GURPS General /GURPSgen/

Social Stigma edition

Who qualifies for a social stigma in the modern world?

Are the examples of social stigmas given in the Basic set reasonable? Should a 19th century woman really be a 'second class citizen' and a 18th century one 'valuable property'? Is a slave really worse off than a domesticated animal?

What social stigmas are appropriate for medieval serfs, peasants, etc?

Is the rule that you can't have social regard and social stigma for the same thing sensible or stupid?

Do you rule that every member of a given group has to have the same social stigma or do you let players choose how their identity will affect them?

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Oh gawd I dunno man I just wanna have the good guys smack the bad guys around and save the world when they heal the hole in magic they put there

Fuuuuuuck this is some heavy shiiiit

I managed to run my first proper session of GURPS yesterday, and I think it went well for the most part!
I had to fudge a lot of the rules, but apparently everyone had fun, so I can't have been doing too bad a job.

I definitely want to show off a little, but mainly I wanna say thanks for all the advice I've received from you, /gurpsgen/.

What's a good benefit for the Better (Gear) perk use on swords (and other weapons)?
It's supposed to be better but without affecting the quality. From the description it seems to suggest allowing getting higher TL weapons (eg Backsword or Main Gauche in strictly TL3 settings) or altering the weapons weight (maybe +-1 lbs but without affecting required ST and breakage point)?

>Who qualifies for a social stigma in the modern world?
Touchy subject, isn't it?
Without commenting about US to avoid the sensitive locals, I'd say most foreigners can get some form of Social Stigma in Japan. Social Stigma (Barbarian) has negative reaction modifier not because they're unrefined savages (that's another social stigma) but because they're from another culture (usually seemed as inferior) and often run into culture shock (think Thor smashing a mug). Likewise, Japan has an unique culture where foreigners, especially westerns, may unwittingly make faux pas, annoying the Japanese.

Did you do that Dresden files game we saw posted on here yesterday afternoon?

A big thing to remember about those disads, is that they're all relative. Not to the world or people, but relative to the game world you're running

Social stigma(black guy) doesn't matter in a utopian future Star trek world
Social stigma (woman) also doesn't matter in Reign of Steel apocalypse.

You have to look at your game world, the basic assumptions on the players starting position, and agree on a value with the GM(just like ALWAYS)

My group plays M&M but I've wanted to try GURPS for a while. Thing is, while they're not bothered by relatively high crunch games, I'm not sure how receptive they'd be at having to learn another system of similar complexity.

So I was wondering, for a cinematic modern-day game, is it possible to tune the mechanics into roughly a 5e level of simplicity? I know chargen is bound to be harder with a point buy system anyways, so I'm mostly concerned with how easy it'd be to run once everyone has their sheets ready and etc.

You're assuming that granularity is complexity. It is not.

Character generation is as crunchy as in MM, but play is likely simpler than 5e's long winded series of exceptions. And gurps excels at modern day play.

What's the campaign premise? We can help you slap some of the bits together if you like

>What's a good benefit for the Better (Gear) perk use on swords (and other weapons)?

Better resistance to breakage without bonus damage?
Access to 'exotic' weapons like katana?
+1 to fast draw?
+1 CF worth of decoration?
Reduce penalty to target armor gaps by one?

>Social Stigma (Barbarian) has negative reaction modifier not because they're unrefined savages (that's another social stigma) but because they're from another culture (usually seemed as inferior) and often run into culture shock (think Thor smashing a mug). Likewise, Japan has an unique culture where foreigners, especially westerns, may unwittingly make faux pas, annoying the Japanese.

That seems more like not having Cultural Familiarity.

Get the Action books. They explain which rules to use to keep things moving and have ready-made character templates.

My ideas are very nebulous right now. Maybe a buffy-like monster hunting game? I know that's a bit different from what I implied in the first post, but still.
Alright, will do

Well good news for you, because “buffy-like monster hunting” already has a foothold in GURPS. Check out the series called Monster Hunters. Like Action, it has suggestions on which rules to use as well as character templates that help a ton during chargen, but while Action assumes a fast-paced cinematic game where half the male cast looks/acts like Bruce Willis, Monster Hunters assumes a secret-magic setting that’s a mishmash of Buffy, Supernatural, Hellboy, and oWoD Hunters. PCs are powerful enough that fighting a vampire isnt suicide (if you plan accordingly), and MH has one of my favorite investigation mechanics ever.

