USA - Arvada, CO - June 14th, 2015 - Dino Dice Demo - Black and Read

jeudi 28 mai 2015

Come out to Black and Read on June 14th, 2015 to help us celebrate the release of Jurassic Park with a Dino Dice Demo Day! Our Dino Dice Demo will be a part of their overall celebration of Jurassic Park!

Where:

Black and Read
Northridge Shopping Center
7821 Wadsworth Blvd
Arvada, CO
(303) 467-3236

Time:
12:00 - 2:00 pm

Feature game:

Dino Dice!
USA - Arvada, CO - June 14th, 2015 - Dino Dice Demo - Black and Read

USA - Broomfield, Colorado June 3rd, 2015- Family Game Night - Total Escape Games

Family Board Game Night

Come out the first Wednesday of every month for the chance to play or demo games from Steve Jackson Games.

We will be playing games from the Steve Jackson collection as well as other family games.

Steve Jackson Men In Black # 8961 will also be on site to demo new games and may even have a few new surprises on hand. She can also answer questions about the Steve Jackson line.

Hope to see you there.

Time:
7:00 - 9:30

Website:
http://ift.tt/1clxUZW

Contact Information:

Address:
6831 W 120th Ave
Suite C
Broomfield, CO 80020

Phone:
(303) 482-1829

This months Feature Game in honor of the release of Jurassic Park will be Dino Dice.

Available Games:
Dino Dice
Munchkin (several sets)
Zombie Dice
Chupacabra
Munchkin Loot Letter

and more!
USA - Broomfield, Colorado June 3rd, 2015- Family Game Night - Total Escape Games

GURPS GM Screen and Character Creation: a question

Hi,

I am new to the forum, but not to GURPS (player and GM since 1993). I have been away from the hobby for many years, and in the last couple of years I have been trying to catch up with 4e. I have a question for you.

I know that the GM screen (now out of print) included one or more booklets, which included (a) GURPS Lite, (b) GURPS Update and (c) something like GURPS Character Creation.

I know that (a) and (b) are now freely available as PDFs, but what about (c)? Has the Character Creation booklet ever been released electronically? I really loved the old Instant Characters booklet for 3e, and I would like to get my hands on its 4e successor.

Thanks!
GURPS GM Screen and Character Creation: a question

The Social Rules, how do they change?

In regular GURPS, Wealth and Status are linked. But would the link be the same in THS? Being wealthy automatically grants you the Savoir-Faire skill at IQ. Given the complexity of the THS setting, is this logical?

What social assumptions are we bringing to THS that are radically unrealistic for this setting?
The Social Rules, how do they change?

MH: The ATL - Mission briefing

I got volunteered to run a Monster Hunters game this Sunday. I'm scrambling to put together a scenario. I'm going to post what I'm thinking here and ask for feedback, encounter ideas, etc.

(Spoiler alert - I may run this for GenCon this year, if the scenario works out well and if I can get on the schedule at this late date... Don't read if you think you'll want to play a similar scenario at GenCon.)

Quote:

Amy was attacked by a werewolf when she was 9, on a camping trip with her Girl Scout troop. Late one night while everyone else was asleep, she got up to go to the bathroom and got turned around and lost in the woods where she was attacked by a werewolf. The Troop leader and other adults in the group heard the attack and came to her aid. The lone werewolf, surprised by superior numbers (armed as well), fled, leaving Amy wounded but alive. In the dark, the Brownie leaders believed the beast to be a large wild dog.

Four weeks later, Amy transformed for the first time. She ran off into the woods to hunt. There she encountered other werewolves - a communal pack that have achieved, via mutual support, semi-rationality. During the full moon, Amy and the pack hunted together. When they returned to human form, the pack took her in and began to teach her how to deal with her new state. Amy stayed with them for almost 6 months, during which they took her from feral to semi-rational, teaching her how to hide her new, true nature from humanity.

At this point, Amy returned to her family, who had assumed she had run away, to their great joy and relief. She returned, however, a new person - moody, temperamental, angry. Her parents put her into therapy, but councillor after therapist could not seem to get through to her, to overcome the anger issues which seemed to dominate Amy’s personality. After the last therapist vanished mysteriously, Amy’s parents now just try to deal with her on their own.

Now 12 years old, Amy has adopted the persona of an angry goth teenager as the (incorrect) stereotype of that subculture helps explain her unchecked anger and emotional issues. She often disappears from her parents’ home (although no one has associated these disappearances with the lunar phases yet). Her parents are at a loss as to how to deal with her and generally just give her space. She still sporadically attends school but is in danger of failing her classes. During all this time, she stayed in touch with her adopted werewolf family, visiting at least once per month during the full moon.

Several months ago Amy was hanging out with other goth kids in an abandoned house. The other goths begrudgingly accept her but are generally puzzled and more than a little afraid of her as she doesn’t really reflect the true spirit of goth culture and obviously looks on the others in more than a little disdain.

One of the kids brought an old Polaroid camera she had found in her grandmother’s house and was taking photos of the group as it goofed off in the old house, including holding a seance ritual that was inspired by a book one of the kids brought. The ritual was pure fiction and no spirit was contacted - a fact that may be brought to light once the actual book is examined by someone with Occult knowledge. But nonetheless, the activities of the youths somehow attracted the attention of the Slender Man.

The Slender Man was strongly drawn to Amy and began to convert her to his proxy. During this time, Amy began to complain of headaches and nosebleeds in the middle of the night. She began to become more withdrawn and less obviously angry - a fact that her parents took as a sign that her mental state was somehow improving. She began to sketch Slender Man symbols in her notebooks. Eventually she was fully under the sway of the Slender Man and was ready to do his work.

Which is kidnapping children.
MH: The ATL - Mission briefing

How do I create a leveled advantage that starts at a calculated value?

I'm sure this is possible, but it's here where the syntax gets just a little confusing for me.

All of the characters in my game are going to take a new advantage: "RP". It costs 1 point/level, but they get it free at a level equal to their (ST+HT)/2, rounded down.

So if someone has ST 11 and HT 12, and he clicks on the new RP advantage, I want it to be added as "RP 11 [0]". He can then raise it for 1 point/level.

I feel like this should be simple (probably involving a new behind-the-scenes attribute), but I'm stumped on the specifics of execution.
How do I create a leveled advantage that starts at a calculated value?

[^(] [Stream] Fantastic Four [Movie] [Stream Free Dvd]

Search Result:
)^ Stream [h2]Fantastic Four[/h2] Movie Full Links]

) Stream Fantastic Four Movie Download Online

http://ift.tt/1HO0lOu
http://ift.tt/1ckK6u3

http://ift.tt/1ckK6u5

) Watch Fantastic Four Movie Free Online |@( Stream Fantastic Four Movie Download Online|@( Watch Fantastic Four Movie Full Links|)@ Stream Fantastic Four Movie Great Quality|) Watch Fantastic Four Movie Great Quality

Movie Title:
Fantastic Four

Movie Description:
Four young outsiders teleport to an alternate and dangerous universe which alters their physical form in shocking ways. The four must learn to harness their new abilities and work together to save Earth from a former friend turned enemy.

Run Time:


Category:
Action, Sci-Fi

Producer:
Josh Trank

Actors:
Miles Teller, Kate Mara, Michael B. Jordan

Movie Rating:


Year:
(2015)

)^ Stream Fantastic Four Movie Download For Free |^( Stream Fantastic Four Movie Online Free Stream HD|@( Stream Fantastic Four Movie Download Online|)@ Stream Fantastic Four Movie Full Links|@ Stream Fantastic Four Movie Full In Hd Now

More Information About This Movie:
Fantastic Four L'Encyclopedie eBay<br />L'event Original Sin continue son expansion tranquille mais effective. Aprs Avengers, c'est au tour de Fantastic Four de rentrer dans la valse des tie-ins. L ...<br /><br />fantastic four games - Play Ben 10 games Power Rangers ...<br />22 Articles in: Fantastic Four Movie - Fantastic Four Photos, Michael Chiklis, Jessica Alba News, Interviews, Credits<br /><br />LES QUATRE FANTASTIQUES (2015) Film Cinoche.com<br />Campagne crite par Pinkeye pour le jeu de plateau Zombicide. Ncessite Zombicide saison 1 et Toxic City Mall<br /><br />Amazon.fr - The Fantastic Four Omnibus Volume 2 (New ...<br />22 Articles in: Fantastic Four Movie - Fantastic Four Photos, Michael Chiklis, Jessica Alba News, Interviews, Credits<br /><br />Fantastic Four (@_Fantastic_Four) Twitter<br />Watch Fantastic Four Online - Four astronauts have their lives changed forever, when they end up being hit by a cloud of cosmic radiation. Reed Richards now has the ...<br /><br />Fantastic Four L'Encyclopedie eBay<br />Trailer for Fantastic Four. Four young scientists achieve superhuman abilities through a teleportation experiment gone haywire. They must now use these abilities to ...<br />

^( Watch Fantastic Four Movie Free Streaming |( Stream Fantastic Four Movie Online|@() Watch Fantastic Four Movie Stream Download Free Dvd|)@ Stream Fantastic Four Movie Online Divx Hd|)@ Watch Fantastic Four Movie Free Online

Movie Content:

UKY3scPIMd8

fantastic four 2015 wiki

fantastic four 2015 cast

fantastic four silver surfer megavideo

fantastic four 2015 dr doom

@() Stream Fantastic Four Movie Hd Free |^( Stream Fantastic Four Movie Full In Hd Now|) Stream Fantastic Four Movie Download Full Links|@( Watch Fantastic Four Movie Download Free Streaming|)) Stream Fantastic Four Movie Stream Download Online
[br]XR19210[/br]
[^(] [Stream] Fantastic Four [Movie] [Stream Free Dvd]

Help me make this character.

mercredi 27 mai 2015

I have a Dwarf Paladin named Manny and he's going through a crisis of faith. He has a personal disinterest in gold, can hardly grow a beard and worst of all, he's got hepatitis, imagine a slightly yellow, slightly overweight Kili. Non-dwarves typically don't notice his condition, but dwarves certainly do. His religion requires the imbibement of alcohol for nearly all of their rituals. With the exception of marriages and funerals, which Paladins of his order are ordained to perform, the rituals don't usually require binge drinking.

