GURPS - Space Opera Combat System
GURPS - Space Opera Combat System
GURPS - Space Opera Combat System
SOCS is not a wargame in the way the Mass Combat rules are. Rather,
it is a system that allows roleplaying during space combat. The
emphasis is on space opera instead of realism -- maneuvers which make
sense in real life might not be allowed, while unrealistic actions
that are seen in space opera shows are encouraged.
People are divided into two groups: MAJOR CHARACTERS (who are
important to the plot, including all PCs) and MINOR CHARACTERS (who
aren't important to the plot). Minor characters rarely damage major
characters, unless it's important to the plot. Major characters get
to use manual overrides, while minor characters just die (although
minor "good guy" characters get to yell out "I'm hit, I'm hit!"
before they crash).
There are three main ship types: FIGHTERS (small spacecraft with
fixed-mounted weapons), CUTTERS (medium-sized spacecraft with limited
weaponry), and SHIPS OF THE LINE (large, heavily-armed spacecraft).
Unarmed ships are called Shuttles, Yachts, and Freighters,
respectively.
Each ship has a Maneuver Rating (MR) that reflects its engine power,
structural strength, angular momentum, grav-compensator efficiency,
crew stamina, and other similar factors.
Each ship, except for fighters, must be divided into hit locations by
the GM. (Fighters are too small to have separate hit locations.)
Each weapon mount or turret is one location, each engine room, pod,
or nacelle is one location, and so on.
COMBAT
Turns are usually 10 seconds long, but the GM can change this for his
campaign. All ships take their turns at the same time.
There are three ranges between ships:
SHORT RANGE allows all weapons to be used in combat.
LONG RANGE allows only long-range weapons to be used in combat.
OUT OF RANGE does not allow combat.
Cutters are at +2 to be hit, ships of the line are at +4, large space
fortresses are at +6, and hitting planets is automatic, unless a
particular hit location is being targeted.
Snap shots are at -5. Aiming Bonuses (ABs) can be earned -- Position
AB (for all guns) is gained by the pilot, while Sustained Fire AB
(for each gun) is gained by the gunner. Some guns may not get
Position AB, if the ship does not have a superior position to its
enemy. Sustained Fire AB is gained at +1 per turn that the weapon
(not the ship) fires on a particular target.
FIRE PHASE:
Gunners that can bring their weapons to bear on a foe can fire - roll
against Gunner + weapon Accuracy + ( total ABs or snapshot penalty ).
Failed rolls miss. Critical failures vary in effect, but are similar
to the Firearm Critical Miss table on page B202. Successful rolls
hit, and do damage according to the Firepower. Critical successes do
the same damage, but the effect is one level higher ("cosmetic"
becomes "light", and so on).
Dodges are rolled against the average of the pilot's Piloting skill
and the ship's MR. Success reduces damage by one level ("light"
becomes "cosmetic", and so on). Dodging has no effect on ABs.
MANEUVER PHASE:
Each pilot chooses one maneuver:
Fly Straight: No effect on Position or Sustained Fire ABs.
Maneuver Offensively: Possible only against any ship that doesn't
have Position AB on you. Sustained fire ABs earned by all of
your ship's gunners are lost, unless the pilot is the gunner
(which is usually the case only on fighters). Success increases
your Position AB by 1. Critical success doubles your Position
AB, or changes it from 0 to 2. Critical failure reduces Position
AB to 0.
Maneuver Defensively: All ABs earned by anyone on your craft are
reduced to 0. One enemy ship or weapon must be designated -
success lowers that ship's Position AB or gunner's Sustained Fire
AB by 1. Critical success reduces that AB to 0. Critical
failure doubles that AB.
Go Totally Defensive: As Maneuver Defensively (above), but against
all foes. Your ship's gunners may not fire at all in the next
turn.
Reversal: This defence, used against a foe who chooses to Maneuver
Offensively, tries to make his ship fly past yours. This cannot
be performed against a smaller ship type. All Sustained Fire ABs
on both ships are lost. Both ship's pilots roll a Quick Contest
of ( Piloting skill + ship's MR ), but the attacking pilot
subtracts his Positional AB. The winner gets the effects of a
critical success on a Maneuver Offensively (for the attacker) or
Maneuver Defensively (for the defender) maneuver. If the
attacker critically succeeds and the defender doesn't, his
gunners automatically hit on the next turn. If the defender
critically succeeds and the attacker doesn't, the ships trade
places: the defender gets the attacker's Positional AB on the
attacker, and the attacker's Positional AB drops to 0. If either
pilot rolls a critical failure, the ships collide and are
destroyed.
