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Douglas Cole

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Due to life stuff, here's an old article on looking at armor in GURPS by cost and weight.
Highlighting some old posts, because I've been having quite the week at work. So highlighting something that goes along with my Violent Resolution column for this week. Here's a fun post about choosing the best possible armor...
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My latest from Pyramid is out today - so here's some Designer's Notes.
The Vanishing Sun" was one of those articles that I'd been thinking about for a while. Something peculating in the back of my skull for about a year. I'd gotten the idea while working on some private commissions for a fantasy...
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Lord Irish's profile photoChristopher R. Rice's profile photo
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Thanks! :-) It's number 29 and I still never get tired of seeing my name up there. I doubt it'll ever get old. 
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Jason GURPS

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GURPSDay Thursday!

Here is another session of our ongoing #GURPS  campaign, the Grand Duchy of Adventure

Episode 54 sees the Grey Company finishing up their business in the Elf village of Rifllian. They buy some gear, have some items identified, pay some taxes and spread some false rumors about their upcoming journey.

As they leave town, they realize someone is following them so they set a trap and capture the unsuspecting fellow. During the interrogation, he manages to drink a potion of invisibility and runs. Fortunately one of the party members has a sword that grants the ability to see invisible and the chase is on!

http://darkpathsandwanderedroads.blogspot.com/2015/05/grand-duchy-54.html

Set in the #KnownWorld  of #Mystara  and played over #Roll20  
Grand Duchy of Adventure Session 54 May 7, 2015 Wrapping Up In Rifllian Lunadain 9th Yarthmont Arranging for Supplies The Grey Company decides to stay in Rifllian for another day, at least to let the storm's pass. Ree ...
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A session recap from the vault.
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Ricky Moore

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In the Star Trek TNG the sublight engines were something like 'subspace' drives that allowed essentially infinite acceleration.

In Star Trek TOS, both the canon and the performance, they were specifically powerful fusion reactors. They allowed some pretty intense acceleration and maneuvering capabilities, and their reaction mass requirements are presumably low for total acceleration.

Given that, I've decided to replace the subwarp drives with a pair of superfusion torch reaction drives. Given that the TL is 12^, I'm willing to outright handwave fuel mass requirements in favor of Power Points, barring some damage or extended lack of repairs there's always 'enough' to reach around .3c.
Also, the Impulse drive is at the front section of a starship, with maybe a supplementary central or rear drive - at least in the Federation!

Another decision was to separate Deflectors and Shields, which are identical except that Shields function at full DR Force Screens against Disintegrators and ridiculous stellar phenomena, whereas Deflectors behave as normal Force Screens regarding lasers, rocks, etc. but are useless against disintegrators (rather than 1/10th DR BTB).
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Tiago Hackbarth's profile photoRicky Moore's profile photo
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Thanks for the feedback! Preparing for this campaign has been a real learning experience.
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I'm polishing up my sequel to #GURPS Metatronic Generators next week - if you want anything included in that system - now's the time to say.
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Ricky Moore

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Blast Half a Continent
It's worse than that. In TOS, the ship's phaser banks were much more realistically powerful, compared to the movies and the other series.
By 'realistically', I mean given the known power of those ships, the kind of power you'd need to do star flight. It was said more than once in the days of TOS that Enterprise had sufficient fire power to wreck inhabited worlds.
- Johnny1A.2, http://forums.sjgames.com/showthread.php?p=914003

As a good indicator for the high end of Federation engineering limits I was wondering just how powerful a Constitution-class ship ought to be - assuming that, with some serious pouring on of energy, they can literally slag at least the surface layers of huge swathes of a planet.

My Constitution-class design is heavily inspired by the Intrepid-class http://www.sjgames.com/gurps/books/spaceships/spaceships3/ .
I understand the disintegrator effect's cosmic armor divisor covers a lot of this, but would two 30GJ disintegrators and two 10GJ's be enough to vulcanize/nuke a half continent in a reasonable amount of time (less than a day)? This capacity probably reflects an amplified output, as many technological devices in Star Trek seem capable of being 'pushed' due to their Very Fine construction and sheer material technology.

