Car mountable laser weapons under development

samedi 25 avril 2015

http://ift.tt/1IWBiW4

The thing in this picture isn’t a photon torpedo. But, it’s close. It’s a photon cannon, currently under development by General Atomics. Small, versatile, and completely self-contained, it turns anything onto which you stick it into a powerful laser weapon. And at just two cubic meters in volume, you should have no trouble mounting it on the roof rack of your Volvo.
Car mountable laser weapons under development

Is Chez "World" possible?

Hello , i have a question about this game and it should be my last hopefully. i currently own Chez Goth, Cthulhu, and Geek w/ all 3 expansions and it states you can either mix either of the two games with each other, but if your crazy like me and want to add more than 6 people to the game is it possible to mix them all together? How would job cards work if so (considering the card backs are different)? i already have a good idea on how the counter system should work pretty much but also know the counters would be few and far between when it comes to gloom and madness. i'm currently waiting for chez Greek and chez grunt to arrive in the mail and want to mix those as well. Now am i being completely crazy because that's a ton of cards to handle or is there some way to mix all of them and make like a chez "world" scenario? I'm currently deployed on a ship and trying to implement a large game to accommodate more than 15 people. i emailed CG line editor, Leonard Balsera, about the question but he wont be able to get back to me until monday. Does anyone out there who has played the game have any suggestions? :)
Is Chez "World" possible?

[Basic Set] Invisible Weapon

A bit of silliness occurred* and resulted in the quandary: if hitting an invisible opponent can be a mere -4, what's the mod for hitting or defending with or against or striking at, invisible melee weapons?

*an attempt to illustrate tactical melee using 4" figures on 2" hexes; fig#1 leather hooded cloak, chain hauberk & trews, slung kite and a zweihander; fig#2 partially armored Obi Wanish figure with empty hands... invisible staff!
Plus four varicolored spidermen. Needs must:/
[Basic Set] Invisible Weapon

[RPM, LT, DF] Enchanted Weapons and Armor

Originally posted in the wrong forum, because I am a derp.

------

I'm gearing up to run a GURPS-ified version of the Pathfinder Rise of the Runelords adventure path (yes, that again), although with a couple of twists. The twist pertinent to this thread is that it's using Ritual Path Magic instead of the vanilla variety, and in the course of working on it I realized "I don't know how to make enchanted arms and armor using RPM."

Fortunately, Christopher Rice's excellent Metatronic Generators article in Pyramid 3/46, combined with his equally excellent adaptation of it to RPM right here, does a great job at pointing me down the right track.

Unfortunately, it requires me to have even a remotely tolerable grasp of the powers-creation rules, which I don't possess.

I'm hoping to be able to throw out a couple of very simple examples for the hive mind to dissect just to make sure I'm not completely lost in what I'm doing here, so without further ado:


Plain Ol' Magical Knife
A Balanced, Very Fine, Ornate (+2) Long Knife with some extra oomph. Mini. $127,440. 1.5 lbs. Self-Powered.

Statistics: Innate Attack 1d (Impaling, with Cutting as an Alternate Ability) [9.4 Base]; Melee (Reach C,1 -20%; ST-Based +100%), Armor Divisor 2 (+50%), Magical (-10%) [20.68]
Basically a +1 Mail Tunic
Expertly-tailored Heavy Mail short hauberk (Torso only). Whoever it originally belonged to prized function over form, as it isn't decorated. Portable. $31,200. 15.3 lbs. Self-Powered.

