Moving another campaign to GURPS from Pathfinder

vendredi 1 mai 2015

Hi all! I'm back again with yet another request for assistance from the GURPS Collective.

Specifically, I'm looking for assistance with the the Dark Elf (Drow) racial features of Dancing Lights, Darkness, and Faerie-Fire.

Dancing Lights seems to be either Create [Light], Create/Control [Light], or possibly some form of Illusion (Visual Only)? Do Illusionary Lights actually provide illumination?

Darkness was the easy one -

Darkness - [Obscure (Vision) 1 - Area Effect (16 yd), +150%; Extended Duration (x10), +40%; Ranged, +50%; Limited Use (1/day)]

That's almost exactly the same -
  • Causes the light level in the area to drop levels instead of just to straight darkness..
  • Lasts 100 seconds instead of 60 seconds.
  • Has a Radius of 24' instead of 20'.
  • Can be used range or dropped on self.

Now we come to Faire-Fire, the one that's a PITA. Maybe some sort of Malediction (Disadvantage:Incompetence (Stealth)) or something?

I guess we could slap some sort of Magical Knack and use the default spell system as perks.... but we're using RPM and then I'd have to spec out the abilities anyway if I wanted to use them more than once a day - or if another player wanted to be able to so the same thing.

Anyways.... Thanks.

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The GURPS Collective [GC] thing just gave my head-canon UFP the heebie-jeebies... The Borg were bad enough... but GURPSified Borg? O.O
Moving another campaign to GURPS from Pathfinder

Reactionless Thrusters for real???

http://ift.tt/1Ix6SvE

The name of the article is rather misleading. It seems to be talking about a kind of reactionless thruster that uses microwaves to generate thrust. Supposedly they say it could accelerate a ship up to 0.10c and reach Alpha Centauri in 96 years. I ran the numbers and that suggests an acceleration of about 0.002 G's. Dunno if it's real or not, but the possibilities are something to think about. It may not open up the stars for us, but it would make traveling around the solar system a lot easier.
Reactionless Thrusters for real???

pillow case

Saw the post about ordering from warehouse 23, is this a new pillowcase, or the one from the Tavern last year?
pillow case

Noob question about Telekinesis

How would you be able to use the Telekinesis advantage to target more than one object per Concentrate maneuver? I've looked through the list of enhancements, but I haven't really seen anything that does this. Could any of you please point me to this kind of enhancement, and if it doesn't exist in the rules, what percentage would be balanced (maybe +50% per extra target)?
Noob question about Telekinesis

[RPM] Anti-Bullet Wards

I've been struggling to come up with effective anti-gun wards with ritual path magic. I'd like to see a variety of different strategies using a variety of different paths but I still haven't come up with a single ward that works.

What I'm looking for:
Fully stated out Rituals which could be used as a defensive cast, as a charm, or as a conditional spell to defend a Ritual Path Magic user from fire-arms. I really don't expect every ritual to solve every problem. Any ritual which deals with any of these problems to any extent is good. I'm looking for stated out ideas, not perfect defenses! (Although if you find a perfect defense against fire-arms I'd love to hear about it!!!)

Considerations:
Caster Capabilities
I'm looking at RPM users of primarily two different levels of skill: The Witch (as the champion template of that name from MH) and The Magician (as the sidekick template of that name from MH).
  1. Witchs typically have Ritual Adept, Magery 5/6, and a range of Path skills from their lowest at 13 to their highest at 17/18.
  2. Magicians typically have Magery 2/3, and a range of Path skills from their lowest at 11 and their highest at 14/15.
Assuming the upper ranges of skill, but no grimoires or sacred places are available, and that they will stop if their skill drops below a 13, these two casters can comfortably work rituals of about:
  1. Magician: up to about 32 energy
  2. Witch: up to about 125 energy

Guns
It's relatively easy to give yourself enough DR to stop a Beretta Mod 92 (which deals 2d+2 damage with a RoF of 3.) I'm looking for effective ways to deal with more effective weaponry like the following:
  1. MP5A3: 3d-1 pi, Acc 4, RoF 13, Rcl 2. Range: 170/1,900.
  2. Izhmash AK-47: 5d+1 pi, Acc 4, RoF 10, Rcl 2. Range: 500/3,100.
  3. Barrett M82A1: 6dx2 pi+, Acc 6+3, RoF 1, Rcl 3. Range: 1,700/6,500.
Note that for submachine gun and assault rifle it wont be enough to stop a single bullet because a reasonably skilled user with a second of aim will be able to drop multiple shots on target (unless you're at super long ranges of course.)
Note also that guns (particularly Sniper Rifles) can be used to attack ritualistic from extremely long ranges and without warning. Defenses that require targeting the sniper might require as much as 21 extra energy to deal with that.