I'm also going to allow for the Omniblaster and Selective/Area effect on the ship's phasers. Though, given the problems of loss of integrity in space, it's not necessarily going to be possible to 'harmlessly' disable spacecraft.
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Jared Green's profile photoRicky Moore's profile photo
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http://www.projectrho.com/public_html/rocket/respectscience.php
Moon = pointless airforce boondoggle + bread and ciruses. I don't buy into Federation Humanism, ese.

Anyway, in the original series, they blow stuff up with one shot most of the time, except when the Enterprise jobs to demonstrate how invulnerable the new space amoeba is.
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Actual play from Reclaiming Khazad-dum. It won't be a campaign about Khazad-dum without a Balrog, I don't care if he died already once: he may just live again.
Taking care of business The viceroy, Bain Stonetongue, resumed his command of the expedition and immediately dispatched the ragged remnants of Battlegroup-West to recuperate away from the Balrog's curse. A "lot" from Bronze-...
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Ricky Moore

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This isn't real specific to GURPS, but it does have to do with how GURPS treats high-technology weaponry.
It is noteworthy that the objective performance of all firearms and artillery in Star Wars (excepting the magical swords and the Death Star itself) is inferior to weapons we Earthlings made 50-70 years ago. There is nothing in any of the movies, even the prequels, that shows anywhere near the accuracy, reliability or stopping power of an MG42, much less a tank or a nuclear missile.
This is almost a question in itself: why do science fiction weapons blow? Perfect Dark is another example, the handguns in that are awful, oversized and have no ammunition capacity.

Now it would be easy enough to simulate these god-awful weapons simply by using Musket statistics and making it do Heat damage or something. GURPS is clearly inclined to assume that firearms don't regress for no apparent reason. But, other than plot convenience, is there a reason why the future is less armed than an 1890s army convoy?
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Benjamin Davis's profile photoRicky Moore's profile photo
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+Benjamin Davis Well, more than that is "why do civilizations with obviously massive engineering and power capabilities fail to adequately or even passably defend themselves on TV."
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https://docs.google.com/document/d/1YmOpitCyjOnAO3KAhZgab-lEFdyLKPo8CjwBLUrbCdQ/edit?usp=sharing

First attempt at getting all the gnome units in one place. Hoping I can get input on which ones sound good, what's missing, and what may be removed. :)
Drive
Gnomes, List of All Units (Under Construction)Infantry Very Light Infantry Gnome Slingers (Slings) Fireslingers (Flaming Slings) Gnome Atlatls (Atlatl javelin-throwers) Light Infantry Firelaunchers (Flaming Prodds) X-bowgnomes (Crossbows) Pavise Crossbows (Veteran Crossbows w/ Large Shields) Gnome Sharpshooter Elites (Elite Crossbows with Scope
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Michele A's profile photo
 
I'm surprised gnomes would use fire weaponry at all. I'd envision them as willing to use an army of theirs mainly for defensive purposes, which means fighting on their territory or at the edge of it. I also imagine gnomes as being very environmental-conscious. Just as I wouldn't expect elves using fire arrows in their own forest, I wouldn't expect gnomes doing that either.

Do they really need all those cavalry types?

I suppose there are GURPS rules for two characters using one pike?

I suggest that you use the term "arbalester". I realize you want to replace "man" in "crossbowman", but "crossbowgnome" sounds weird. "Arbalester" is like "archer", doesn't specify that the soldier is a man.
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Another question! So I've realized that gnomes are more on the magical side than halflings and dwarves, so I want them to utilize more magical gear. However, I'm not quite clear on the prices and plausibilities...
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Benjamin Davis's profile photoCharles Reel's profile photo
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Dungeon fantasy, 40 artifacts. Has some great magic gear that can be scaled down 
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Say I'm playing an orc head-thrower, about to throw a zombie head at a legion of dwarves. Is there a way to roll to hit large groups? What about loose formations?
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Benjamin Davis's profile photoRicky Moore's profile photo
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+Benjamin Davis Yep, the rules are there for situations in which 1) outcome is unclear; 2) the difference matters to the players.
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A sample of the gnome army I've been working on! What do you think?