Statistics: Damage Resistance 1 (Hardened 1 +20%, Torso Only -10%, Flexible -20%, Magical -10%) [4]

Critiques / ridicule welcome. Gotta learn this stuff somehow.
[RPM, LT, DF] Enchanted Weapons and Armor

[Basic] Skill of the week: Exorcism

Exorcism is a Will/H skill that allows you to expel a spirit from a person it is possessing, or a location it is haunting. This works by religious, rather than magical, means and you're at -4 if you don't have Blessed, Power Investiture or True Faith (or Divine Favour, with that book in use). The defaults are Will-6, Religious Ritual (any)-3, Ritual Magic (any)-3 or Theology (any)-3. There are no other modifiers listed, but equipment modifiers might be relevant, and Time Spent (B346) applies, although an exorcism takes quite a long time anyway. If you are taking extra time, a team effort resembling ceremonial casting (B238) could make sense, see Combining Powers from Powers p170. Using less time stacks up serious penalties. As Bill Stoddard pointed out last week, Exorcism is one of the oldest schools of healing. It presumably dates from the period when everything not utterly mundane was religious or spiritual.

Doing an exorcism takes 15 minutes x the spirit's HT, and an Exorcism roll. Critical failure requires you to roll on the Fright Check table at +10 and means you can never exorcise that spirit; failure requires you to wait a week before trying again and critical success banishes the spirit immediately. Ordinary success allows a Quick Contest of Exorcism skill vs. the better of the spirit's ST and Will; you get a bonus against a spirit possessing a creature or person of the better of the possessed's ST and Will, making the job normally much easier than exorcising a haunting. If you win, and the spirit is that of a mortal, it passes on; if it's a demon or something similar, it makes a reaction roll and flees on Poor or better, or attacks in any way it can on Bad or worse. If you fail, you can't try again for a week. In both of the failure cases, if you can make an IQ roll afterwards, you learned something about the spirit which will give you +2 against it on subsequent attempts, but you can't get a bigger bonus for further failures. I could imagine that bonus being passed on to other exorcists, for really well-known spirits, in person or in writing.

Exorcism is common on templates for religious professionals, low-tech wise folk and monster hunters. In the highly magical world of Banestorm, Exorcism has an additional -4 against demons. Dungeon Fantasy uses the skill a lot: as a primary skill for Clerics, Holy Warriors and Exorcists, a part of several power-ups, holy symbols that give bonuses, and a good deal more. Fantasy has more rules about the skill, and Horror has lots of ways to use it. Magic has the Banish ritual, which only works on extraplanar intruders. Monster Hunters has modern-day rules. Power-Ups volumes 2, 3, 6 and 7 all have examples that include Exorcism. Psis has a lot about using Exorcism to counter psionic powers. Thaumatology has a Path/Book ritual for doing exorcisms, and Urban Magics covers the spirits of mobs. Some kinds of Zombies can be exorcised, although this isn't the first thing to try.

I don't think I've ever seen this skill used in play, although it's on my to-buy list for a character aiming at True Faith, and doing this write-up has made me wonder if it might be relevant to a scenario in a campaign I'm currently playing. I've seen the Path/Book ritual used, to good effect.

How have you exercised Exorcism?
[Basic] Skill of the week: Exorcism

Altered Time Rate as a temporary power

How would you model a normally permanent Advantage as a Power which you can activate at will for a few seconds maximum (say 5 seconds), then with a longer cooldown? I've had a go at this myself but I'm not experienced with Power-building:

Affliction?? Altered Time Rate (Psionic -10%, Costs Fatigue 2 -10%, Nuisance Effect: causes you to ingest more calories -5%, Self Only -10%??, Reduced Duration 1/30 (5 seconds) -30%, Takes Recharge (15 seconds) -20%) [25]

Does that work? Not sure how to price 'Affects Self Only' in this case.
Altered Time Rate as a temporary power

Vampire's SLURRRRP ability

I have an even more basic question re: the Vampire's ability to "take a level" and this is probably supposed to be an obvious interpretation but i'm in the middle of a game that has halted because everyone is interpreting this race card differently... experts please weigh in!...

the vampire race card says "when you play a go up a level card, you may take that level from any other player with a level higher than yours"

So the dispute is: what happens to THAT player you take it from...
1. Do these two players basically "swap" levels or...
2. Does the vampire now become the same level as that player they "took" it from or...
3. Does the vampire go up ONE level and that player just drops down ONE level?
Vampire's SLURRRRP ability

Labels