He was once a master of the Dwarven Drunken Fist. Without alcohol he's a washed up has-been and his fellow Dwarves turn their noses up at him, not fully understanding his condition. Like a frat boy at a party insisting his alcoholic friend loosen up a bit, he's barraged by constant requests from his work, friends, basic foreign stereotyping, and even his own wishes ~ he's a notorious alcoholic in his hometown, being a local living legend and having set quite a few nigh unbeatable records, and he dreads the thought of going back there in his condition.

He's questing for a cure to his condition.

What traits would you give him? What disadvantages? How do you model hepatitis? If he has a sip now and then for minor healing rituals and prayer will it act up, or is hepatitis not the sort of disease that "flares up?" Can it affect him in combat? How do I get just the depressive part of the manic depressive disadvantage?

I intend to use him for a Dungeon Fantasy game so observing all the magical healing spells and items that setting has access too I need a way to keep his condition from fizzling out the moment he meets one fourth of any half-way decent adventuring party beyond his racial resistance to magic (which can be overcome).
Help me make this character.

Combat Reflexes and Enhanced Dodge

Combat Reflexes gives +1 to all active defenses (Dodge, Parry, and Block), +2 to resist fright checks, +6 to recover from surprise, and +1 to fast draw. Your side gets a +1 to avoid surprise or +2 if you are the leader. You NEVER freeze in a surprise situation.

Enhanced Dodge gives +1 to dodge.

They are both 15 points.

Is there some reason for this that I am not understanding? Has anyone decided to change the cost of these advantages in their games? If so have you raised the cost of Combat Reflexes or lowered the cost of Enhanced Dodge?

I'd love to hear from the line editors. Maybe there is a real justification for this and I am just not seeing it.

Thanks in advance.
Combat Reflexes and Enhanced Dodge

Warehouse 23 comments or reviews

Is there a forum specifically for products purchased from Warehouse 23 where people can comment or review the product?

For Example:

"Title: Giant Cthulhu Dice
The silly bands are kinda small, would recommend the regular version if you have big hands."

Something like that.
Warehouse 23 comments or reviews

USA, Topeka, KS Saturday May 30

Come by Boom Comics at 4:00 for a round of Munchkin (or something else). I'll have promos for all who play!
USA, Topeka, KS Saturday May 30

Setting idea: Vanguard of Dreams

Hello all!

I've been thinking about a setting that I posted on "Ideas are easy", and I was thinking about rules on that subject.

The Harbinger of Nightmares is the great evil of the setting. It wants to take over the entire humankind and it's weapons are the ability to pull nightmares and torments from the collective unconscious of humankind, whether they'd be real or imagined. He'd be able to pull giant spiders (arachnophobia being pretty common), the Waffen SS, and any and every nightmares common enough for humainkind into a tangible force under it's control, obeying it's order but otherwise behaving "naturally" (A summon detachment of the Waffen SS would try to kill jews and homosexual while not given orders, but will obey any orders given by the Harbinger of Nightmares).

On the opposite side, there is the Vanguard of Dreams, able to take those who prevailed through difficult times (from schoolyard bullying and depression to the actual holocaust survivors), and materializing the dreams and hopes they clung to. The catch, is that while the Harbinger pulls monster from the collective unconscious, the Vanguard pulls them from specific people. The constructs from the Vanguards are easier to rebuild than the ones from the Harbinger, but are permanently destroyed should the person from whom they come be killed.

I planned on having players play two characters: their real character and their "dream" (for example a geek and his Commander Elisa Shepard he played because he eased his pain through playing Mass Effect.) and having to act to protect the normal character who could still do some support role like learning important mundane skills that could help an improvised fortress to hold (like setting up a working computer network and defenses powered by the cells of any high tech hero from dreams who are currently standing guard...), so maybe a subgame part about developing fixed/mobile fortresses like that zombie game Rebuild 2 for the "mundane" characters?

What do you think?
Setting idea: Vanguard of Dreams

USA, CEDAR GROVE NJ SUNDAY MAY 31, CAR WARS CLASSIC

TIMEWARP COMICS AND GAMES LOCATED AT 555a Pompton Ave., Cedar Grove, NJ 07009 973-857-9788
http://ift.tt/1x1xqws
DRIVERS WANTED
SUNDAY MAY 31 AT 2PM WE ARE LOOKING FOR DRIVERS TO START UP AN IN SHOP CAR WARS LEAGUE TO MEET ONCE A MONTH. LOOKING FOR PLAYERS OF ALL AGES AND EXPERIENCE LEVELS. IF YOU HAVE BEEN A FAN OF CAR WARS OR NEVER ONCE PLAYED IN YOUR LIFE (WHY NOT???!!!) THEN JOIN US. WE WILL BEGIN WITH A HOW TO PLAY SESSION AND MOVE ON FROM THERE. NO EQUIPMENT REQUIRE, JUST A NEED FOR SPEED AND MAYHEM.
HOPE TO SEE YOU ALL THERE, AND REMEMBER...

THE RIGHT OF WAY GOES TO THE BIGGEST GUNS
USA, CEDAR GROVE NJ SUNDAY MAY 31, CAR WARS CLASSIC

Flatbear

They blow in on the Northerlies (Warning: Many comics on that site are NSFW, although this one is not)
ST:10
DX:13
IQ:4
HT:11
Will: 10
Per: 10
Speed: 6
Dodge: 9
Move: 6 (Flying move 12)
SM +1, 50 lbs.
Traits: As Black Bear (B456) Plus Constriction and Flight (Gliding, Lighter than Air),
Notes:hibernates for three weeks after eating; can consume more than its own body weight in one sitting. If the flatbear has grappled someone, attacks on the bear may harm the victim. The flatbear provides DR 4*; any further damage affects the constricted victim.

Flatbears drift in the strong northern winds until they hit another animal. They immediately grapple and constrict their victims, biting and worrying for further damage. Once dead, the prey is immediately consumed, and the bear sleeps for several weeks while digesting.
Flatbear

Mimic Power Advantage

I have a GURPS Supers game which is ultra powered, 10,000 point characters. Anyway I was wondering if you people could help me with something. I am creating a character who has the ability to copy other peoples powers. If you are a fire blaster he can copy your power exactly and become a fire blaster too. My question is this; how much would this cost?
Mimic Power Advantage

Historical Knight Template using [MA]

I have recently been looking at the GURPS community resource Historical Folks, links to which can be found on PK's webpage here. However, In my opinion, all of the GURPS templates for Medieval European Knights underestimate the breath and depth of their non-combat education (though if one applies combines the noble heavy cavalry template and the Feudal Nobleman templates in Historial Folks 4E, it probably gets very close, but this is combining several templates and a little complicated). So, in response to this, I tried my hand at making a historical knight from the high middle ages (also using MA style familiarities). The first template represents a minimum-to-be competant skilled household knight (for instance, ST12 to use a lance without penalty, most critical combat skills and riding at 12 at least). Following this are a couple of lenses that represent a more competant or higher status knight.

I'm curious what people think. Anything need to be added or subtracted?

Knight (Basic Household Knight) (75 Points)
Primary Attributes: ST 12 [20]; DX 11 [20]; IQ 10 [0]; HT 10 [0]
Secondary Attributes: HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]
Advantages: Patron (Varies) [10]; Status +2 (+1 from Wealth) [5]; Wealth (Wealthy) [20]
Perks: Style Familiarity (High Medieval Knightly Mounted Combat) [1]
Disadvantages: Duty (Patron, 12) [-10] and -25 Points from Appropriate Disadvantages: Alcoholism [-15]; Bad Temper [-10*]; Bloodlust [-10*]; Bully [-10]; Code of Honor (Noble's or Chivalry) [-10 or -15]; Dependents [varies]; Enemy (Hunter or Rival) [varies]; Fanaticism [-15]; Greed [-15*]; Honesty [-10*]; Illiterate [-3]; Impulsiveness [-10*]; Intolerance (Any or Total) [-5 or -10]; Overconfidence [-5]; Selfless [-5*]; Sense of Duty (Patron, Adventuring Companions, Any Large Group) [-2, -5, -10]; Vow (Minor) [-5].
Primary Skills: Lance (A) DX+1 [4]- 12; Riding (Horse) (A) DX+1 [4]- 12; and 9 points divided among: Axe/Mace (DX/A), Broadsword (DX/A), Shield (DX/E), and Wrestling (DX/A).
Secondary Skills: Savoir-Faire (High Society (E) IQ [1]- 10; Soldier (TL/3) (A) IQ [2]- 10; and 7 points chosen from among: Animal Handling (Equine) (IQ/A); Bow (DX/A); Brawling (DX/E); Crossbow (DX/E); Knife (DX/E); either Falconry (IQ/A) or Tracking (Per/A); Games (Tourney) (IQ/E); Leadership (IQ/A); Spear (DX/A); Tactics (IQ/H); or further points in Savoir-Faire (High Society), Soldier (TL/3), or any primary skill or other weapon skill.
Background Skills: 6 points chosen from among: Area Knowledge (any) (IQ/E); Connoisseur (any) (IQ/A); Dancing (DX/A); Heraldry (IQ/A); Poetry (IQ/A); Singing (HT/E); Teaching (IQ/A); Theology (Own Religion) (IQ/H); Thrown Weapon (Spear) (DX/E); or any primary or secondary skill. Optionally, a Dabbler Perk can be taken for any combination of background skills.

Lenses:

Veteran Household Knight (+25 Points)
Advantages: Combat Reflexes [15] and 25 points chosen from among ST+1 [10]; DX+1 [20]; HT+1 [10]; Basic Speed +0.25 to +.75 [5 to 15]; Ally [varies]; Fit or Very Fit [5 or 15]; Hard to Kill [2/level]; High Pain Threshold [10]; Reputation [varies]; Tough Guy [5/level]; Technique Adaptation (Cavalry Training) [1]; Primary, Secondary, and Background Skills, and Techniques chosen from among: Cavalry Training (Axe/Mace or Broadsword) (H); Combat Riding (H); Staying Seated (A); Targeted Attack (Broadsword Thrust/Vitals) (H); Targeted Attack (Broadsword Thrust/Vitals Chinks) (H).
Disadvantages: -15 points chosen from the above disadvantages and Callous [-5]; Chronic Pain [varies]; Flashbacks (Mild) [-5]; Nightmares* [-5]; One Eye [-15]; Reputation [varies]; and Wounded [-5].
Note: For a more skilled novice knight use the Veteran Household Knight lens but remove the additional disadvantages and change the advantages to be a total of 25 points and include Combat Reflexes in the options.