Sorry, I forgot to add something:

Still give Action 2: Exploits a read-through because it’s a treasure trove of faster-paced rules that you can use to tweak MH’s rules to be just how you like them. It also has a number of ease-of-life rules that keep things simple for GMs (chase rules, B.A.D., etc.). There’s a reason that, when the line editor for GURPS 4e made a list of 10 things they wished they had in the basic set, like half of the list was from Action.

Is there any magic system that allows a good level of self-buffing to punch faces in while still allowing me to be a general mage, or am I just better off buying a few linked advantages with "costs fp" and "magic" to represent going super saiyan?

Power ups: imbuments

While that's neat, it's definitely not what I had in mind. To be clearer, I want to make a character that is a mage. They can cast spells, and do magey stuff. What they can ALSO do, is buff themselves to get swole, and punch people in the face(or stab them. I'm flexible), possibly supplementing said punching/stabbing with blasting spells as well. Is there a magic system that allows me to do that well, or am I better off making a mage, then tacking on the combat stuff as a super Saiyan mode, unrelated to my spellcasting?

Someone in the Dresden Files recap thread ask about the witch. Thought I'd post her here.

Basic Set Magic. Blur, Greater Haste, ect are all very powerful self-buff powers.

Can they be stacked, and can I either Cast them quickly(to buff up when a fight happens), or prepare them ahead of time(when I know I'll be getting into a fight)? I don't want to spend 5+ turns just casting self-buffs, while I get ganged up on/leave my allies as dead meat.

Depends. Armor, Shield and weapon boosting spells typically last 1 minute but can be maintained. Low level versions of these can still provide a huge boost and if you have enough skill can be maintained at zero energy cost, so you can keep them up and running.

Greater Haste can't be, but it only takes 3 seconds to cast and last for 10 seconds. Unless you start in touching distance of the Bad Guys, you are fine.

Neat. I'll look into it. Anything in particular to look at? Is most of this in basic set/magic?

It's all in Basic Set: Characters.

Haste, Greater Haste, Blur, Armor, Shield, Icy Weapon all give a person an edge.

Not sure about RPM but Sorcery can definitely do it, you can cast Growth, have some magical claws and boost your strength and be wolverine mage, although you might need a lot of points for that, i'm not really a fan of FP based magic.

Looks nice, what's the average speed of your encounters? I feel that those PC are too slow.

Basic Set Magic can be stacked but you take -1 per spell you have running to your skill. To keep Shield (+1 DB) and Armor (+1DR) running at the same time you'd need SL 15 in 1 and SL 16 in the other to keep them at 0 cost to maintain, ect. Self buffing can work, it's just that you are often better off buffing someone that is a combat specialist rather then buffing yourself. If you've got the points to be a half decent warrior and mage though, the magic/warrior thing can work well.

>Bank Shot + Forceful Blow + Multi-Shot + Project Blow + Sudden Death + Supreme Control (No Wounding)

With the above combination of imbuements, ST 13, a maul (sw+4 cr, so 2d+4 at ST 14), Weapon Master, Power Blow, and Focused Fury, an imbuer could swing at a wall with Power Blow and AoA (Strong) in a non-combat situation and create two "attacks." This would cost 8 FP and take some time due to Power Blow. Each attack deals 5d+24 cr, but due to Forceful Blow and Supreme Control, is treated as 10d+48 for knockback purposes and deals no actual injury. These attacks would then bounce off the wall to strike the user. Both strikes hit as he does not attempt to dodge.

Assuming average rolls, the user takes 83 points of damage for knockback purposes per attack. This translates into six yards per attack, so 12 yards total. Due to Sudden Death, this can be triggered at any point (rules are unclear if it's a Concentrate, Ready, or free action to trigger), letting the user fly into foes, cross huge gaps, and generally "leap" further and faster than he or she should.

ITT: Post dumb, goofy, and fun GURPS tricks

a character in my last game had a seizure from looking at an evil book and their HT permanently went down by 1 as a result. I'm giving everyone 5 char points for the session, but does he effectively get 10 additional points to spend from having his HT reduced, or does it not work like that?

That's up to you. By default, lost attributes/advantages are not refunded, but you may want to throw him a bone. It depends on the tone of the game, and whether you want characters to degrade overall, or do you want the curse to merely make him weaker in a specific area?