Follow-the-Leader: The pilot files into an area full of hazards or
obstructions. Once inside the danger area, each pilot must roll
against Piloting + the ship's MR, minus whatever penalty the lead
pilot chooses (with GM's approval). Critical success adds 1 to a
chaser's Positional AB, or subtracts 1 from each chaser's
Positional AB if the lead pilot critically succeeds. Failure
lowers the chaser's Positional AB to 0, or each chaser adds 1 to
his Positional AB if the lead pilot fails. A critical failure
destroys the pilot's ship. Any chaser with a Positional AB of 0
has lost the lead pilot. Ships of the line may not "follow-the-
leader".
Unorthodox tactics: Only ships of the line may try a tactic that
seems suicidal, but actually relies on knowledge the enemy doesn't
have. The effectiveness of unorthodox tactics are proportional
to the amount of real danger the ship is in, and must be ruled on
by the GM.
Cutters cannot gain Position AB on fighters or dodge fighters'
attacks. Ships of the line cannot gain Position AB on Fighters or
Cutters, or dodge their fire.
Maneuvers are rolled against the pilot's Piloting skill + ship's MR.
The sole exception is "Go Totally Defensive", which is rolled against
Piloting.
THE FURBALL:
If there are more that a half-dozen craft in the combat, not paired
off into neat dogfights, then a "furball" has formed. Any critical
failure on a Piloting roll causes a collision with a random ship. A
perception roll (against Electronics Operation: sensors, Vision, or
another appropriate skill) must be made by any gunner AFTER making a
"snap-shot" attack - failure indicates the gunner fired on a friend.
SOCS IN LENSMAN
Both of the following tables are taken directly from GURPS Lensman,
page 113. The descriptions have been summarized.
0 means the screen does not gain or radiate any CLs. "+1" or "+3"
indicates the screen gains that many CLs. "Down" means the screen
instantly collapsed. A screen that gets only "Radiate" results
gets -1 to CL at the end of the turn.
Needle beams cannot change a screen's CL. To use this table, look up
the beam's Firepower at the top left, then read across to the
screen's DF. (If the DF is off the chart, no damage is done.)
Cross-reference the resulting column with the screen's current CL at
the bottom left. The result is what gets through that screen (and is
applied to the next screen in, if any).
(C) Copyright 1992, by John Aegard
Blindness (-50)
Deafness (-20)
No Sense of Taste or Smell (-5)
New Disadvantages:
Each level of Hard of Hearing (up to -5) gives the character a -1 to hear
sounds. Before TL6, this disadvantage is worth a flat -2 points per level.
Characters at those tech levels may use ear-trumpets or the like to improve
their hearing; details are up to the GM. At TL6+, however, discrete personal
hearing aids come into use. If the character's hearing responds perfectly
to TL6+ mechanical aids, the -1 point/level charge is used.
This is the skill of using one's senses to their absolute best. It comes
in three variations; taste/smell, sight, and hearing. A character must
select one of these specializations each time he/she buys the skill,
although there's nothing that prohibits him/her from having all three.
When a character is actively using his senses, he will receive a bonus to
the appropriate senses role of 1/5 of his skill level. This bonus is only
applicable to situations where the character is concentrating on his senses.
For example, a character searching for traps, observing a supernova through
a telescope, or listening at a door may use this skill's bonus. A character
making a hearing roll to passively detect an ambush would not.
Justification:
Both physical and mental attributes needed to be taken into account for
sense rolls. As a pure game justification; HT needed to be made somewhat
more "important".
Oblivious is included for characters who are just plain "dense." It makes
nice companion disadvantage for Absent-Minded characters.
I felt that Bad Sight had to be broken down into something a little more
detailed. The rules for Nearsighted came from the GURPS Basic version of
the Bad Sight disadvantage and were varied slightly to reflect a variable
version of the disadvantage.
The points cost for Farsighted is derived from"[ uced Manual Dexterity
(a bastardization of the Aliens advantage) -3 x 10 = 30 points.
The suggested rules for uncorrected versus corrected senses came from several
people on gurps-ext. They add an extra bit of realism to the game, but also
extra detail. Obviously, not all people will respond perfectly to treatment.
The Observation skill was also a product of the gurps-ext crowd. I haven't
playtested the numbers yet, but they *look* okay.
Examples:
The same fighter who has Oblivious -4 (-20 points) now has a senses roll of
6, and can have no further senses ads or disads save for Acute Taste/Smell.
The same wizard with Nearsighted-3 has a senses roll of 9 to see things
further than 3 feet away; has a -2 to hit in hand-to-hand combat and a -2
to defend against any kind of attack. He will cast his Fireballs at targets
as if they were 1.6 times the distance further away, for example, an attack
on a troublesome Dwarf 20 yards away will be treated as if the Dwarf was
32 yards away for range purposes.