Landed Knight (+25 Points)
Advantages: Increase Status to Status 3 [+5] and Wealth to Very Wealthy [+10]. Decrease Duty (Patron, 12) to Duty (Patron, 9) [+5]. Choose an additional 10 points in advantages: Ally [varies]; Claim to Hospitality [1 to 5]; and Legal Enforcement Powers [5]. Increase total points in secondary skills by 3 and add Administration (IQ/A) and Finance (IQ/H) to the list of secondary skills. Increase background skills by 2 points and add Current Affairs (People of Politics) (IQ/E); Diplomacy (IQ/H); Politics (IQ/A); and Public Speaking (IQ/A) to background skills.
Disadvantages: A further -10 in disadvantages from Jealousy [-10]; Overweight, Fat, or Very Fat [-1, -3, or -5]; Sense of Duty (Demesne) [-10]; and Selfish [-5*].
Historical Knight Template using [MA]

Using abilities thru Independent Body Parts

General question: what abilities stay with a severed body part?

Specific question: How would I dress up IT: IBP to be able to, say, shoot my innate attack from an animated severed hand?


Thanks in advance for your replies.
Using abilities thru Independent Body Parts

Removing the double daggers from weapons

I've been thinking about a Technique or advantage that would allow you to use a weapon with a double-dagger notation for ST without it becoming unready.

Now, you can use a weapon that requires more ST than you have at a penalty of -1 per ST you're missing, and lose 1 FP at the end of each fight that lasts long enough to fatigue you. And you can wield a double-dagger weapon without it becoming unready if you have x1.5 the ST required for normal use. Combining these two gives a an attack at a penalty equal to 0.5xST to use the weapon without it becoming unready. A Hard Technique to buy off that penalty, seems balanced (if cinematic).

Another possibility is to use the Extra Effort rules and simply charge 1 FP to attack without the weapon becoming unready. This is very simple, which is attractive.

A third possibility is based around the theory that you could Rapid Strike to ready an unready weapon. Again, using a Technique to buy off the penalty would seem appropriate.

A fourth possibility is to use Extra Attack for the express purpose of readying an unready weapon. This would probably be a -80% limitation.

A fifth possibility is to use Striking ST, again limited to the express purpose of readying an unready weapon. Again, probably a -80% limitation.

Or you could create a special advantage and call it a day. Based on the examples above, 5 to 10 points would seem appropriate.

So, if you wanted to do this, what approach would you use?
Removing the double daggers from weapons

Northrop Grumman RQ-4 Global Hawk

Hi guys

I am trying to stat a Northrop Grumman RQ-4 Global Hawk drone and have come up with the following:

TL: 8
Vehicle: RQ-4 Global Hawk
ST/HP: ?
Hnd/SR: ?
HT: 11f
Move: ?/179
LWt.: 16.125
Load: 1.5
SM: +5 (?)
Occ: 0
DR: ?
Range: 14'154
Cost: $222M
Loc.: Wi3Wr
Stall: ?
Notes: ?

I took most of the information from Wikipedia and the USAF:

-> http://ift.tt/1Fgn5k1
-> http://ift.tt/1Fgn3sp

But as you can see, I still have a lot of question marks in my stats. These I would like you to help me fill.

Thanks!

Cheers

Onkl
Northrop Grumman RQ-4 Global Hawk

Only Kind of Unkillable

I've been reviewing a DF racial template I've been working on, and have decided the variant of Unkillable 2 I have isn't really what I want.

To skip a long story, what I think will work best would actually be a variant of Unkillable 1. Instead of it outright preventing death until -10xHP, however, it would still allow the character to be killed normally, but so long as he isn't dropped to -10xHP (total destruction) he'll recover from damage normally (as for Unkillable 2), eventually coming back to life.

I'm thinking somewhere around a -50% Limitation on Unkillable might be appropriate, putting the trait at [25] (I'll probably use this as the base cost for the trait for modifying it further). Does this sound about right?
Only Kind of Unkillable

The Omniverse

So putting on the mad scientist coat on, what if someone where to make a universe that feature all pieces of fiction ever thought up to this one universe? Or make a campaign that connected all these universe for this epic story, it sounds abit childish but cross overs aren't as special as they are used to be, Marvel seem to get the idea and their the infinites world. I would assume GURPS would be the best system to run this sort of campaign, because you know, GURPS.

http://ift.tt/1G0j9Z4
The Omniverse

Altered Time Rate and spells' casting/duration

A mage temporarily gains Altered Time Rate, e.g. via the Great Haste spell. What happens when he casts spells during that effect?

As for the time required to cast them, I'm pretty sure it's halved, that is, he can choose the Concentrate maneuver twice every time his turn comes up instead of once. This would go along with precedents like it also being sped up with high skill and such.

But what about the time of the spells' duration? Is it related to the time perceived by the mage who casts/maintains them? Is it related to the outside, "objective" passage of time, earth-rotation fraction and such? Would it depend on the case?

For example, the Time-Rate-Altered mage casts Apportation on an object, unmaintained. What would an outside observer see during the next minute: the object flops around the air at 1 yard/second for the entire minute? Or does it fly for thirty seconds... And does it do so at 1 or 2 yards/second??

...And does it complicate matters further if the mage cast Apportation on himself? ._·



On a related spell-casting question I just thought of and maybe doesn't deserve its own thread: I can't find details in any of the books as to whether or not spells are by default noisy and visible, and if so, how much. There's something in a corner of my memories about some "loud report, flash, like gunfire", but the only thing I found following up on that was the "Low or no signature" enhancement for Advantages. Are most spells also assumed to act that way, is it stated otherwise somewhere?

Thanks in advance!
Altered Time Rate and spells' casting/duration

[Pyramid #3/66] Safe Thresholds for Ritual Symbols

A player in one of my games wants to use Ritual Symbols for his RPM caster. I'm allowing it, it's reasonably balanced from what I can see (we'll find out!).

However, one of the things that Ritual Symbols changes is that you suffer a -1 penalty to energy gathering rolls on every fifth attempt, instead of every third. This blows the Safe Threshold table all to hell and I can't figure out how to reverse engineer the formulas. The energy for effective skills 13, 14, 16, and 17 roughly matches up to three dead-average (10.5) energy-gathering rolls (or five for 17, as befits it for the -1 penalty not reducing chance of failure). None of the other numbers match up, however.

Given that my programming skills outweigh my maths here and the game starts tomorrow evening, I'm just going to write a calculator that does all the rolling automagically and ignore the quick-and-dirty charms rules for now, but the perfectionist in me demands an answer.

Any ideas?
[Pyramid #3/66] Safe Thresholds for Ritual Symbols

Mad Scientists

mardi 26 mai 2015

I have a new thread about Mad Scientist traits. I guess I saw one too many SYFY movie. What I want from you all is to know what you think.

Mad Scientist Traits
DISADVANTAGES
Mad Scientist Syndrome -15 Points
You will pursue any scientific endeavor no matter how dangerous. You will not listen to your colleagues when they tell you how reckless you are. You will stop anyone from getting in the way of your experiment.

Private Researcher -10
Science is a team sport because if you are alone you can make mistakes: Like blowing up the lab or blowing up yourself. You will never submit your results for peer review because other scientists could never understand the intricacies of your research. Your research will go to the grave with you. BwaHaHaHa!!!!!!!!!!!!!!!!!!!!!!!!
Van Leewenhoek goes here.
Worlds Greatest Genius -15
This is a type of delusion but it is so common among mad scientists that I gave it a category of it's own. So here goes; You are the smartest man in the world. Everybody else is a simpleton to you and you must carefully explain your plans to them or they wont understand.

Monster Sympathizer -20
You understand the monster that is killing everybody. It is an endangered species, or it can be used as a war machine for the government, or it looks cute. In any case your mission is to save the monster no matter how many PC's or NPC's you have to kill. In an RPG you wont last long when the PC's understand you. Or you may just try to explain to those cute zombies that the PC's are hunting them and oops.

Insensitive Dolt -10
You are so smart that you are unable to understand other people. You do not know why they act the way they do. Why do people get mad when you call them moronic. You can use logic but not when it concerns other people emotions. Sometimes Reed Richards go here. You do have emotions but you don't understand them and it is not because you are egocentric. You are not. You can be charitable and insensitive at the same time.


ADVANTAGES
Hyper-Reading: 4 points per level (Prerequisite-Photographic Memory)
You can read faster than normal mankind and this is an exotic ability. The fastest Speed reader is Anne Jones with 4,700 words per minute and 67%% reading comprehension. People with Hyper-Reading have 100% comprehension.
Level 1 - You can read 10,000 words per minute.
Level 2 - You can read 100,000 words per minute.
Level 3 - You can read 1 million words per minute

Super-Learning
You are able to learn a skill faster than normal humans and this is an exotic ability.
Level 1 - You can 2 points into a new skill: 5 points
Level 2 - You can put 4 points into a new skill: 10 points
Level 3 - You can put 8 points into a new skill: 25 points

PERKS
Disturbing Laugh - You have a wierd laugh that puts people ill at ease. They don't want to mess with you because you are crazy but it isn't that big of an advantage that they wont kill you if they feel you are a threat. If you want a really evil laugh like the one that Naga had in the Slayers Series try getting an Affliction.
Mad Scientists

Kitchen Fitters Nottingham

Kitchen Fitters Nottingham. Looking for Kitchen fitters in Nottingham try
w w w . k i t c h e n f i t t e r s - u k . c o . u k The best kitchen fitting in Nottingham.
Kitchen Fitters Nottingham

Kitchen Fitters Sheffield

Kitchen Fitters Sheffield. Looking for Kitchen fitters in Sheffield try
w w w . k i t c h e n f i t t e r s - u k . c o . u k The best kitchen fitting in Sheffield.
Kitchen Fitters Sheffield

hi there

hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there hi there
hi there

[Houserule Help] Replacing skills with a Skill Advantage?

My biggest sticking point with GURPS, a system I really want to like, is the skill system. I think it's straight-up hot garbage. I curse it unto the seventh generation every Tuesday.

Some of my complaints include...

-It's a collection of very nitpicky and very specific rules; each skill has its own level, its own defaults, sometimes special rules as well...it's all very cumbersome. When you factor in the sheer number of skills, it just gets worse.

-I mean, seriously, there is this rule about getting a price break for buying skills when you already have a good default for them from another skill you already have. This is a cumbersome and irritating rule. I hate this rule. It's a huge rule. It takes up like seven damn paragraphs.