No points for disadvantages gained in game, but if you want to be generous and give him some way to compensate for it or give him some free points you can.

You don't get points back if something bad happens to you. Your point total just drops. Your point total ultimately means nothing once the game has started. Characters may start with the same point total, but can and do diverge as their actions unfold.

Is there a way to represent a "save point" ability? Beyond buying a ton of instances of extra life with the "copy" limitation?

Would anyone here enjoy a AAR of my anime zombie siberian S.T.A.L.K.E.R. campaign ? First session was today !

Of course! detailed logs are appreciated too

thanks, i think i'll just give him the 5 points like everyone else. I don't think there'll be any hard feelings over it, he has 11 HT + hard to kill and Fit still, and it seems fitting that there'd be some consequences for dealing with an evil artifact. If I toss him a bone, it'll probably be a free point or two in Occultism, or i'll replace the HT loss with Phantom Voices after a time.

Some of my players have been confused/upset that mail no longer has a reduced DR for piercing and impaling in 4th edition. We're used to 3rd edition where it did. Does anyone know why this was changed?

Maybe during later sessions I will provide logs, players are still new to GURPS !

>Setting
The setting is kind of like S.T.A.L.K.E.R. but in the siberian-like environment north of Chernobyl, which is blocked by large ice walls and suttf that makes it impossible to travel between the north and south Zones . But an important difference is normal humans cannot enter Zone, only zombie (girls) can ! Although humans and zombie boys will be able to enter once the Brain Scorcher in this setting is taken care of . Anyway it's very cold like siberia and there are a lot of mutants and anomalies and very few other zombies because it is so hard to survive . The zombies arrive in rockets shot into the Zone with other zombies rockets and they are meant to be a team togetgher . All zombies have missions the Ministry of Zone Research and Containment gives them to accomplish . Accomplishing the missions meeans good things for the zombies, maybe even going home and turning back to normal !

1/4

>Characters
There are 4 PCS:
Får: 8y.o. zombie sheep girl who is very fluffy and is naturally camouflaged in snow ! She is very shy and innocent and takes care of Vladlena because Vladlena saved her when she was all alone in the Zone . She is a psychic and has Pyrokinesis and PK Shield and has the Barbarian! Wildcard Skill . She also has a mosin-nagant .
Izzy: Young teen zombie who is pale and in military uniform with fritz helmet . She is a very enthusiastic person and can pull tar-tadpoles out of her stomach with her hands to revive recently dead animals and control them with Telepathy . New arrival and gave Tyche her sobriquet of Lucky ! Has Ten-Hut! and Scout! Wildcard Skills and is a Surgery-15 type person !
Tyche ( Lucky ): She is look like zombie Kino from Kino's Journey and she has a S&W Model 629 .44 Magnum . She is mostly a merchant and has the Demolition Man! Wildcard Skill and is truthful and weird because she is a Weirdness Magnet ( uh oh ! ) and has Xenophilia . She has Psychic Hunches and Spirit Communication to talk to ghosts .
Vladlena: Oldest, 17y.o. very hot zombie who look like Graf from Kantai Collection but quadriplegic and has a flamethrower and a shield for arms and has two Bionic Legs from Ultra-Tech . She is a bully and bullies Får a lot because she can't do anything for herself like eat or anything because she has no arms and needs to be maintained . Very dangerous with her flamethrower and shield and is most combat-oriented character and can intimidate people . Extremely strrong, we are using KYOS and she has ST 18 ! Also spots liars very easy .

2/4

>First Session
So in the first session Izzy and Tyche have their rockets crash into the north Zone into a dead oak in forest and made a huge noise ! It is snowstorming outside ( youtube.com/watch?v=vplX-qr4AIE ) and they are going to freeze soon if they do not find shelter . All zombies have missions when they go into the Zone and these two were no exception . Tyche needs to stop train robbers and Izzy needs to go to extant Polesie State Radioecological Reserve zoological buildings to get documents . Tyche leads the way with Psychic Hunches and they start to run down a deforest path made by Får ( but they don't know that yet ) because they are being chased by 10 churpes, which are beak-face dogs that have chirp-yaps and are very hungry .