Scenarios
Here are a few scenarios that have come up in my games that I'm wondering about. But don't feel limited! If you have any other sort of scenario where a ritualist needs to neutralize the threat of a fire-arm feel free to share it and any potential solutions you have!
  1. Sniper: An individual with a high accuracy, high damage, high range, low rof weapon fires a single shot at the rituals from a very long ways away.
  2. Eat Lead: someone opens up on the rituals from short ranges with a high RoF weapon with the Ritualists foreknowledge of the attack
  3. Suppressing fire: The Ritualist needs to make their way through an area covered by suppressing or covering fire
  4. Plink Plink: someone is firing single shots or semi-automatic fire at the Ritualist from short to moderate ranges.
[RPM] Anti-Bullet Wards

DR (Absorption) and activated abilities

A player in one of my games is building a character who can absorb attacks and use them to power his own abilities. DR with Absorption, so far so good - he's got a handful of traits he can buy/boost with the absorbed points, and it all makes sense. How would you price a trait that he has, but drains the absorbed power when used? Sort of like Costs CP, except obviously not worth the 1/5 multiplier, because it's only draining phantom points. -10%? -20%?
DR (Absorption) and activated abilities

New Campaign: Victorian Horror UII

I get to run the next campaign for my d20 obsessed gaming group. They trust me though as I ran an IW campaign a few years ago that was quite awesome. So this time, I'm trying my hand at some Victorian Horror.

The house on the hill had been standing for over a hundred years. Some say, closer to two hundred. You're working in the front office of Unlimited Investigations Incorporated when the new owner of that House on the Hill tentatively enters the office. You greet him warmly, and you know he has something on his mind as he asks to see the proprietor. Marcus Fink, PSI, DPS (Psychic Supernatural Investigator, Doctor of Paranormal Studies) is in the other office. You pick up the speaking tube, and announce your visitor. Marcus steps out, showman to the nines, resplendent in his red silk lined cape and immaculately coiffured hair. He bows to the visitor as the nervous man goes into his story. He's afraid, you see, of the myths surrounding the house on the hill. That the house is haunted by the souls that died there over the years, about its secret black past. Marcus has you get the man a cup of tea as he ushers him into the other office. Won't he just tell him all about it, and of course it won't cost a fortune, its really very reasonable you know my old bean.

An hour later, cash advance in hand, Marcus has you go round and get three of your mates, ones that can be trusted to keep a secret, you have a job to do. In fact, get those two that've done this before, and see if they know anyone else that might be good for fighting the forces of evil. It is after all, a growth industry, and this job, might just keep UII in business for another couple of months!

Sounds pretty straightforward right? Except, its all a sham. Marcus is a fraud, a huckster, a certified, grade A, snake oil salesman. The times call for supernatural boojums, and Marcus Fisk found his niche. Its not a luxurious life, but it gets him by. He lives in a part of London that isn't constantly on fire, pays the constable a bob or two to look the other way, and keeps a few of the local boys employed. They're all pretty good at this, acting and making believe spooks and spectres are as real as the day is long. How easy it is to bilk a credulous fool out of his Pounds Sterling.

That's where you come in. You've worked with Marcus before, and you made it look good the last time. Or you're the new guy that is being trusted to be let in on the secret. The spooks and spectres are you. Stage paint and a little radium glow. That's all it takes to get a grown toff to run screaming for the hills while Marcus and crew Vanquish the ghost.

It ain't a bad life really. As long as you can play the part.


UII is a Victorian Horror game, set in 1860's London. Characters should be built in GURPS 4e on 75 points, with no more than 30 points in disadvantages and 5 points of quirks. There will be opportunity for advancement in character point terms in the first few adventures. Remember, you're just normal blokes working for a charlatan. Think of why you're working for this guy instead of making a more honest living. I'm going to 4e from 3e because the ruleset is a bit more streamlined and makes far more sense in some places. Some cinematic rules will be used for the campaign, but it will be fairly "hard". Combat should be quick, and at times deadly so thinking is better than punching. Or shooting.

Read more: http://ift.tt/1E2cis4
New Campaign: Victorian Horror UII

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