-Skils are priced based on their real-world difficulty. Not only is GURPS's assessment of how difficult some skills are in the real world just crazypants, this is in total defiance of how the system is structured everywhere else in the game; advantages and disadvantages are priced based on utility/disutility.

-The advantage system is right there. It's flexible. It's delightful. It justifies its level of complexity by rewarding players with flexibility and specificity. Just in terms of my endurance reading the book, by the time I am done with advantages/disadvantages, I am ready to go. The skill chapter just tuckers me out.

-Admittedly this last bit is just a sense of aesthetic wholeness in character creation; we build advantages, we should build skills. Build-your-own skill systems are great. The Kerberos Club (either incarnation) has one and it is wonderful. It rescues orphans from insurance fraud motivated arson schemes every other Wednesday. That's how good the Kerberos Club skill-building system is.

-We can build skills just like advantages, can't we? I mean, not me, personally, as I am a goofus at designing mechanics, but the brain trust behind GURPS could certainly figure out some modifiers for breath and depth of skill, how useful it is in adventuring circumstances, and price accordingly.

-Then you've got all your character creation unified to the same basic advantage/disadvantage/enhancement/limitator system. You don't need that massive skill list (an example list would be welcome and adequate, of course) and you don't need to bother expanding the skill list indefinitely to cover ever more specific niches for ever more specific genres.

Has anyone come up with a way of doing this? I can't be the first person to have this idea.
[Houserule Help] Replacing skills with a Skill Advantage?

Taking the Average

In situations where a character is performing some sort of action daily as part of a known routine, for the purposes of MoS or a continuous modifier of some sort, what should the "average" result be? A 9, 10, or an 11 on a 3d6?
If there's a potential for disastrous critical failure, obviously that probably shouldn't be done, but it's something that comes up.

For that matter, what about other occasions where large numbers of "dice" would be rolled in RAW, but for the sake of time/sanity rolling all of them isn't advisable (even with a dice program)? When would you apply this and under what circumstances?
I suppose if critical success/failure is important I would simply poll an average.
Taking the Average

Disarming and Destroying enemy weapons.

In preparation for a new campaign I've been trying to assemble a character that has a pretty good chance of disarming an enemy or destroying their weapon. And for me at least I need to do this on a points budget, and at TL3.

The two best ways to do this seem to be either with the Jitte/Sai skill, or with the Hook Technique. Both of these options have issues, so I thought that I'd ask if others had already found solutions or could point out a clear winner.

The Jitte/Sai was the first thing to come to mind when I thought of disarming. The +2 to disarm attempts is pretty good, along with the automatic disarm attempt following a successful parry. It does not make a great primary weapon though, and so I have come up with an elegant and clever solution that may or may not be RAW. Jitte/Sai and Knife are both members of the Main-Gauche club, and so I think (but am not certain) that I'd be able to use the Sai in my off-hand with Main-Gauche and still gain the +2 to Disarms and automatic attempt. Then I just stick a proper weapon in my other hand to attack with and it's all good(?) This does of course mean buying two separate weapon skills, but along with solid disarming, I also get solid defense.

The second thing that came to mind was ignoring this whole disarming thing and simply going with a Halberd, because I think Halberds are amazing. But a closer reading of what a Halberd can do informed me that Halberds are both amazing, and capable of using the Hook technique. I don't get that automatic disarm attempt, but a successful Hook will still give the +2 to disarm. I can also be done at reach 3, instead of reach 1. The other substantial benefit is the weight of the weapon, at 12lbs any weapon 4lbs or less has a 2/6 chance of breaking every time they attempt a parry. Additionally, it's highly likely that I'll be facing enemies with weapons made of lower grade materials than steel, granting a further 2/6 odd of enemies breaking their weapons. A total of 4/6 does at first seem pretty great, and while it's not bad, it's not even equivalent to a skill of 10 with the Sai's +2 disarm bonus and doesn't work on heavier weapons. The Halberd itself is of course a proper melee weapon, but it's not the best at defense with a parry of 0U. I can increase this to 1U by adding a Hilt, but the U is the main issue. Additionally, while using a Halberd doesn't require a second skill to be bought, only the Hook technique, it does require buying ST to 13, or 12 if I settle for a Dueling Halberd.

I do really like the halberd, but it just seems too expensive and not as good at the Sai at the whole weapon deprivation thing.
Disarming and Destroying enemy weapons.

Free Infinite Genre System

Hello everyone! I am new here. I have been playing GURPS for a few years. I tend to play with my old school friends, as well as my lovely girlfriend.

I love GURPS, but there are some things I felt it did (or didn't do) that I wanted to change. GURPS often suggests to remove or ignore certain elements of the 'rules'. I have done that in nearly every game because of some absurdly weird rules. Such as GURPS Mecha and the rule that human pilots /must/ have a Mecha with two legs.

So I set out to create FIGS, the Free Infinite Genre(Gaming) System. I wanted to share some insight on what I've accomplished so far.



FIGS isn't similar in rules or mechanics, but is similar to GURPS in that it's specifically meant to be played on a wide range of genres or settings/worlds. FIGS is somewhat rules-light. But not to the extent of something like Green GRAPES.

FIGS Basics:

-- Dice! We use 2d6 and 1d12 for just about everything. Random rolls use 1d12 alone. Attributes add directly to this number, and there is a scale that is used (ranging from 3-24) that is used for /every/ type of Player, from Super Heroes to Giant Robots, Fantasy Heroes to real life Masters. Each of which use the same 3-24 range but each of which are scaled by a certain number. IE Fictional Heroes use (2d6+1d12+Attribute)x2 when facing against a normal human, as the Fictional Attributes cost twice as much. The Fantasy Setting might use 3x (there will be several different 'levels' of strength for every genre)

--8 Attributes (Physical: Strength, Toughness, Agility, Dexterity.) (Mental: Intelligence, Wisdom/Willpower, Charisma, Leadership)

You could have a truly stupid mage, who none-the-less could cast spells willy nilly. Just like you could have a 'leader' without much charisma, a strong but sensitive warrior, etc.

Attributes can be raised to a new level, by buying a 'license' (placeholder name). These licenses allow that character to buy Fictional/Fantasy/Superhuman etc levels of Attributes. These will cost much more, and will be used for actions of an equal difficulty (such as breaking a wall of metal only a super-human could break) while normal tasks are met with extreme ease.

You could have a character with only a single super-human Attribute, and fantasy or normal level Attributes.

There are secondary stats specifically for certain characters/genres, such as Luck, Romantic Interest, Psyche/ISP, and more.

--Make-A-Talent system. These are like most games, the ability to do something at a certain proficiency. This might be lock-picking, sword fighting, captaining, ability to use firearms, singing, and so on.

However, you will be creating your own Talents, as you make your character and as the game progresses. In a literal sense, anything could be a real life talent, if you spent enough time doing it.

As a game goes on, and you find yourself repeating a similar task, you can spend points to add a Talent to your list, and start leveling it up.

To "Make" a Talent, you have different levels of proficiency. Such as : Novice, Amateur, Professional, Master, Superhuman. Then the Talent itself has a difficulty, and you multiply the numbers together for a total cost.

For example: An Average Talent (such as swimming) would cost 2 points per level. If you wanted to be a Professional (Level 8) you'd need to multiple 2(Average difficulty Talent by the skill level your Player Character will have in that Talent (in this example Professional aka level 8).

In this example, professional swimming would cost 16 points.

--Abilities & Enhancements. These, like Talents, are created by the user. There will be a suggested list to get players started, but the Abilities & Enhancements is where the bread-butter lies in FIGS.

This creation system is much more complicated than Difficulty x (times) Level. Instead, it uses the current Genre your campaign will be in, subtracting or adding depending on when the ability/item came from (such as learning an ancient form of jujitsu instead of average jujitsu for that genre, or getting an mystical spear instead of a modern(To the time period) spear) times the rarity of the item, ability, etc (from Commodity to Legendary/Mythical).

In addition you will have to decide if it uses/etc things like:

Is a power source
Requires Power (Or food, etc)
Is a weapon, or a damaging attack
Made of material (even magic)
And so on

This system allows players to create a character who possess powers from another genre, but still be balanced (points-wise) for creation among other people. It would be a lot harder to get a mechanical, robotic arm as a pirate if that wasn't common at all. It would be (essentially) impossible in a truly real life setting. If allowed, a person could get that robotic arm, even if it costs them... an arm and a leg in points :)

This same system will be used for disadvantages, however the number is halved at the end, to make disadvantages give a clearly under-balanced number. So you could make a agoraphobic, arachnophobic, claustrophobic, paranoid hero if you wanted to, but it wouldn't give you the ability to buy an equally powerful advantage (perhaps such as near-invincibility)

Attributes, Make-A-Talent, and Make-A-Ability/Enhancement are the basics for any Player/Player Character (PC).

The FIGS manual / PDF will tell you how to handle religion, money, factions, romance, and every single other topic we feel is needed to cover any possible genre.

One of the exciting things I look forward to doing, once the manual is complete, is writing universal campaigns. They will be able to fit any genre. Some of these will have a genre integrated with other genres that go along well. Most of which will have suggestions on how to format it to another genre (such as a spaceship instead of a caravan, a space station instead of a castle etc)

I hope this read was interesting for everyone. FIGS is being worked on daily by a small team of people. Any help, thoughts or ideas would be appreciated. I did not list every single thing, and tried to compact my ideas. The PDF is not ready yet, or I would have just linked to it.

Cheers!
Free Infinite Genre System

Hireling: Cavalry Captain

Saw this on twitter today: https://twitter.com/MRCHRISFUNK/stat...298944/photo/1

Will this card only be given out at concerts for The Decemberists?
Hireling: Cavalry Captain

Very Few Topics?

I'm new here. I just noticed that there are very, very few topics inside each of some of the sub forums.

For example, general RPG only has 2 pages.

Is there a special archive,
or are the old posts deleted forever
and/or are there very few posters?
Very Few Topics?

Need 200 pt planar horror

MAGIC provides a 200 point Demon for your summoning needs, but no equivalent monster for planar summons. Have one handy?
Need 200 pt planar horror

More Realistic Healing Speeds

How would you modify Gurps to get more realistic healing times? Does it already have rules somewhere?
More Realistic Healing Speeds

Fairy Tail Dragon Force

I watched episode 67 (i think) of fairy tail recently and I thought about making a dragonslayer build in GURPS. I first thought that a dragonslayer, when they take fire (or whatever their element is) damage, instead regains that damage as FP and HP. My idea of Dragon Force (where the caster takes on the physical properties of a dragon) was that they could only cast in when the GM considers it appropriate, i.e when you're losing against a boss. FP costs double, all spells count 1 round of charge as the maximum bonus from taking rounds to charge up, damage is tripled, and you dont expend FP during the fight, but instead lose it all in one big chunk afterwards. Anyone who's watched the show got any suggestions/improvements?
Fairy Tail Dragon Force

Formulae for calculating Storyteller / Exalted d10 probabilities?