https://docs.google.com/document/d/1yerWqXdIOF8AqukAWeZ3wH1j8A8e0PTsGnMwf4ynbAY/edit?usp=sharing
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Sample of Gnome ArmyGnomish Slingers Though gnomes don’t believe in cages, they do utilize livestock, and those without a talent for defensive illusion will often resort to the cheap and effective sling for scaring off predators. While inaccurate, the sling is a relatively powerful weapon, and incredibly cheap. ST: 8
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Michele A's profile photoDaniel “Spreadsheet” Tallor's profile photo
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+Michele A It's a first draft so -- yes, I forgot to add the Block stat. Also, Sling is a Hard skill, Shield is Easy. :l
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I've been writing up medieval fantasy military units and I'm wondering if anyone would like them written up for viewing? Possibly in GURPS standard format, if I ever figure out how to use it. :P
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Lan Kelly's profile photoDaniel “Spreadsheet” Tallor's profile photo
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+Lan Kelly I should probably put the list together and see what people want developed. :)
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Ricky Moore

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Is there a form-fillable version - PDF or word, whatever - for the Planetary Record Sheet used with GURPS 4e Space? I have the pdf but it would take me a bit of time to block out the forms myself.
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Come see my, come see my Patreon page. I got #GURPS stuff like nobody! (Yes, a Lady GaGa reference - I like music.) http://ow.ly/N2ndD
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I just found myself buried in Transhuman Space books, but with no one to share with! What do? :c
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Jeromy French

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So who else is excited about GURPS Mars Attacks? I think I might have gotten my players to buy into it. Looking forward to picking this one up.
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Dan Domme's profile photoJeromy French's profile photo
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+Dan Domme it's the official tie with the Topps trading cards. Don't know when it's going to be released. 
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Ricky Moore

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GURPS Prime Directive assumes a fairly low-powered phaser, which might make the show plots more plausible, but the performance of phasers in ToS indicate it's usually a 1-hit-1-kill device, and the only real resistance would be Cosmic Armor (i.e. that weird shuffling rock monster in the mine) or some sort of energy-drain ability.

As such I've upped the damage to emulate particle beams at Kill settings and Disintegrators at Disintegrate settings. Even though they're not consistent about it, I think it's clear that Phasers are intended to be that powerful, it just wasn't convenient for all the writers to acknowledge it.

Stun-1 to -3 As Omniblaster rules.
Kill-1 2d(5) Burn
Kill-2 3d(5) Burn
Kill-3 5d(5) Burn
Kill-4 6d(5) Burn
Kill-5 8d(5) Burn
Disintegrate-1 6dx6(Infinite) Corrosion
Disintegrate-2 6dx7(infinite) Corrosion
Disintegrate-3 6dx40(infinite) Corrosion
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Ricky Moore's profile photo
 
This is something GURPS Spaceships has already done for me in the case of starships, by the way - even with their Exotic Laminate armor an unshielded Warbird is going to get turned into a steam puff by a solid hit from the Enterprise's phaser banks.
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Ricky Moore

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As I've stated elsewhere, I'm working on a Prime Directive/Original Series game. I've decided the easiest way to handle ships (especially since I am ignoring much of the post-show fluff) would be to simply take books from the Spaceships series and, when necessary, rearrange a few things.
As I am quite new with GURPS Spaceships I was wondering if there would be any technical considerations to take into account when swapping out parts. For example, I might take a freighter with plasma cannons and give it Disintegrators instead, or improve/change the Stardrive type to more accurately fit Trek's insanely fast ships.
For spaceships and pretty much everything else I am going to try to cleave closely to the Prime Directive book and GURPS RAW, rather than trying to capture the wonky 'cinematic' nature of some Trek I've chosen to play it straight.
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Ricky Moore's profile photo
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I just re-calculated and revised my initial designs for the ship. Ended up costing 7 billion dollars. Oi.
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