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Friday, August 6, 2010

6:46PM - GURPS Monster Repository

I wanted to announce that I have uploaded a large number of monsters originally posted to the SJG forums to the new GURPS Repository (I got the authors' permissions first, of course). There are 69 monsters in it so far - all of them in the GURPS Dungeon Fantasy format.

If you have any other homebrewed GURPS monsters in the same format, please consider uploading them as well. I think the forms and templates should be fairly self-explanatory and easy to use, and in the case of monsters it should take only a few minutes to copy and paste the relevant data.

There are also a number of other sections in the repository, for NPCs, magical and martial arts styles, starships, and so forth, but these are so far largely empty. Still, if you have material for them I'd appreciate posting them, too...

Sunday, August 1, 2010

3:31PM

I hate to post such basic questions, but I don't have anyone to ask directly. When using All Out Attack (determined or strong), do you only get one attack even if you have Extra Attack, and is AOA (determined or strong) compatible with Rapid Strike or Dual-Weapon Attack?

Thursday, July 22, 2010

8:33AM - few more questions

I recently read something about backstabbing. I don't recall whether this was on the GURPS forums or in one of the books. But it was: Stealth roll -5, -5 if surprised, +5 if surprising, -5 if the environment isn't particularly suited to the task; -3 to attack for a called shot to the vitals (x3 basic damage), +4 for attacking from behind; and no defense allowed due to attacking from behind. Where did I read this? Is this feasible for backstabbing in a DF game? I might further restrict it to being an All Out Attack maneuver. Would this be suitable for use as a technique so as to buy off the -5 on the Stealth roll? How do others handle the classic thief ability to attack from behind?


The spell Distant Blow (M144) says "The subject defends normally (dodge, block, parry), as if an invisible double of the caster was engaging him." But what if the subject doesn't know the caster is attacking him, or if he is otherwise engaged? If the attack came from behind, would there still be a defense roll? How would/could this be used with the above technique?


Magery adds to IQ when you learn spells, and decreases the amount of time it takes to learn it. What exactly does this mean? I can't seem to find any rules for learning skills or spells. Based on the behavior of GCA4, Magery adds to effective spell level. I'm currently under the impression that Magery does not count towards the reduction of casting time and cost for high skill. Right?


Is there a spell, besides Reflexes (which grants Combat Reflexes), that increases Dodge?

thanks

Thursday, July 8, 2010

10:29PM

Recover Energy (B248) says a normal person recovers energy at 1FP per 10 minutes, and that a mage who knows this spell at 15 and 20 gets faster rates. Does this mean that this spell doesn't do anything for a mage who knows it at less than 15?

Sunday, June 20, 2010

1:43PM

I'm trying to think of something useful to do with Create Air (M23,B243) besides simply be a prerequisite for other spells. So far I've only come up with a few ideas, most of which involve an empty pre-sealed bladder. You could use that as an emergency flotation device. Could you wedge it behind, under, or between something else, to wedge things open, topple things, or break things open? I know the spell description says it won't burst the stone from inside hollow areas, so obviously there is a limit. Could one use an empty bladder wedged behind/under a 10' statue, cast Create Air into it, and topple it? Could it open/break a flimsy door? Could it lift a cart or wagon to make changing a wheel easier?

I suppose you could use a bladder to plug a leaking pipe or stop up a chimney.

You could use the spell itself to create a diversion, possibly involving a campfire, intensified flames, and flying cinders. What other non-bladder uses can you think of?

Wednesday, June 9, 2010

5:29AM

According to B417, using two weapons and having the Extra Attack advantage grants you three attacks per round, albeit at -4, -4, and -8 unless you also have other skills or advantages. Rapid Strike lets you turn one of those into two attacks at -6 each, and All-Out Attack (double) lets you take one further attack, for a total of five, assuming at least one is with your off-hand. Is that correct? I'm new to GURPS and am still learning the basics in a lot of areas. I have been under the impression that you had to take Extra Attack if you wanted to attack more than once per round without much difficulty.

Also, am I right in thinking that in order to create a wall of fire, you should cast Create Fire with a radius of 2 yards, covering 7 hexes, and then Shape Fire it into a wall 7 hexes long? Or radius 3 and have it be 19 hexes long. Why isn't there a Wall of Fire spells anyway? There are quite a few others.

Saturday, July 25, 2009

9:03AM - Vorkosigan Saga

Has anyone looked at the new Vorkosigan Saga setting? I'm not familiar with the fiction it's based on but it looks interesting.

Friday, July 10, 2009

9:40AM - rules question

Hi all,

I'm somewhat new to GURPS in general and had a question about one specific rule.  It says that you can only block one attack per round.  It seems a little strange to me.  If I have a shield on my left arm and 3 archers fire at me from my left side, raising my shield should (possibly) block them.  I wouldn't block one and then have to dodge the other two.  I understand that the shield defense bonus raises all defenses, but that doesn't seem adequate.

I am reluctant to create house-rules for that type of situation since I am inexperienced with 4th edition gurps.  Has anyone here made a rule for this situation? 