Greetings, all!

I've searched the web, and I can't find a transparent calculation of probabilities for Storyteller-derived Exalted dice pool successes. The results I've found seem inconsistent, and I don't think I can figure which ones are more correct. I've considered writing a brute-force calculation, but this isn't a good idea, as dice pools can easily go all the way past 20×d10.

The basic rules of dice are as follows:
Each d10 is rolled once. A result of 7,8,9 adds one success to the roll, while a result of 10 on the die adds two successes. There are no rerolls, and no subtractions.

How do I calculate the probability of each number of successes for a given dice pool?

Thanks in advance!
Formulae for calculating Storyteller / Exalted d10 probabilities?

Naming a Goblin Railroad Company

My campaign setting, Islands of War includes Goblins with an old-west level of technology, living deep underground.

I recently decided that they've got a set of railroad lines running under nearly the whole of the area, which I'm calling the Subway.

It's all been the brain child of a single, (now) obscenely rich Goblin, who's actually having the entire thing built publicly for the sake of trade and privately as part of a gigantic magic symbol. I haven't yet decided on the ultimate purpose of the magic involved, yet.

The main problem I'm facing at the moment is naming the company that's running and building the rail system.

If it helps, the goblins are Paranoid, with Sadism and they're constantly internally struggling for control, using a mixture of blackmail, murder, theft, slavery (of Kobolds) and whatever else works.

All I've got on the name so far is Red X Railroad Company, where X is whatever word might fit. I'm not married to the idea, however. I just need a good sounding name that would fit a company run by such insane little buggers.
Naming a Goblin Railroad Company

blackguard in gurps

lundi 25 mai 2015

hey everyone,my group is planning on running a dnd game using gurps,with 150 pts.it has no disadantages and everything is allowed as long as it makes sense.i want to do a blackguard foccused on rage.what would you include if he was your charecter.
blackguard in gurps

[MA] Non-Standard Whip Techniques

I'm working up a character for a new campaign, and I thought it'd be a good opportunity to do something I've always wanted to—a whip guy. Easy enough. I took some inspiration from this video of whip expert, Anthony DeLongis, and I've found a few bits the current rules don't quite cover.

Specifics:
  • Around 8:00 in the video, he's using a 2-yard whip in what anyone would describe as a Rapid Strike—by RAW, it should take 1 sec to ready this whip after a strike (B406), which is maybe correct if using the "old way" he mentions
  • Around 8:15 in the video, he's clearly using the whip, doubled over, as a flail—sure, use the Flail skill for that, but what are the stats?
  • Around 8:35 in the video, he grabs his assistant with the loop—Armed Grapple (MA67) talks of using Entangle (MA71, B406) for a flexible weapon at reach, but Entangle has certain connotations to it that don't seem to apply (specifically, requirements to "escape"), and in actuality, feels more to me like Hook (MA74)
  • Around 9:35 in the video, he uses the handle like "nunchaku"—again, using Flail skill, but stats? I just borrowed the stats from the nunchaku, but maybe that's not entirely correct
  • Around 9:50 in the video, he swings the handle again, only this time with extra reach
  • Around 9:55 in the video, he uses the "flail mode" to execute a Sweep, which by RAW (MA81), requires a two-handed weapon—says nothing about "flexible" weapons, and since it's really a "catch-and-release" it doesn't fit Entangle
  • Around 10:05 in the video, he's using the handle, not as for Pummeling (MA111), but as a baton—probably just using Shortsword skill with regular "baton" stats(?)
  • Around 10:25 in the video, he's doing some basic Armed Grapple stuff with the "baton"—easy enough, but with which skill, Whip or Shortsword? (Just based on the usage demonstrated, I'd probably rule it's the latter)
  • Around 10:35 in the video, we have a Choke Hold, I suppose, using Armed Grapple based off Whip(?) Garrote doesn't seem appropriate
Many of these alternative uses might qualify as "improvised," in which case I'd like to buy off any penalties with a Perk or something. But the Improvised Weapons Perk (PU2:6) is specialized by skill, which would require purchasing each of those skills and the Perk to go with them—I'd rather have a single Perk allowing the use of other "attack modes" with the same skill. Too much, or just narrow enough?

Anyway, maybe I'm just overthinking it—wouldn't be the first time—but I figured I'd see what other knowledgeable types thought.
[MA] Non-Standard Whip Techniques

High Attributes

Heroes without actual superpowers (often called “super normals”), such as Doc Savage or Batman, often have high attributes; sometimes all their attributes are high. A single score of 20 puts someone into the street-level power range, while boosting all four to 20 puts him into the classic comicbook range. GMs may want to set the ceiling on attributes at 25 or 30 instead of 20 for super normals, especially for those who only take a single attribute at this level. GURPS Supers pg 21.
I already set ST at 30 and I will raise DX, IQ, and Ht from 22 to 25.
High Attributes

GURPS Mars Attacks sneak peek/demo (and Steve Jackson) at LibertyCon next month!

With the announcement of GURPS Mars Attacks, I know some people have been curious just what makes this setting a fun place for GURPS adventures. Well, if you're anywhere near Chattanooga from June 26-28, you can come out and see for yourself -- because I'll be at LibertyCon running two four-hour GURPS Mars Attacks sessions, one on Friday and one on Saturday.

Of course, another big reason to come to LibertyCon is their guest of honor this year: Steve Jackson! He'll be doing two panels with plenty of sneak peeks and leaks about all of the other amazing games coming up.

See the LibertyCon general info threat for more details.
GURPS Mars Attacks sneak peek/demo (and Steve Jackson) at LibertyCon next month!

LibertyCon - ft. Steve Jackson!

LibertyCon 28
Chattanooga, TN
June 26-28, 2015

Staff Attending: Steve Jackson, Rev. Bob Hood, Jason "PK" Levine

LibertyCon is a great local con which caters to many interests, but with a focus on sci-fi and its authors. It's held at the historic Chattanooga Choo-Choo hotel. In addition to Steve Jackson, this year's guests include author David Weber and Schlock Mercenary's Howard Tayler.

The Programming Schedule includes two panels from Steve Jackson, two [URL=http://ift.tt/1KQ6MOv]GURPS Mars Attacks game sessions (sneak peeks from PK), and open gaming from the whole SJG/MIB crew.

Preregistration ends May 31 -- don't miss out!
LibertyCon - ft. Steve Jackson!

Mars Attacks Worldcon (Dice Game)

Played Mars Attacks this weekend at Balticon. We noticed that the cities showing were all ones we had been to a Worldcon in. So for the next game we sorted through the city deck and if we allowed San Diego as the site of a Nasfic we had 16 city and monument cards. So a 4 player game of Mars Attacks the Worldcon.
Mars Attacks Worldcon (Dice Game)

Roman Roads

What skill would you need to build a Roman style road

While an unit would have Engineering(Civil) to plan it's course but it doesn't seem the right skill to actually build it, but would it be?

Is there a better skill than Masonry ?
Roman Roads

Number of Rings and Necklaces

We have been playing Conan Munchkin.

The rules state that you can use 1 armor, hand, feet, head and 2 hands "etc".

How does the etc work with rings and necklaces? Can you only use one of each or can you use multiple? I can't find this in the rules or with my best google attempts.

Thanks!
Number of Rings and Necklaces

How much "homework" are you willing to do for an RPG, as a player?

In the groups I play in, it's quite a lot, but I'm not sure how typical this is.

For games systems with big lists of spells or equipment, I've only rarely encountered players who weren't willing to spend time between games reading up on them, for stuff directly relevant to their characters.

Reading up the rules in general is fairly common, but you encounter people who don't see it as necessary, even if it would help them.

Thinking between sessions about the plot, or about specific problems raised in one session to be tackled in future sessions, is something that I've mostly encountered in my current groups, and I'm curious as to how common it is.

I'm ... willing to do quite a lot. Large amounts of relevant historical research, lots of time designing spells or magic items for games that allow players to do that, or writing stuff in-character. Indeed, I actively like it if a game allows me to do such things. I don't demand that they give benefits to my characters, being happy with an enriched experience, although I'll take benefits if they're going and don't upset the game.
How much "homework" are you willing to do for an RPG, as a player?

[Bio-Tech] Is Gengineer need a version of Gadgeteer?

Fast question (zoum!)

As the process for Gengineer is the same as Engineer for inventing things, is the Gengineer required an advantage like gadgeteer for engineer? Is it justified to brought a version of Quick Gadgeteer for Gengineer for accelerating the porcess?

How do you play your gengineer?
[Bio-Tech] Is Gengineer need a version of Gadgeteer?

Mad Max: Fury Road (Spoilerrific)

So if you wanted to set a campaign in the Mad Max:Fury Road setting, what time would you choose?

I'd probably set it after the events of MMFR. Sure, they've gotten rid of Immortan Joe, the Bullet Farmer and the People Eater but that does not mean that niceness and jollity will automatically follow. There are still raiders in the Wasteland, and they will come looking to see if Furiosa can defend what she's taken. And she just gotten rid of all the warriors. And what will happen with Gastown and the Bullet Farm? Who will run them?

As for the setting in GURPSterms - I'd set it a solid TL7. There's a desperate lack of resources, but they don't seem to have lost much technology. It's not like the kids in Thunderdome - these people know what they have and know how to fix it, it's resources that's lacking, not knowledge.

Any other thoughts? Character types?
Mad Max: Fury Road (Spoilerrific)

Help with my first spacecraft

Hey guys. My friend suggested that we played some Star Wars GURPS at some point and so I looked at GURPS spacecraft for a bit and made this ship:

SM+6
ARMOUR: Advanced Metallic Laminate: 7/5 200K
Cargo Hold (5 tons) Neg.
Control Room (complexity 5, Comms TL 6, Control Stations 2 200K
Engine Room 30K
Space Sails 1M
Major Battery – Beam Output 30Megajoules Laser 600k
1 million, 130 thousand

The backstory is that it's a converted trading ship from a system with a very large sun, so solar sails are the best option for transport. I would very much appreciate if anyone could point out if i've forgotten to put in anything vital.
Help with my first spacecraft

Disad with Trigger? Ginger's Tail

dimanche 24 mai 2015

I'm trying to reconstruct a character sheet for Ginger DuPree, the heroine of my webcomic, HANNIBAL TESLA ADVENTURE MAGAZINE. Ginger started out as a character in a pulp-era campaign I ran with my wife many years back, and one of her most distinctive features is a prosthetic tail given to her by the Cat-Men from Mars in an early adventure. "They must'a figured my fanny looked funny without it," she says.