While this happening, Får and Vladlena are in their cabin ( pic ) and trying to stay warm with a fire while the snowstorm happening outside . Vladlena asks Får to go outside and check their supplies stored in a lean-to behind the cabin, and some of it has been blown away so Får begins to collect it before she hears the whistling of Izzy and Tyche's rockets . Vladlena goes outside to protect Får and they hear the rockets very loudly crash in the forest so they run to it thinking it might be a plane ( those crash in the Zone in the games I think ) .

When they get there, Izzy and Tyche are holding out on the deforest path shooting the churpes with Izzy using sawn-off TOZ-34 and killing a lot of them and Tyche using the .44 Magnum and also killing a lot of them . Får cooks one from the inside with Pyrokinesis and Vladlena scares the last off with her flamethrower . Tyche uses Psychic Hunches and gets told their PCS companions are foes so she is nervous around them but goes with them to their cabin because they start losing sanity to re-roll against freezing to death . Oh yeah and they take the dead churpes back to the cabin with them .

3/4

When they come back to the cabin, all of their stuff has been ransacked and thrown around but only their woodcutter's ax was missing . This made Vladlena extremely angery . Får finds trail of woodcutter's ax being drug through snow towards the north, which has a farm and a lake with a houseboat and the Throat anomaly . They gather everything up and think about what to do next inside . Izzy pulls her tar tadpoles out from her mouth and into the mouth of a dead rat, Mr. Mousey, she had in her pocket and mutates it to be under her control, fast ( Enhanced Move ), and to see heat ( Infravision ) . Får butchers and cooks the churpes for everyone to eat, but zombies have bad taste so it isn't enjoyable much .

Izzy controls Mr. Mousey to go follow the trail and sees heat footprints in snow but no real footprints . The heat footprints go a ways away to climb on an 100m ice wall where the Throat anomaly is and has scarecrows nesting in the sides of the ice wall . They are man-birds that are highly territorial . The scarecrows are burrowing into the wall but they don't know why . The Throat anomaly is a big hole on the plateau of the ice wall and has corrosive gas come out of it that eats eyeballs and stuff . Next session they are going to go to the ice wall to get back their ax by trying to burn into the Throat anomaly .

4/4

this sounds pretty fuckin bananas my friend, bet it was fun. What are the PCS companions, are those the other people that came down in the rocket?

I mean the PCS companions are Vladlena and Får to Tyche and Izzy . They are all companions in the same party but for how long isn't releaved yet . . .

>Average speed

Well it's one session in. A lucky shot with her flame ring ended the fight at 1 second/turn as she managed to score a hit with a snap shot stepping in.

More typically, I'd expect encounters to go pretty fast. Guns make for fast fights in GURPS.

>she is a Weirdness Magnet ( uh oh ! )
uh oh indeed, you better make a lot of use out of this one, WM is always a bad idea to take

Sounds like loads of fun, what's the nature of your anime zombies? they don't seem to have the undead advantages and they're pretty normal.

What limitation I use for a Detect (enemies) that only works for detecting enemies behind doors and walls (only 2 hex maximum range)?
Should I use some version of Danger Sense instead of Detect (enemies) maybe?

I guess you need to up the difficulty by a bit, your PCs look strong enough to handle the heat, the 10 free fire blasts per day is pretty generous although I'm sure you'd have a thief trying to steal it.

Hey, I'm looking through the GURPS setting books for some good fluff, like Discworld. Should I stick to third or fourth edition? Are there any other noteworthy books that are good and worth reading?

What's the probability for making repeated success roll and success rolls with increasing penalty?

The exact chances vary based on the penalty and skill level. What's the specific thing you're wondering about?

anydice com

Well, it's 1980+. A fifty year old browning hi power is 13 shots of 3d damage and reloads in 3 seconds.

It was decided that stabbing through well-made historical mail was a lot harder than people thought in the 80's.

Looking at the results of reproduction tests, that seems to be mostly accurate, although I'm not convinced that applies to Pi. It almost seems that they forgot the new damage types when they made the rules for mail. My personal house-rule is that mail has the lower DR score but it's doubled against cut and imp.

I just noticed that there are some successive skill checks (mainly IQ) at increasing penalty that goes can get to -5 and I felt it's kinda brutal especially when IQ is normally between 10 and 13 on average.

I was also wondering how does the all or nothing affects repeated skill checks, ex: a skill check of 13 has a chance of success of 83.8%, what if you need to make 3 successes in order to actually succeed.

Eh, the only pi damage you face in a normal Low Tech game is going to be sling bullets that should absoloutly be cr instead and bodkin arrows that have an inherent armor divisor that makes them ignore half of the DR from chain.