I was considering a clarification that said you pick one general arc, either front or shield-side, and you can try to block attacks from that arc.  either that or you can raise your shield and it acts as cover would, forcing opponents to target exposed areas with the normal hit-location penalties.

thanks for your time.

Current mood: grateful

Tuesday, May 5, 2009

3:12AM - Steve Jackson's vanishing car!? Is there anything GURPS can't do?

Okay, not exactly...well. It's about an art student and an invisible car..

http://news.bbc.co.uk/1/hi/england/lancashire/8030766.stm

A design student made a battered old Skoda "disappear" by painting it to merge with the surrounding car park.

Sara Watson, who is studying drawing at the University of Central Lancashire (Uclan), took three weeks to transform the car's appearance.

She created the illusion in the car park outside her studio at Uclan's Hanover Building in Preston.

The car is now being used for advertising by the local recycling firm that donated the vehicle.

'Just amazing'

Ms Watson, a second year student, said: "I was experimenting with the whole concept of illusion but needed something a bit more physical to make a real impact."

She was given the Skoda Fabia from the breaker's yard at local firm Recycling Lives.

Owner Steve Jackson described her work as "amazing".

"When I first saw the photos I was convinced it was something which had been done on the computer," said Mr Jackson.

"But when you look more closely you see the effort and attention to detail she has put into it. It is just amazing."

Tuesday, February 3, 2009

11:33AM - Stat Request: Fun Things to Fight

Soon I'm going to be starting a casual GURPS game, modern setting with a liberal dash of both fantasy and sci-fi (similar to GURPS Illuminati University, if you're familiar). There will be a fair amount of silliness and a fair amount of combat, though the group would also like a little serious roleplaying as well. In any event, I need to get together some interesting things for them to fight. Anything goes here--dragons, vampire SWAT teams, giant teleporting ogres, just anything that would be totally fun and awesome for three or four 220point characters to fight. If you've got stats lying around for something like that that you've created in the past, please share them with me--it'd be much appreciated and save me a little prep time!

Thanks, guys. :)

Saturday, September 6, 2008

1:20PM - Uncommon Games (Cambridge MA) Players Wanted

Drama and Intrigue at the Chicago Columbian Exposition!

Come and see the Spectacle! Technology and Art, side by side- the rise of America and American Ingenuity and the Progress of Man in the last 400 years! Rome was not built in a day, but the White City, in all of it’s Grandeur was built in a year! The greatest minds, the greatest artists, the greatest inventors have created the Greatest Spectacle of the Modern World, and all of the Nations of the World have been invited to partake, and show their best efforts.

What could POSSIBLY go wrong?
Come and join us at Pandemonium in September for a Steampunk Adventure at The Chicago World’s Fair of 1893, with industrial espoinage, international intrigue and assorted skullduggery. We will be using the GURPS system (3 edition, but I am flexible), and pre-generated characters, in a cinematic pulp setting based (loosely) on historical events. Player will get to choose between a two plots, a heroic one or a villainous one. The game is expected to run for three or four weeks, Saturday evenings 6-11pm, starting September 13th.

GM: Tanya
In-Store Location : Sofas Of Mortal Peril

Current mood: busy

Thursday, March 27, 2008

12:28AM - Gm wisdom needed

A little back story:
I've been running a gurps game for the past 2 months. This has been my first GM'ing experience ever, so I'm at a loss sometimes on rules, and tools that Gm's have picked up over time. Just so you understand where my request is coming from.


At the end of the last game, the player's characters accidentally stepped through what is called a "Time Slip"; a rip in reality that leads to any number of random alternate timelines. This version of reality they're in has gone to the wall, as it were. There is a massive battle going on that is tearing apart the city.

I know what I want to do, but would like some feedback on how to do it.

I want the characters to keep moving. The game session I want them to be pushed hard and have to deal with things quickly and move on rapidly, with only a few chances for a break to take a breath until they finally reach the end of the game session when they fall back into their home reality.

Any thoughts from the braintrust here that can help me focus my game a bit more. One of the other problems I note is if I rush things, the game will get done sooner than normal; how do I ensure a full game session?

Current mood: bored

Saturday, February 16, 2008

6:24PM - Jumper

I went to see Jumper today. Ever since I saw the previews I've been asking myself, "What would it be like to run a campaign where all the PCs can teleport?" GURPS, I think, would lend itself particularly well to such a campaign concept. Teleportation wouldn't be quite as powerful as in Jumper, in terms of quickness or reliability, but I think that's a good thing, especially if one's roleplaying group has one of those guys who tends to use his abilities in the one way that will cause the most headaches for the GM. :) I love guys like that, and they keep your thinking fresh, but if you give 'em an inch they'll take a mile.

One thing I'm thinking about is, in the movie, electric shocks disrupt the subject's ability to teleport. I think there was some mention in the movie of how the electrical impulses disrupt the target's nervous system. The question is, how would this work in GURPS mechanics? And what sort of equipment would Paladins be packing, in terms of weaponry stats and so forth, for taking down Jumpers? If anyone wants to whip up some Jumper-hunting gear, this is your opportunity. I've got my own ideas for how one might handle electricity's effect on Jumping, but I want to hear your own ideas without any outside input first. (For more info on the Warp advantage, see p.98 of your Basic Set.)

