you then the disadvantage isn't appropriate.
So an Ork would only get Unusual Biochemistry if he was playing with humans? Duly noted.
Here's my revised template.
Ork Template [170]
Advantages/Disadvantages: ST +2 [40], IQ -2 [40], HT +2 [20], Will +2 [10], Per +2 [10], Appearance (Monstrous) [-20], Arm ST+3 (Both Arms) [15], Bad Temper [-10], Bloodlust [-10], Bully [-10], Callous [-5], Combat Reflexes [15], Damage Resistance 2 (Thick Skin, -40%) [6], Daredevil [15], Doesn’t Breathe (Oxygen Storage, 100 times, -30%) [14], Easy to Read [-10], Fangs [2], Fearlessness 2 [4], Fit [5], Gregarious [-10], Hard to Subdue 2 [4], High Pain Threshold [10], Incurious [-5], Illiterate [-3], Improved G-Tolerance (1G) [15], Impulsiveness [-10], Immune to Metabolic Hazards [30], Innumerate [-5], Intolerance (Aliens) [-10], Nictitating Membrane 1 [1], Night Vision 3 [3], On the Edge [-15], Overconfidence [-5], Penetrating Voice [1], Racial Memory (Passive) [15], Radiation Tolerance 5 [10], Recovery [10], Regeneration (Slow; Radiation) [14], Regrowth (Reattachment Only, -50%) [20], Social Stigma (Uneducated) [-5], Temperature Tolerance 5 [5], Unaging [15], Unkillable 1 [50], and Universal Digestion [5].
Features: Early Maturation 5. Asexual. Fungus Reproduction.
Notes: Orks operating in Imperial society will have Social Stigma (Monster) if they don’t have Social Stigma (Sanctioned Xenos).
I still have no idea how to model the Waagh. Basically, the more Orks there are in an area, the tougher they get physically and mentally.
Increasingly higher attribute bonuses with Accessibility limitations "Only when with 5/20/100/1000 other orks under the same leader."
Actually I was rereading that thread and I think Immunity to Metabolic Hazards makes Temperature Tolerance Redundant. Also, I revised the Ork Template. My reasoning is that most Orks have almost no self-control whatsoever. They do get self-control bonuses if there is a bigger Ork around especially if he (really it) has smashed one of them recently.
Ork Template [80]
Advantages/Disadvantages: ST +2 [40], IQ -2 [40], HT +2 [20], Will +2 [10], Per +2 [10], Appearance (Monstrous) [-20], Arm ST+3 (Both Arms) [15], Bad Temper (6 or less) [-20], Bloodlust (6 or less) [-20], Bully (6 or less) [-20], Callous [-5], Combat Reflexes [15], Damage Resistance 2 (Thick Skin, -40%) [6], Daredevil [15], Doesn’t Breathe (Oxygen Storage, 100 times, -30%) [14], Easy to Read [-10], Fangs [2], Fearlessness 1 [2], Gregarious [-10], Hard to Subdue 2 [4], High Pain Threshold [10], Incurious (6 or less) [-10], Improved G-Tolerance (1G) [15], Impulsiveness (6 or less) [-20], Immune to Metabolic Hazards [30], Innumerate [-5], Intolerance (Aliens) [-10], Nictitating Membrane 1 [1], Night Vision 3 [3], On the Edge (6 or less) [-30], Overconfidence (6 or less) [-10], Penetrating Voice [1], Racial Memory (Passive) [15], Radiation Tolerance 5 [10], Recovery [10], Regeneration (Slow; Radiation) [14], Regrowth (Reattachment Only, -50%) [20], Social Stigma (Uneducated) [-5], Unaging [15], Unkillable 1 [50], and Universal Digestion [5].
Languages: Ork (Native/None) [-3].
Features: Early Maturation 5. Asexual. Fungus Reproduction.
Notes: Orks operating in Imperial society will have Social Stigma (Monster) if they don’t have Social Stigma (Sanctioned Xenos). These rare specimens will also have higher self-control for disadvantages. An extremely rare few may have bought off one or more mental disadvantages.
Anyway I think these new self control modifiers model well a species which is anything but subtle and will more often than not kill you (and each other) for the fun of it.
Shouldn't they have at least SM+1 and ST 14? Also you should make lenses for Nobs (bigger SM, more ST) and Oddboys (more IQ, more mental disadvantages). Also don't forget that reducing IQ also reduces Will and Per.
>Also don't forget that reducing IQ also reduces Will and Per
Scratch that, I see that you raised them.
Firefly: The Verse tonight!
The party have a hold full of highly illegal weapons, a portable fusion reactor device, and low self control numbers!
What madness will they get up to on Motherliness, the Siberian mining colony of the ass end of the rim?
