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?

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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

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