How much detail do you want to have? If you're alright with actually knowing exactly what's behind the wall, Penetrating Vision [10] does the job.

I don't think there's actually any way to give a maximum range for Detect, though? I've seen some nutty suggestions for using stuff like Melee Attack (1,2, -20%), but that's pretty hacky. The closest you can get is Short Range 1 (-10%) to make the Sense check -1/yard.

>ex: a skill check of 13 has a chance of success of 83.8%, what if you need to make 3 successes in order to actually succeed.
Multiply the chance by itself.
>83.8% * 83.8% * 83.8%
>= 83.8% ^ 3
>= 58.8%

For repeated rolls with penalties, use the reduced chances for the later rolls.

>Multiply the chance by itself.
Whoa, didn't think it'll be that simple, thanks!

If you want to figure out the chance of getting AT LEAST ONE success in X rolls (i.e. "how likely am I to win the lottery with ten tickets"), instead multiply the chance of failure.

I'm trying to convert the rogue-like game PixelDungeon to GURPS characters for "fun".

The Huntress detects enemies near her (1 or 2 squares) that are behind walls, doors, etc. Having more range would make it too OP.

I've seen people suggesting on the forum using some Warp limitation, that translates to a -50% for 2 yards limitation. But I'm not sure it's "kosher".

What I have so far is:

Detect(Enemies +20, Precise +100%, Magic -10%, Always On 0%, Limited range (2 yards) -50%)

forums.sjgames.com/showthread.php?p=427777#post427777

tl;dr: -5% to set maximum range to 100 yards, then use Reduced Range.

Hand waving the rules to make it 2 yards instead of 10 would end up about -50% anyway. No?

To be honest I don't know what would be a fair price. It shouldn't be worse than Melee, Reach C, -30%.
Here is what Powers Enhanced Senses suggests.

But isn't it in Montreal?
You guys gonna make a road trip across the border to trade some maple syrup and healthcare for armaments?

Alright, I've got something.
>Cosmic (no die roll required) +100%
Now you have an actual range. I
>Short Range 1 (-1/yard) -10%
Now your range is equal to your Perception score (plus relevant Acute Sense).
>Reduced Range (divided by 10) -30%
Overlaps with Short Range 1 - -30% total.
Now your range is a tenth of your Perception+Acute Sense. Buy up Acute Sense to 20 and you detect two yards automatically.

Acute senses are 2/level. Detect (Enemies) is probably a base 20 points.

Automatic detection within 2 yards via this method, then, can be [34] (plus whatever you need for Acute Detect(Enemies)).

Dropping a character I made because I like making characters. I know I spent too much on the sword but it's the core part of the character so I'm happy with it
Some writefaggotry to those who care: pastebin.com/HCEhbsG1

Does this include magical healing and (magical) regeneration?

Depends on if the magic expunges the previously mentioned toxins or not

The caveat being, you can't heal up until it's gone

Is there some nice sourcebook for those that never read the books?

Dresden files has it's own rpg sourcebook, but I'm personally running of the novels and headcanon

Anne here is a great example of me expanding my horizons; I've never used RPM, and wanted to try it out.

Dresden universe-wise, this fits the bill of Harry's slow and sure magic, where he would do enchanting or divinations with a spell he invents and then implements over time. His quick and dirty blasting is all tied to personal power devices and such, so those powers are bought wholesale by their owners as sorcery or IA attacks

>Buy up Acute Sense to 20
Wait, sorry, buy it up to 23.

For 10 IQ, that's 26 points - so [60] total for Automatically Detect All Enemies Within Two Yards.

You might want a cheaper option, I dunno. This is kind of pricy, and seems strictly inferior to some other options.

What's the cheapest way to represent a "well traveled" character? You know, those cinematic guys that one moment is in china carousing with the locals the flies a plane to India where he mingles with the locals to find where an artifact is and takes it to some UK museum where he has some sort of Tenure. Not!IndianaJones.
A decent list of languages and cultural familiarity can get quite expensive even though it might not necessary be relevant to the campaign (why would someone need Greek in Manhattan?)

Depending on the scope of the game, wouldn't this just be Contacts/Contract group ? Maybe with a handwave modifier for the montage of travel and personal contact?