So yeah. GURPS Jumper. What do you guys think? Let's share some ideas.

Thursday, November 29, 2007

10:49AM - Looking for Players in Chicago North Suburbs or Chicago

I'm looking for more people to play in a unique fantasy GURPS 4th edition game I'm going to start shortly after the holidays. I'm going to run the games at my house in Mount Prospect (about 2 or 3 miles from Games Plus). Mount Prospect is accessible from Chicago via Metra (and we can pick people up from the train station).

For more details see my recent post to chicago_gamers

Tuesday, November 20, 2007

11:06AM - Looking for a Local Game/Group

I'm looking to join a game or to GM GURPS I currently have an Idea for a campaign I would like to run (Modern with several twists). I would prefer this game be local to me or atleast within close driving distance if someone would be willing to pick me up. This game can either be once or twice a month. Feel free to comment if you know of anything in the Rockford, Illinois area.

Saturday, November 17, 2007

2:52PM - Transhuman Space: Changing Times

I've recently been introduced to GURPS Transhuman Space and love the setting.  I am on the fence about buying Changing Times, though, as I'm still using Third Edition.  

Does anyone know if there's enough useful content in Changing Times to warrant buying it for a Third Edition campaign?   

Current mood: caffeine deprived

Friday, November 16, 2007

6:19PM - Powerstoens

So, I've been hacking away at GURPS 4th Edition Magic. I haven't GMed GURPS since 3rd and then it was more than a decade ago. So my memory is fuzzy on some details and I need some info/advice that I'm not finding in the new books (very different layout).

Powerstones - where do they come from? I can't seem to find the rules (or maybe I'm missing them?) on how to create a powerstone. Is it a complex enchantment? Is it a mysterious stone that fell from the sky?

Any and all info of englightenment would be useful...

10:36AM - Character Sheets (4th Edition)

Does anyone have a better version of a Character Sheet for GURPS that is intended for long term use? I'm working on getting organized my notes for an upcoming GURPS Napoleon game and find the ones I've seen on the SJG site to be rather limited and not well designed for extensive use. They don't really handle things like complex contacts, allies, alliances, and other campaign details that players will develop over time. Or characters with a LOT of skills, equipment or spells. Can anyone point me to some offerings for such online?

Thursday, October 25, 2007

10:49PM - Fun with Nightmares, and Other Psychologically Heavy Stuff

I've been running a role-playing game on Thursdays. We started earlier in the summer, if I remember correctly, and three of the four guys involved in it were carry-overs from the other RPG I'd run during the winter and spring. In the first session, the four player characters died (killed in a sudden goblin attack on their college campus) and found themselves at the gates of the Greek Underworld, Hades, and crossed the river Acheron via ferry into Erebus. In the second session, the group met Minos, one of the three judges of Hades, and struck a deal with him to get their lives back--in exchange for killing goblins. For the past seven or so sessions, they've been hopping between various worlds using a tiny nexus realm known as the Farthest Reaches of Space (an homage to Chrono Trigger's "End of Time"), searching through reality for goblins to hunt down and take out. On their travels, they've met Athena, Anubis, Pallando, the denizens of Jorge Luis Borges' Library of Babel, a race of sentient man-sized hermit crabs, and more blood-red goblins than you can shake a stick at.

Tonight's session was particularly intense. This was because the majority of the session (probably 2.25 of 3 hours) occurred entirely in the head of my friend Trevor's character--in the form of two back-to-back nightmares. Trevor's character is a career chamber musician and a medium on the side, hailing from 1870's America; his first nightmare recalled a particularly important and successful concert from his past, but it rapidly degenerated into threats from hostile spirits and an impending slaughter of his fellow musicians. He woke up with the dread of inevitable disaster still hanging over his mind.

For the second dream, I didn't tell the PC's that Edward was still dreaming. I had their reality-hopping adventures proceed as usual, albeit with Edward a bit shaken and sleep-deprived, still with vague premonitions of catastrophe. They entered an area similar to the setting of his dream, but were attacked by a magician and his gigantic metal wasp. The magician made assaults on them, able to open wound channels in their bodies simply by snapping his fingers, and Trevor's character woke from this mess screaming, frantically checking his body for wounds.

All of this is to say that we had a pretty dang intense session tonight, and I'm probably gonna have to take a good long shower to calm myself down before I can get to sleep. :) Do your campaigns and sessions ever get pretty dramatically intense? (And I'm not talking emotionally intense here, as in the case of conflict between players; I refer to times when the PCs are in situations of much gravity, and the players get so much into the drama of their characters' circumstances that they get really worked-up too.) Have you ever had to do something to deal with the dramatic intensity, either post-session or during the game itself? What do you do to "decompress" after a particularly heavy session?

Tuesday, October 23, 2007

4:36PM - Spiked Knuckles?

I was wondering if anyone knew or if it is written any-where,but what would Spiked knuckles do for damage? I don't recall seeing it in the three books I have.GURPS Characters & Campaign,and Atomic Horror.

Current mood: curious

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