No one plays GURPS here in Burritoland, it´s like 95% D&D/Pathfinder, 3% WoD, 1% Cthulu and 1% other games.
This threads are everything I have ;_;
My group plays GURPS, but I had to introduce them.
Best idea: find people who want to play TTRPGs but haven't been poisoned by Pathfinder yet and introduce them to GURPS.
You can play online.
I'm 28, it's hard to find people 24+ who havent played ttrpgs but want to learn.
Problem is my english is not fluent enough to play online.
Looks fine for text game, and it'll only get better if you do play online.
Just tell them "It's like DnD, but it can be done in ANY setting" thats what I normally do and it works, if you GM people will normally be willing to play. Now finding someone to GM for you.... thats a different story.
I'll play with you text online, if you want user
I also have no friends :(
just because you have combat reflexes doesn't mean you are literally impossible to surprise
it just means that you don't freeze up in combat situations or when completely surprised, and are overall surprised less often - which makes sense for a warrior race whose first instinct is 'fight or WAAAAAGH'.
if you don't have combat reflexes, when taken by surprise you will freeze up for 1d seconds and be unable to react AT ALL during this time, and can only take the do nothing maneuver, AND THEN you have to attempt IQ rolls to 'snap out of it' (and can possibly miss the entire combat if you fail enough of them)
in a partial surprise situation (or if you have combat reflexes) the two sides instead make initiative rolls, with bonuses for having a leader with combat reflexes and having tactics skills. curiously, there's no explicit mention of getting a bonus for being the surprising party, besides the GM being able to apply modifiers as they see fit, 'e.g., if he thinks one side was more alert than the other'
either way, in this case, the losing side freezes up, but can immediately make IQ rolls, at a cumulative +1 for each turn after the initial surprise.
it's worth noting that the surprise section specifically notes that animals often have combat reflexes to counteract their low IQ.
why are you applying the rules to unusual features to unusual biochemistry?
just read biochemistry; 'you can subsist on human food, but your biochemistry is sufficiently different from that of humans that drugs intended for humans don't work or have unpredictable effects'
goddamn, meant to respond to instead.
Dogs and horses don't have Unusual Biochemistry.
It's not a free five points for anything that isn't human, it's a Disadvantage that is used for characters that might need to use human drugs.
Also: Give a race as FEW advantages and disadvantages as you can, not as many. Your stat blocks are huge and unwieldy.
Is there any Sword & Planet/Sci-Fantasy/Post-Post-Apocalyptic setting?
In existence? Yes.
What is it called?
And I obviously mean for GURPS, halfwit
Dunno if there are any official ones. Reign of Steel might quality, and there's probably an Infinite Worlds world hovering around that fits the description.
After the End is the line for making your own post-apoc campaign, There's Psi-Wars, a homebrew setting that's sci-fantasy. GURPS isn't really bursting with pre-made settings, though. You're probably going to have to make your own.
I see. Those you mentioned already help though.
>Give a race as FEW advantages and disadvantages as you can, not as many. Your stat blocks are huge and unwieldy.
For character design, yes. However, for accurately reproducing a fictional race, no. I've seen other people's interpretation of Orks in GURPS (perfect organism for example) and they fail to account for much of their abilities. Go ahead an read the fluff if you don't believe me.
How would you price that? I'm willing to tone down the Waagh ability and make it only apply to Will (so if there are enough Orks together they're essentially unbreakable).
Take a look at how Horde Intelligence works.
ST +1 (Only with 5 other boyz, -20%) [8]
ST +1 (Only with 20 other boyz, -40%) [6]
ST +1 (Only with 100 other boyz, -60%) [4]
ST +1 (Only with 1000 other boyz, -80%) [2]
Example: If an ork is krumpin some 'umies with two dozen other orks, he's significantly stronger at +2 ST. To save room/time, package all the above together into a new metatrait: WAAAAAGH [20].
Values and attributes will obviously need tweaking, and you'll want to add more than just ST, but this shpuld work as a base.
I've been playing an evil campaign with my players, and they've just taken over a small bastion and they want to start doing businesses to raise funds for their evil plans.
Are there any rules or splatbooks detailing enterprises, economy, troops, large scale combat, units and the sort?
TL;DR: I need rules/charts/splatbooks for a villain tycoon campaign. What do you recommend?
Low-Tech Companion 3 and Mass Combat.
Adding to this. Take a look at "What's In A Lair?" from the Organization issue of Pyramid. I think LTC2 also has stuff on bases and fortifications. A spaceship with no engine, no powerplant, and only unstreamlined Stone Armor is a quick and easy way to handle castle building.