Contact wouldn't be very useful when you're deep in some forgotten Chinese emperor's tomb and need to read the warning signs...
I'm reading a few threads about it on the official forum and Modular Abilities or Wild Talent seems to be the way to do this.

Supers p. 29 has Unusual Background (Omnilingual) [40], combining it with Cultural Adaptability [10] nets a good round [50] ability that does exactly what I need and is RAW. Great, I'll have to downtone my character then, 1/4th of the CP budget in a single utility advantage is not a good idea.

forums.sjgames.com/showpost.php?p=1343511&postcount=22
If I'm to exploit this assertion, I could get Language Talent [10] + Omnilingual [20] for [30].

I am planning to make great use of it ! The Zone has a lot of psychic and anomalies to play with . . . The nature of the anime zombies is of normal zombie template from Magic but with some houserules, like need for sleep and reduced +HT against structural integrity loss to temperature so the cold is dangerous for them ( it was -40c with strong winds in the snowstorm ! ) Here is their template ( pic )

They seem normal because not much chance to really show how their zombies yet . Although they are just normal girls who are been turned into zombies by the Ministry to get artifacts and stop the Zone and other things too, like research documents . A lot of them go crazy because I am using Mad As Bones article for stability system and the Zone is very scary .

Why did you call it Doll instead of Zombie? actually, a doll makes far more sense than zombies for what your PCs can do.

I feel that you gave a lot of advantages for free, especially the unlimited luck.

I thought zombie would be more descriptive but I guess that was a misstep, huh ! Doll is more accurate because they are mentally fragile but you can just put the pieces of their body back together and make them fight again . It is a lot of free advantages and they are built on 150 with 45 disadvantages but that is the style of the game ! The unlimited luck is a lot yeah but stability loss will be common so it is a balancing game with it . It also means going insane trying to survive impossible odds ! I plan to have a few encounters where they are clearly outmatched and must use all up their stability to win . It is certainly high power game in some places, but others not much, because Zone is very resource poor and takes large penalties for finding things like ammo and supplies .

How would one go about and create a Medusa Glare as an innate attack? cant find any mention of petrification besides the spell stone to flesh?

Banestorm p.195
Affliction 1 (Petrifying
gaze; Cone, 15-yard width, +200%;
Cured by Stone to Flesh or Remove
Curse spells, +150%; Extended
Duration, Permanent, Selective
Area, +20%; Malediction 2, +150%;
Paralysis, +150%; Vision-Based,
-20%) [75];

You'll want it to be an Affliction to be an Innate Attack, probably.

The typical version is IIRC something along the lines of
>Affliction (Paralysis, +150%; Permanent, +150%; Vision-Based, +150%) [55]

Any way to translate what you just said to the GURPS Character Assistant?

Create says you can "opt" to create a small amount of your thing to use in combat without worrying about how long it lasts. But if I am using it instantly why do I care how long it lasts. If I can create a 5 yard radius of cyanide why would I settle for doing a measly 5d or 1d+1 in the same area. The word "opt" implies it is not mandatory.

What are the effects of suffocation, besides lost fp? It doesn't impair concentration, or penalize actions, or anything like that? If someone is suffocating in the middle of a fight, they can keep going just fine till their FP drops too low?

I'd say it doesn't effect regeneration or magical healing. It's for normal roll HT to get back 1 HP healing.

What would be the best year for a reverse banestorm? Speak magic, races and monsters suddenly come to earth.

FP doubles as lung capacity, when you loose FP most your stats are halved and you need to make health check to stay conscious, after that you start to loose HP and then you die, suffocation isn't really useful when combat last few seconds, by nature it is a slow process.

I'd say the bronze or iron age, medieval is too overused, if dwarves are a valid race then you'd want them to be more advanced than humans so they already have iron by the time humans only get bronze, and magic can affect humanity deeper.

>medieval is too overused

Dark Age and Renaissance/early modern would still be fresh.

Sixteenth January 2018 is a popular choice. Advance the date as necessary.

Throwing yet more bullshit into the World Wars could also be neat. All that death in WWI probably attracts some bullshit - a portal to Hell itself opening in Verdun could only improve the place. The political clusterfuck becomes even more of one.

>Throwing yet more bullshit into the World Wars could also be neat. All that death in WWI probably attracts some bullshit - a portal to Hell itself opening in Verdun could only improve the place. The political clusterfuck becomes even more of one.
Not a bad idea, mass death accidentally (or was it intentionally?) triggered some ritual, I do have a bit of problem when magic get introduced to earth later, was it always there or you use magical stones that came from the portal?