Since the tail was something Ginger gained in play, I never really statted it out, other than to add "Unnatural Features: Tail" to her character sheet. But for this new write-up I want to define it a little better.

Since she occasionally can use her tail to do things, I figured I'd give her "Extra Arm: No Fine Manipulators" or something like that. But I'm having trouble with the tail's main attribute.

The Martian Cat-Men who gave her the tail originally intended it to make her docile and obedient. Due to some miscalibration with her non-martian nervous system it doesn't quite do that. When activated, the tail makes her highly amorous, (which she would find less annoying if it didn't happen at inconvenient times). The tail was originally activated by a control device, which was destroyed at the end of her Martian adventure; but she also learned that it would also activate if someone grabbed her tail.

So. The tail carries with it the disadvantage of Lecherousness (6), but only when it is grabbed. Except I'm not sure how to model this. As I'm reading the rules, all the Limitations I can find, like Trigger or Accessability apply only to Advantages, and I'm not sure if I can use them on a Disad. Temporary Disadvantage might work, but it doesn't exactly fit.

Any suggestions on how best to build this?
Disad with Trigger? Ginger's Tail

Compatibility Confusion

Kind of confused about what works with what here.

1. Is Car Wars Deluxe exactly the same as the classic edition, in terms of playing rules? If not, could someone point out the major differences?

2. Does Car Wars Deluxe use the Compendium 2nd Edition, compendium 2nd edition 5th printing, or the 1st edition?

3. Does UACFH work with Car Wars Deluxe? Also, anyone have any idea how to get UACFH digitally?
Compatibility Confusion

Awaken, Resist Pain, Stun, FP and other stuff

In the Awaken spell description it says the following:
Quote:

Awaken
Area Spell
Renders the subject(s) awake and alert.
It instantly counters the effects of stunning.
If the subject is very fatigued (less than 1/3 basic FP), this spell renders
him alert for an hour but costs him 1 FP at the end of that time.
It has no effect on those with 0 or fewer FP.

Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to
the caster’s margin of success.
A subject rolls at -3 if unconscious due to injury, at -6 if drugged.
Base cost: 1.
Prerequisite: Lend Vitality.
This led me to some questions.

What exacly do awake and alert mean ? Im sure I can assume that this is regarding the stunning, and unconciousness side of the spell, but alert seems like such a broad term, specially when you consider this phrase

Quote:

If the subject is very fatigued (less than 1/3 basic FP), this spell renders
him alert for an hour but costs him 1 FP at the end of that time.
That doesnt seem related in the slightest to being stunned or awake, does it mean that a character under the effect of the awaken spell ignores the penalties to dodge, ST and etc. that happen when you have 1/3 FP ? is that what is mean by alert ?


It says it instantly counters the effects of stunning, does that include all kinds of stuns ?


What are the different kinds of stuns we have in gurps ? Im aware of physical stuns, mental stuns (such as from the spell or fright checks), but sometimes it seems unclear to me if mental stuns follow separate rules.


The description under the resist pain spell says the following
Quote:

Resist Pain
Regular
The subject becomes temporarily
impervious to pain. He may ignore
Spasm and other pain-causing spells.
He cannot be stunned in combat, and
does not suffer a shock penalty when
he is wounded or slow down when his
HT is reduced to 3.
However, he does
not gain any actual resistance to
injury – only to the pain it causes.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Prerequisite: Magery 2 and Pain.
The bolded part really struck me, does that mean a character under resist pain is immune to being mentally stunned ?
Awaken, Resist Pain, Stun, FP and other stuff

smurfs in toon?

would the smurfs work in toon?
if so how would you build them using toon rules?
smurfs in toon?

Epic Thief question!?

Hi there, when it is time for an epic thief to use their powers, can they use their Theft ability and then once resolved use their Steal from the Shadows ability!?

Thanks
Epic Thief question!?

First Modded Car As My First Post

Hi all,

I'm new to the forum and have just got back into Car Wars. I'm currently working on doing miniatures versions in 1X and 3X.

I've just modded and repainted my first dueling car - pics on my blog here

The base car was (I think) a Teamsterz diecast, the weapons I added were from Brigade Models in their 15mm Sci Fi range.

Hope you like what I've done so far,

Tamsin
First Modded Car As My First Post

severely limited Magery

In a low level game I'm playing in, my character has Magery (song) and was looking into buying a few levels with animal College only as well. Then i realized the only one limitation rule existed. I was wondering if anyone has allowed this rule to be ignored with either unusual background or a rules exemption perk, and if so how it turned out. Thanks.
severely limited Magery

Fantasy Grounds

I recently spent about $200 on Fantasy Grounds and several official D&D 5e modules for the same. I'm having a blast with Fantasy Grounds and it has opened up a huge array of gaming possibilities for me. I'm gaming far more than ever before because I've been able to find online players.

Just saying that if Steve Jackson Games created GURPS modules for Fantasy Grounds, SJG would get a ton of my money.
Fantasy Grounds

SkipTime extras - Pyramid 3/79

Hey folks

Hope you enjoyed the article. As per usual in a work this size, some things wound up on the cutting room floor due to space constraints. Mostly background stuff that might be of some use to GMs.

So... here we go:

The OceanWe - Extended Version

The OceanWe are hairless, genderless, endoskeletal humanoids: tall and thin, almost willowy, with light pink skins dyed yellow from near-constant immersion in sulfur. They have webbed hands and feet ending in blunted claws, scaly pads on their knees and elbows, and small, almost vestigial tails just above their dorsal excretory organ.

Their eyes are big and black, with thick lids and nictitating membranes to protect them from especially grainy rainfalls. They have a flat, thin mouth with no teeth and a short, prodigious tongue, capable of mimicking many different forms of spoken language, and tasting the air. Their ear-holes are small but quite powerful: OceanWe can literally hear a pin drop from across the marketplace.

If they open up wide enough, especially when laughing at one of their seemingly-nonsensical jokes, onlookers can see a filtering mechanism, just past the tongue: this is for straining the water when they feed. Mealtimes are communal, with all OceanWe lining up at the shoreline at daybreak and nightfall, when the microbes are most active, and walking hand-in-hand up to their eyes to take in the bounty of HomeOcean. Then, at some imperceptible signal, they turn around and return to shore in silent, eerie unison.

OceanWe tend to wear very little in the way of clothing: mostly a long, woven scarf that they throw over their faces if the air gets too heavy with particulate matter. Pregnant OceanWe sometimes wear an additional cloth over their developing children, so as to protect them from having their birth sacs prematurely burst.

Each OceanWe is capable of reproduction by the time they reach their 10th year (roughly 18 Earth years). They have complete control over this process, and can generate up to four children per pregnancy. Children gestate within semi-transparent pouches under the pectoral muscles, and develop quickly – usually erupting within 30 to 35 days. They instinctively know how to strain the ocean for food, and a baby’s first feeding is considered a great and reverent event. So, too, is the day when a child is tall enough to feed while touching the bottom, rather than having to be held up by a parent.

Reproduction can be done alone, in which case it produces exact duplicates of the parent – handy in case of a serious, population-decreasing disaster. However, in most cases the OceanWe exchange genetic material with one another through the extended touching of hands. Which individual carries the resulting children to term is a matter of choice, though most couples agree to share at least one child apiece.

The OceanWe are freakishly healthy beings, and have never known disease, plague, or sudden organ failure. Their medicine consists of healing wounds from accidents that were somehow unforeseen, or simply unavoidable. Barring death by such misfortune, they often live to be 40 years old before their bodies begin to wear down.

When they feel their health finally flag, they bid family and friends goodbye, and, after engaging in one last daybreak feeding, walk one of the river paths until nightfall. Then they go inland until daybreak, at which point they use their claws to dig a deep but skinny grave – just big enough for them to stand upright, and just deep enough for their eyes to be above the ground. Then they crawl in, turn back towards the city, and will their bodies to die.

The graves quickly fill up with water, allowing the bodies to rapidly decompose. But for a time it appears the dead OceanWe is feeding from the rocky surface of their planet.

(If guests ever get far enough out to see some graves, the guide will always know who it is. However, the guide will just say it's only "(name), feeding.")

ReligionNone

The OceanWe believe that HomeOcean is alive, and living through them. The ability to SeeSay is its gift to them, so that they may see the right way to go, and therefore want for nothing. The magnetic field is its power in motion, which they only use when absolutely necessary. They come from HomeOcean, they live on HomeOcean, they return to HomeOcean.

They have no active worship or days of reverence. To them, all acts are sacred, as HomeOcean is with them always, guiding and shaping to the end of their days. This, then, may be the reason they don’t care to travel away from their world – what is the rest of the universe when compared to the divine?

Never, ever ask an OceanWe if they would do the opposite of what a SeeSaying revealed. The very concept is anathema, and cause for a great deal of confusion and embarrassment as the being so-queried tries to understand exactly what the inquirer could have possibly meant by that. It’s one of the few times these beings seem even tempted to become violent.

HelpHere

All diplomatic issues are resolved through a specific, assigned representative, known as the ListenSpeaker. Much like with SeeSayers, each different delegation has its own ListenSpeaker, who reports back to the City Council. Any issues or requests are answered within a few hours’ time, and with no real deliberation. The Council clearly already knows the answer, but seems to want to ponder the meaning of the question, itself.

HomeRoam

Visitors are allowed wide latitude in their wanderings. They have the run of the city, and may speak to anyone, see anything they’d care to, so long as they are given direct consent. As the OceanWe have an instinctive knowledge of when not to be around someone, they consider a visitor’s unwelcome presence to be disturbing, if not downright offensive, and are not at all shy about telling their offworld guests when to leave.

There are always some OceanWe in the Visitors Market, standing or sitting in knots and whorls. They either watch in silence, or else try to imitate the speech and mannerisms of their guests, much to the interest of their fellows. Sometimes they ask strange questions, or share their somewhat surreal jokes, but they never engage in any direct business with aliens – that’s for the SeeSayers to do.