Trading 5Mil in guns for a chest full of precious stones and some engine repairs? Good times in the verse
Ork Template [88]
Advantages/Disadvantages: ST +2 [40], IQ -2 [40], IQ +8 (Mitigator, Horde Intelligence, -60%) [64], HT +2 [20], Appearance (Monstrous) [-20], Arm ST+3 (Both Arms) [15], Awakened [5], Bad Temper (6 or less) [-20], Bloodlust (6 or less) [-20], Bully (6 or less) [-20], Callous [-5], Combat Reflexes [15], Damage Resistance 2 (Thick Skin, -40%) [6], Daredevil [15], Doesn’t Breathe (Oxygen Storage, 100 times, -30%) [14], Easy to Read [-10], Fangs [2], Gregarious [-10], Hard to Subdue 2 [4], High Pain Threshold [10], Incurious (6 or less) [-10], Impulsiveness (6 or less) [-20], Immune to Metabolic Hazards [30], Innumerate [-5], Intolerance (Aliens) [-10], Nictitating Membrane 1 [1], Night Vision 3 [3], On the Edge (6 or less) [-30], Overconfidence (6 or less) [-10], Penetrating Voice [1], Racial Memory (Passive) [15], Regeneration (Slow) [10], Regrowth (Reattachment Only, -50%) [20], Social Stigma (Uneducated) [-5], Unaging [15], Unkillable 1 [50], and Universal Digestion [5].
Languages: Ork (Native/None) [-3].
Features: Early Maturation 5. Asexual. Fungus Reproduction.
Nob [23]
Add ST +3 [27] and SM +1 [0].
Odd Boyz
Mekboy [+95]
Add IQ +2 [40], Artificer 2 [20], Gadgeteer [25], Gizmos 1 [5], and Versatile [5].
Painboy [+95]
Add IQ +2 [40], Healer 4 [40], Higher Purpose (Healing) [5], and High Manual Dexterity 2 [10].
Weirdboy [+102]
Add IQ +2 [40] and Magery 3 (Seriously Calamity Prone, -10%) [32]. 30 pts in spells from the Waagh College.
Freebooter [+90]
Remove Incurious and On the Edge. Increase the Self Control of all remaining disadvantages to 12. Add IQ +1 [20] and Greed [-15].
I got rid of the radiation protection for the Orks because of their reliance of genetic memory. I also got rid of Improved G-Tolerance and Recovery because they seemed pretty useless. I also added Horde Intelligence and Awakened (to represent orks learning from racial memory).
Pyramid 67 has some prebuilt fantasy armies that are designed for villains (undead, demons, orcs, mind controlled, mongol horde). Pyramid 77 has a prebuilt Roman Legion and Ancient Egyptian army. Pyramid 70 has a couple armies from Banestorm (Necromancer Italian Citystate vs Fantasy Roman Legion + French Knights).
>Oops
Things were going smooth and we'd been paid. That was always a sign things were about to go south.
Hmm, apparently GURPS Zombies had a ruling on whether Metabolic Hazards included temperature and radiation.
>Zombies page 54
>Metabolic Hazards: Assists against the effects of altitude, disease, poison, pressure, radiation, and temperature if DR doesn’t protect and there’s a HT roll to resist, whether failure means injury or affliction (attribute penalty, disadvantage, nausea, etc.). Any zombie might have this trait at the +3 level (10 points) or even the +8 level (15 points), but only undead, unliving constructs, and solidified spirits can possess Immunity (30 points). Immunity doesn’t shield the zombie’s structure from pressure, radiation, or temperature, which can cause brittleness and cracks. When a HT roll is required for such a hazard, roll at +15 and apply modifiers for intensity (only). Even critical failure means no damage or affliction, but any failure costs the zombie one level of HT permanently. To reduce this risk, add Pressure Support, Radiation Tolerance, and/or Temperature Tolerance.
Ughh.
>screams internally.
I have a question that's a bit system agnostic, but since I'm running GURPS I'd figure I'd ask here.
Whats the best way, as a GM, to make enemies that use mind control in combat without it seeming like a dick move?
I'm going to be running a game in a setting where mind control is an important part of it, but I know that if I was a player and the GM mind controlled my character and attacked the party, I'd feel like he was being a dick.
So far, I'm planning on restricting it to combat and stressful situations, making it very obvious that the person is being controlled, and killing the controlling creature would dispell the control. Anything else I should consider?
>use mind control
>without seeming like a dick
There no way.
Using mind control against players always dick move. Even if players before start says they fine about that, they anyway will think you are dick if you use mind control against them.
Lesser being a dick option is to use mind control only on their minions and only against their minions, without touching players.
It's always a tricky one, but one-second mind control in combat works sort of. If the player fails they're stunned, fail by 5 or more you take control of their next turn.
Anything more than that is always a dick move.
Well yeah, it is a dick move.
Still, I'm going to be running an XCOM game for people who like Long War, so I really can't not do mind control at some point.
Trying to figure out the best way to do it.