>(or was it intentionally?)
WWII was the one with tons of Nazi occultism. I'm not aware of anything particularly interesting when it comes to WWI, so I'd recommend against that explanation for it unless you want to make the point of divergence stretch to before the clusterfuck. You'd need to invent secret 1910s societies, or repurpose obscure existing ones.

Personally I'm partial to
>the concentrated death of millions within such a short time opens the literal gates to hell - the battlefield becomes a Very High Magic area, with the magic dissipating out over large areas and eventually causing other founts of magic to open in other places
Basically, you punctured a hole in reality and now magic is leaking out of it.

Whether magical critters come through the portal, are spontaneously created by the high concentrations of magic on this side, or are transformed humans and animals... well, that's up to what's the most interesting.
"All of the above", perhaps.
>A Dragon flies through the hole in Verdun and gets immediately disintegrated by incidental artillery fire.
>Wisps of magic coalesce into a fell worm of some sort, which immediately burrows into the earth to feast on the corpses (but dies to the pools of hydrochloric acid).
>Some graves suffer spontaneous resurrection: the resulting zombies are swiftly shot down by machine gun fire, as are some poor sods who suddenly found themselves given a second shot at life.

Remember to make sure that there are no good endings, and that bad stuff happens to both good and bad people for no good reason. World War I was hellish.

So, seems like there's not much use to a torso hit with Pressure Points, as even someone with like 8 HT, will recover sooner rather than later, and before any serious harm is done.

There's a lot of stuff that has less FP than HP. Also, of course, FP is used to power spells and shit.

>There's a lot of stuff that has less FP than HP.
For example, you know that whole thing where people keep recommending not having enemies with more than HT12 or so while ST easily gets really high because it's unbounded and big guys need big guts? Yeah, that pool's going to be a bit shallower.

I find it hard to imagine magic in WWII due to the existence of fucking nukes, radiation and napalm are too OP, it makes me wonder how magic healing can stand against cellular destruction and alteration by radiation, it's kinda like cancer, the body is literally selfdestructing itself and you can't cure something that consider itself in normal state to begin with.

Magic or not, humans shouldn't have gotten WMDs, people would rather destroy everything including themselves instead of loosing, we reached a scary point.

RAW, basically. However, most GMs will call for Fright Checks when suffocating—people tend to panic when they suddenly can’t breathe. Simple FP loss assumes a collected person that doesn’t make their situation worse by freaking out.

Magic in WWII doesn't need to involve nukes - after all, the moment the nuclear bomb was used could be argued to be the moment that the war ended.

Also, well, the war lasted six years. Little Boy was finished roughly around the time Hitler died. There's a hell of a lot that you can do in that period of time, game-wise.

Also, well, no shit nukes are too OP. There's a reason that they haven't been used since then.

The plot of castlevania bloodlines is one of Dracula's girlfriends assassinates Franz Ferdinand to accelerate the resurrection of Dracula from the calculated ensuing bloodshed.

Aw man, why they gotta do that. The Black Hand was hilariously inept and there's some fantastic irony in how they inadvertently bumbled their way into starting one of the worst wars in world history.

Why fuck over Gavrilo Princip like that? Dude just wants to eat his sandwich and stroll out of the restaurant to shoot an archduke, that's all.

Clearly Garvrilo Princip was one of dracula's brides.

I have two questions about Martial Arts. First, I was under the impression that in general, the -4 DX for being grappled, only applies to the body part being grappled(unless you're grappled by the torso, which then applies it to the whole body), so if I was grabbed by the left arm, I could attack with my right arm at no penalty(assuming I had a reach C weapon in it, or was punching) But in Martial Arts, it says:

Experienced fighters extol the virtues of injuring a rival grappler in order to distract him and break free (see Break Free, p. B371). This is realistic and effective . . . if you hit! Attacks are at -4 while grappled and can’t involve any body part or weapon that your foe is restraining.

This implies you can't attack with the grappled limb at ALL, and any other attacks are at -4. Which is it?

Secondly, would a perk allowing you to use the rules under "parrying with legs or feet" against attacks to the torso as well (and only the torso, obviously. Not arms, or anything else), be fair? It seems pretty balanced by the fact it makes retreat impossible, but I'm not sure if I should allow it.