PastNone

One of the reasons why the OceanWe may be so interested in the exacting historical affairs of other species is that they do not have such a detailed one, themselves.

They can say with conviction that they went though a series of genetic changes that quickly evolved them into the upright beings they are now. They know that, thanks to the SeeSaying, they have since mastered their environment to the point that further changes to their genetic structure are no longer necessary for adaptation. They also know they once had spaceships, but no longer need them, now that they have portals, and the hub.

Past that? Day becomes night, year blends into year. Clouds seethe above, wind blows between, rain falls slowly down. Children are born, live and grow, assume a task, and eventually leave to die.

Only the city stands forever, there at the ocean’s shore. What more needs to be remembered?

LogosTech

The OceanWe have an advanced, piezoelectric-based technology – one that takes advantage of both their ability to seep semi-crystalline genetic material from their skin, and power their creations with HomeOcean's strong magnetic field. They only use this technology when absolutely necessary, content to use the same, basic methods of construction and manufacture for everything else.
SkipTime extras - Pyramid 3/79

Police Rank Progression titles...

What follows is a rather superficial list of police ranks (and superficial is fine for my purposes) taken from Wikipedia. What would you suggest for a per rank progression of these titles? Do you think it would be as simple a 1 to 1 progression matched to this list? Or do you think some of these would group into a single level of the Rank advantage?

Thanks in advance!

Note: I'm not really concerned with the accuracy of this list with real-world police agencies. What's presented is more or less adequate.

Quote:

The United States of America police rank model is generally quasi-military in structure. Although the large and varied number of federal, state, and local police departments and sheriff's office have different ranks, a general model, from highest to lowest rank, would be:
  • Sheriff (the highest ranking law enforcement official within a county)
  • Chief of Police, Police Commissioner, Superintendent, Constable (highest ranking law enforcement official within a city/municipality)
  • Chief of Police, Deputy Commissioner, First Deputy Superintendent, Undersheriff
  • Deputy Chief, Assistant Commissioner, Deputy Superintendent, Assistant Sheriff
  • Assistant Chief, Assistant Superintendent, Associate Sheriff
  • Commander, Deputy Assistant Superintendent, Chief Deputy Sheriff
  • Colonel
  • Lieutenant Colonel
  • Major
  • Captain
  • Lieutenant
  • Sergeant Major
  • Master Sergeant, First Sergeant
  • Sergeant First Class, Sergeant II
  • Sergeant, Sergeant I
  • Master Trooper, Master Trooper
  • Detective, Investigator, Inspector (this is generally only an actual rank in larger departments, and often include different levels for "career detectives")
  • Corporal Grade 1, Senior Trooper
  • Police Corporal, Deputy First Class, Trooper First Class, Master Patrol Officer
  • Police Officer, Deputy Sheriff, Trooper, Patrol Officer

Police Rank Progression titles...

Militia My Weapon Is Bigger ability

Can My weapon is bigger ability be used on a 1h and/or 2h Cheated item? (assuming i have the free hand)

Also, in a Blended game, if an ability reduce the number of hands required to equip an item (ex: Techno from Super Munchkin or Steam-Powered from GBM) can my weapon is bigger be used on the 2h item that is now 1h item, or the 1h item that now requires no hands?
Militia My Weapon Is Bigger ability

Can't Find Physical Abilities Only

Can someone tell me what this is displayed as in GCA or what datafile it might be in?
Can't Find Physical Abilities Only

[Magic] Mage Knight Spells

The question is - what are good spells for a character that is primarily a moderately high point value Mystic Knight to pick up?

Due to the DM encouraging 'well rounded' characters who have good IQ and the game having a decent deal of non combat and such activity the character has 14 IQ, and being a Mystic Knight had Magery 0 and Eldritch Power . . . so, upgrade a few of those levels of Eldritch Power to Magery and were good to pick up some spells (and have 20 ER and Vampiric Strike to refill that ER under certain circumstances)

The two sets of spells I am sure want to pick up:

1.
Haste (always handy for dodge/init/move)
Great Haste (very tricky to pull off due to long casting time and short duration, but awesome awesome awesome when you do)

2. - healing is everyones friend, no party can have to many people with healing spells
Lend Energy
Lend Vitality
Minor Healing
Major Healing
Great Healing

3.
Apportation - I always seem to find a use for this


The campaign is TL 5 (or in some cases TL 5+stuff), named Kansas City 18XX, and set in Kansas City where some fantasy stuff exists, like vampires and the US Gryphon Cavalry, and where TL 5+Stuff stuff is at least at times known to exist (such as 'Ambulomotive Ironclads'). The character in question is a Knight of the Seelie Court of Kansas City . . . and is the only party member dumb enough to rely on a bronze Edged Rapier in a land of rifles
[Magic] Mage Knight Spells

Fully updated Wizardry Redefined?

Is there an updated gdf for the article Wizardry Redefined in Pyramid 3/60?

I know about this one:
http://ift.tt/1LujNh1

But it doesn't change all of the spell details - for example, prereqs have been updated but a number of spells are still IQ/H but the article changes them to IQ/VH. I could go through and do it myself, but I don't have anything like that kind of time, so I am hoping someone else has done it already.
Fully updated Wizardry Redefined?

Looking for 5 Play by Email players for a Div 30 dual at the Armadillo Autodial Area

Please private message if your are interested.

2 of the 7 gates filled already.

30 points to purchase skills.

CW Compendium 2nd edition rules.
Looking for 5 Play by Email players for a Div 30 dual at the Armadillo Autodial Area

Training mini-games

I am planning to give the PCs a fun field day: They have just returned from a "mission" and are in a friendly environment. There is no immediate threat and it is a good opportunity for some self-improvement. The PCs have acquired unfamiliar weapons (spear throwers and slings, whereas they have had only thrown spears and rocks before). They have seen the weapons being used and can try to figure them out (Ayla's sling training montage from The Clan of the Cave Bear compressed to a few days).

I am planning to ignore the realistic learning mechanisms here. I just want to give the players a fun experience. I'm thinking of learning in some "mini-game" slash "movie montage" fashion. The award will be a single point in the relevant skill (Spear Thrower or Sling). I know that Spear Thrower has a decent default (Thrown Weapon [Spear]-4) but I kind of want to empower the PCs at this point.

So, do you have any suggestions how to make the players gain ranged combat skills such as these in an exciting way? So far I have come up with the following mini-game:

1.)The characters make a certain number of attacks against the default. One critical success is required (symbolizing a breakthrough).
2.) The distance and size of the target are varied, one successful attack is required for each combination.
3.) The players may choose to:
a.) analyze the weapons more thoroughly
b.) focus on muscle memory

So, for example:

20 attempts against the default: 5 to a close/small target, 5 to a close/large target, 5 to a distant/small target and 5 to a distant/large target

a.) 1 success required per set of 5 attacks (or two if the default would give too good odds otherwise)

b.) 1 critical success required altogether

A successful IQ roll before a set gives +1 to skill for that set (a failed roll gives -1)

A successful DX roll before a set gives +2 attempts to that set (a failed roll gives -1)

It is not necessary to attempt IQ or DX rolls

If both conditions a and b are fulfilled, the character survives the training montage and gains one skill point.

The 20 rolls may be explained to represent the whole day/week etc., so one roll may stand for one, ten or a hundred tries. Whatever sounds appropriate.

Would this sound like fun? How to add player involvement by giving them more choices? Using FP?
Training mini-games

Limitation on DR for everything BUT the torso?

It's easy to find the limitation for armoring X body parts. But I don't know how to determine armoring everything but X.

Torso only is -10%. But what if I'm only armoring cyber limbs and skull, for example?
Limitation on DR for everything BUT the torso?

Munchkin Promo Coins

This question is specifically for the 2014 coin rule for this month (May).

Basically each side of the coin gives a bonus. Once both sides have been activated, I give it to another player.

My question is if I only use heads in a game, do I only get to use the tail side bonus in the next game I use it in? Or would I get to use both sides again since it is a new game altogether?
Munchkin Promo Coins

GURPS drop-in for newbs

samedi 23 mai 2015

So I'll be starting up a drop-in ongoing demo in about a week using pre-gens, at least to start, and I'm looking for some advice.

It will be fantasy since it's familiar to everyone, including me, and I'll be able to run it more smoothly. I was considering using Lite but I think players will be disappointed by the lack of magic so BS it is. I will be limiting magic to what's in the basic set to avoid a lot of books on the table. Basic combat - I'll probably use hexes and figs but not stress over the complex movement of Advanced combat.

I'm planning on adapting a couple of the adventures from Fantasy Adventures 3e, at least to start.

Any organizational advice would be greatly appreciated, especially as to what to do if I get too many players.

I've got screens as well as the combat cheat sheets from somewhere on this site.
GURPS drop-in for newbs

Required Disadvantage - not showing in GCA

This is in the GURPS Powers 4e.gdf but it doesn't show up in GCA

Required Disadvantage, -1/-2, group(New Power Modifier), page(P21-23), level(%levelaliaslist%),
levelnames(-1,-2,-3,-4,-5,-6,-7,-8,-9,-10,-11,-12,-13,-14,-15,-16,-17,-18,-19,-20,-21,-22,-23,-24,-25,-26,-27,-28,-29,-30,-31,-32,-33,-34,-35,-36,-37,-38,-39,-40,-41,-42,-43,-44,-45,-46,-47,-48,-49,-50,-51,-52,-53,-54,-55,-56,-57,-58,-59,-60,-61,-62,-63,-64,-65,-66,-67,-68,-69,-70,-71,-72,-73,-74,-75,-76,-77,-78,-79,-80,-81,-82,-83,-84,-85,-86,-87,-88,-89,-90,-91,-92,-93,-94,-95,-96,-97,-98,-99,-100),
x(_
#InputToTag("Please specify the name of the required disadvantage:",nameext, ,Required Disadvantage),
#ChoiceList(_
name(level),
title(Required Disadvantage),
text(Please select the point cost of the required disadvantage. If the exact value is not listed pick the closest one, you will be able to adjust it later:),
picksallowed(1),
method(bynumber),
list(_
" -1",
" -2",
" -3",
" -4",
" -5",
" -6",
" -7",
" -8",
" -9",
" -10",
" -11",
" -12",
" -13",
" -14",
" -15",
" -20",
" -25",
" -30",
" -35",
" -40",
" -45",
" -50",
" -55",
" -60",
" -65",
" -70",
" -75",
" -80",
" -85",
" -90",
" -95",
"-100"_
),
aliaslist(_
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14,
15,
20,
25,
30,
35,
40,
45,
50,
55,
60,
65,
70,
75,
80,
85,
90,
95,
100 _
)_
),
#Edit _
)
Required Disadvantage - not showing in GCA

Extended ST in GCA

How do we do EXtended ST in GCA?
Extended ST in GCA

Levin-bolt

Hello all
Is there any rules pre set up for bringing in the concept of a levin bolt? I am using standard magic as skills in a fantasy world. The concept of a levin bolt, that I am thinking, comes from the book Last herald mage. Basically it's a bolt of pure magic power that is pulled directly from the local ley lines that crisscross the lands, right before everyone's feet . It's energy is pure magical power and if it kills you it basically disintegrates or frys you. Since it comes directly from the ley lines, and not the less powerful mana (where most casters use to make magic), it supposed to be fairly powerful at higher levels, and the mark of a buff mage. So on my world casters use mana to make magic, the runoff from Leylines, and some are able to tap the leylines directly (threshold magic basically) to do more raw power stuff or larger scope stuff, very valadamar magic.

So gurps Magic really does not cover magic as a energy and deals with only elements, so I'm wondering if anyone had come up with this yet? Or maybe complete write up of valadamar magic for gurps 4e? Thx!
Levin-bolt

CW6e suggestion...

While I could put this in the locked forum, at least as a comment, I think this should be brought to the wider CW worlds attention!

I think CW6e should still have Lone Star Petroleum, Incs subsidiary DinoRecreations up and running!

After all, who wouldn't want to have a duel interrupted by a rampaging triceratops, or a pack of UtahRaptors?

:-)

(OK, blame the fact I pulled Pyramid #9 off the shelf this morning, and Stephen Dedman for writing the article...)
CW6e suggestion...

Rookie needs help!

Hey guys! Me and my buddy just bought munchkin, and boi, do we love it!!

Now, i think theres ALOT of unanswered questions in this game thou, which lead to ALOT of discussions :P

1) Brush with death, does it give +5 or +7 total against undeads?

I'll be back with more! As we're in the middle of a game, and Brush with death broke it up!
Rookie needs help!

[MA/LT] Armor Based Active Defenses

I'm wondering about a Cinematic Martial Arts style which is designed to use rigid Armor and it's primary defensive tactic is to move so that attacks glance off the defenders Armor, maximizing the armor's effectiveness, instead of trying to deflect the attack with a weapon or limb. But I've got a few questions about how to do this:

1) Does an unarmed Parry have to be used with a Limb or can it be made with the torso. This is along the lines of the fact that if someone attacks your arm you can parry with that arm, or if they attack a leg you can parry the attack with that same leg. This is accomplished by moving the limb to intercept/receive the attack in a way that dissipates the attacks damage without damaging the limb. I remember training for this, in particular in regards to kicks to the leg, during Karate and kickboxing classes.
Can you do the same thing with a torso shot? A lot of martial arts classes I've taken have done similar training for knowing how to "take a hit to the stomach" without getting hurt. This involves tensing the stomach muscles to absorb the impact, while rolling with your hips and absorbing the impact with your legs. Is this just Special Exorcises (DR with Tough Skin) and training for the cinematic technique Roll with Blow? Is it technically a "Dodge"? Or technically a "Unarmed Parry" with the torso?
And if it is an "Unarmed Parry" with the torso, all the normal rules for defending unarmed against an armed attack normally apply, correct? (including that you need 2 rigid DR on the defending surface to do it safely?)

2) In Martial Arts it describes the cinematic technique of Roll with Blow (MA87), which allows a character to make a check against the technique to half the crushing damage from an attack before DR, but double it's knock-back. Is this before ALL DR, including innate DR such as that purchased with Special Exorcises (DR with Tough Skin)?
Also, do you have to attempt an active defense to use this technique or can you use it regardless of whether you used an active defense? In particular, do you have to be able to attempt an active defense to use this technique? It doesn't say so in the techniques description but that would mean you could use it even if you took an All-Out Attack maneuver.

3) In Low-Tech there is an Optional Rule for Blunt Trauma and Edged Weapons (LT102). The rule is that, for cutting attacks, if the attack fails to penetrate twice the value of the defenders DR then the penetrating damage is Crushing instead of cutting. I was planning to use this rule in the game, but does that mean that you can effectively Roll with Blow against Cutting Attacks? If so how would you handle that?
Would you:
A) make the player wait until they found out if the penetrating damage was going to be cutting and crushing before they used Roll with Blow?
(in this model an attack against a character with 3 DR must deal 7 or more damage [more then twice the 3 DR] for the penetrating damage to be considered cutting, else-wise it's crushing. If the attack did 6 or less damage then the defender could Roll with Blow to half the damage but double knock back, taking no damage but likely getting knocked back. While if the attack did 7 or more damage the penetrating damage is cutting and you cannot roll with it.)

B) allow the player to make the Roll with Blow check and get it's benefits before determining whether penetrating damage was sufficient to make the damage type Cutting instead of crushing?
(in this model a character with at least 1 DR from armor and the Roll with Blow technique could use it to half cutting damage from DR before applying armor, and the rule for Blunt Trauma and Edged weapons would apply normally from that point on.)
[MA/LT] Armor Based Active Defenses

[Spaceships] FWIW: Semi-Hard Science Boost Drive

I've had this idea for a more “realistic” boost drive for some time, but had to work out the equations and numbers first.

Mass Conversion Boost Drive (TL10^) [Any!]

This drive is a Reactionless Engine (SS1:p24) that directly converts fuel mass into directional kinetic energy instantaneously applying it to the ship and its contents boosting it to a c-fractional velocity. The kinetic energy of a ship travelling at relativistic velocities is the difference between the total energy of its rest mass (M) and that of its relativistic mass (M/τ) where τ=sqrt(1-(v/c)²) (also known as the tau factor). Thus, with K=Mc²(1/τ-1), the mass converted to kinetic energy would be m=M(1/τ-1), making τ=M/(M+m) and (v/c)=sqrt(1-τ²). The table below assumes that for safety, the fuel tanks contain mass for two boosts; one to accelerate, the other to decelerate. (For this I used M=sqrt(1-0.05*N) and m=r*(1-M) where N is the number of fuel tanks and r is the rate of mass conversion.) The conversion rates are 60% at TL10^, 80% at TL11^ and 100% at TL12^. Use Subwarp drive prices.

Code:

_____________________________________________________________________________________
 Fuel  |          Velocities/Tau Factors for Mass-Conversion Boost Drive            |
 Used  |  60% Conversion (TL10^) |  80% Conversion (TL11^) | 100% Conversion (TL12^) |
(Tanks)|  v/c  v(AU/hr) τ-Factor|  v/c  v(AU/hr) τ-Factor|  v/c  v(AU/hr) τ-Factor|
-------+-------------------------+-------------------------+-------------------------|
  1/3  | 10.03%  0.7233  0.99496 | 11.56%  0.8341  0.99329 | 12.91%  0.9314  0.99163 |
  2/3  | 14.21%  1.0254  0.98985 | 16.37%  1.1811  0.98651 | 18.26%  1.3172  0.98319 |
  1  | 17.45%  1.2591  0.98465 | 20.08%  1.4484  0.97964 | 22.36%  1.6132  0.97468 |
  2  | 24.88%  1.7947  0.96856 | 28.50%  2.0563  0.95852 | 31.62%  2.2814  0.94868 |
  3  | 30.71%  2.2158  0.95166 | 35.05%  2.5284  0.93657 | 38.73%  2.7941  0.92195 |
  4  | 35.76%  2.5801  0.93386 | 40.63%  2.9315  0.91372 | 44.72%  3.2264  0.89443 |
  5  | 40.33%  2.9096  0.91506 | 45.62%  3.2913  0.88987 | 50.00%  3.6072  0.86603 |
  6  | 44.58%  3.2160  0.89515 | 50.19%  3.6210  0.86492 | 54.77%  3.9515  0.83666 |
  7  | 48.60%  3.5061  0.87397 | 54.45%  3.9286  0.83873 | 59.16%  4.2681  0.80623 |
  8  | 52.46%  3.7846  0.85136 | 58.48%  4.2191  0.81116 | 63.25%  4.5628  0.77460 |
  9  | 56.21%  4.0548  0.82710 | 62.32%  4.4963  0.78203 | 67.08%  4.8395  0.74162 |
  10  | 59.87%  4.3195  0.80094 | 66.02%  4.7628  0.75111 | 70.71%  5.1013  0.70711 |
  11  | 63.50%  4.5809  0.77254 | 69.59%  5.0208  0.71810 | 74.16%  5.3503  0.67082 |
  12  | 67.10%  4.8408  0.74146 | 73.08%  5.2720  0.68264 | 77.46%  5.5882  0.63246 |
  13  | 70.71%  5.1012  0.70712 | 76.48%  5.5178  0.64423 | 80.62%  5.8164  0.59161 |
  14  | 74.35%  5.3641  0.66870 | 79.83%  5.7596  0.60219 | 83.67%  6.0360  0.54772 |
  15  | 78.06%  5.6317  0.62500 | 83.15%  5.9986  0.55556 | 86.60%  6.2478  0.50000 |
  16  | 81.87%  5.9067  0.57417 | 86.44%  6.2361  0.50280 | 89.44%  6.4527  0.44721 |
  17  | 85.84%  6.1926  0.51303 | 89.73%  6.4736  0.44139 | 92.20%  6.6513  0.38730 |
  18  | 90.03%  6.4950  0.43528 | 93.05%  6.7129  0.36632 | 94.87%  6.8441  0.31623 |
-------------------------------------------------------------------------------------

Dalton “who thinks this makes boost drives relatively realistic” Spence
[Spaceships] FWIW: Semi-Hard Science Boost Drive

Power Dodge and Power Block

Power Dodge = Basic Speed +3 + Talent/2
Power Block = 3 + (HT + Talent)/2 for physical abilities
Power Block = 3 + (Will + Talent)/2 for mental abilities

How would you do these in a datafile for GCA
Power Dodge and Power Block

SM+1

Anyone Know how to add this via GCA ?

I have a curshing striker with a SM+1
SM+1

I wish I'd spent a point or two on...

What are some things missing from your character sheet because you simply overlooked them?

We've got Swimming from the other thread. How about Driving (Bicycle)?
I wish I'd spent a point or two on...

Labels