The wizard with Hard of Hearing -3 will have a roll of 9 to hear anything.
It depends a lot on how optimistic your tech assumptions are; also, it depends
on how fast you want your living metal to regenerate, and on how tough you want
your materials to be. For example, for components which need to be extremely
hard, you don't want nanotech _inside_ the component (which will make it porous,
and thus weaker); as a result, this will repair itself somewhat more slowly. As
far as what numbers I might use, if I were in a game where any of this was a
factor:For 'biomechanical' structures, increase weight and volume for any
biological components by 100%, but do not increase hit points at all. Only some
components can be constructed as biomechanical. A biomechanical structure also
requires food -- power requirements are roughly 0.1 kW per ton of biomechanical
structure, much higher when engaged in damage control (for reference: with these
numbers, a human has a power requirement of 15 watts, which is roughly 300
Calories/day.). Biomechanical structures are not designed to handle electric
power, which means this power requirement should ordinarily come from a
bioconverter; however, you may also use a solar cell or built-in fuel cells (in
either case, add a requirement of 1 lb/day of raw biomass, more if repairing
injuries). For 'living metal' structures, increase weight and volume of all
living metal components by 50%, but do not increase hit points at all. The
maintenance power requirement for living metal is 0.01 kW per ton; living metal
which is engaged in damage control has highly variable power requirements
depending on the quality of the raw materials being used (for example,
constructing plastics out of CO2, water, and trace elements is possible, but
very expensive in energy terms). For ordinary damage control, assume about 10
kW per ton; for damage control where materials must be synthesized, leave power
requirements the same, but reduce the rate of repair by one or more orders of
magnitude.
Submitted for your approval: here are a couple additions for Vehicles 2. I'd
like to here some comments -- especially a cost for methane.
Bladeless Turbines
Nikola Tesla, in his pursuit of more powerful electical effects, also turned
his mind to the generation of elecricity. He spent years attempting to
perfect his bladeless turbine. Tesla claimed that his design was much
simpler, and more efficient, than bladed turbines of the time.
The bladeless turbine had a rotor made of stack of closely spaced thin metal
disks. Steam entered tangent to the outside of the disks and was exhausted
out the shaft. The steam turned the rotor by "adhesion" (a modern physicist
would call it boundary layer effects). The same principle could be used in a
gas turbine.
A bladeless steam turbine has the same statistics as a TL7 steam turbine (V83)
A bladelss gas turbine, like standard gas turbines, comes in Optimized,
Standard, or High Performance versions. An "early" bladeless gas turbine is
equivalent to a TL7 gas turbine. A "late" bladeless gas turbine is
equivalent to a TL8 gas turbine. In a universe where Tesla's ideas reached
production (such as Alternate Earth's Gernsback) an "early" turbine would
become available around 1915, and a "late" turbine around 1950.
The villains and heroes of steampunk and pulp fiction find the puny lift of
hydrogen too small to lift their Stratospheric Dreadnaughts, and must resort
to gases unknown to conventional science.
Kipling's Gas gives the lift equivalent to a vacuum of the same volume, the
most lift possible due to buoyancy. Doyle's Gas has a lift that is a pulp
staple figure, 10 times that of hydrogen. Burroughs' Gas is 1000 times as
efficient as hydrogen. Both Doyle's Gas and Burroughs' Gas must depend more
an anti-gravity effect than mechanical buoyancy.
Methane 31.3 ?
Structural
----------
Definition:
Advantages that cannot be added and disadvantages that cannot be removed
except via surgery or other high-tech/magical medicine (including chip
implants). Lost points in this category generally come through injury
or disease.
Typical examples:
Dwarfism, Double-Jointed, Eidetic Memory.
Behavioural
-----------
Definition:
Advantages that can be instilled and disadvantages that can be removed
by intense effort. Lost points in this category generally come through
fright checks.
Typical Examples:
Combat Reflexes, Phobias, Addictions, Odious Personal Habits.
Situational
-----------
Definition:
(Dis)Advantages that arise from a person's position in life. These can
only be bought/bought off by changing the situation and paying the
points. Lost points in this category generally come through roleplaying.
Typical Examples:
Status, Wealth, Enemies, Social Stigma.
Personal
--------
Definition:
(Dis)Advantages that arise from a person's beliefs. Similar in effect
to Situational, but the character's outlook on life must change rather
than the "external" situation.
Typical Examples:
Code of Honor, Pacifism, Vow.
Structural: Situational:
---------- -----------
Most Advantages Allies/Ally groups
Most Physical Disads Alternate Identity
Amnesia Any Rank
Appearance Clerical Investment
Blessed? Contacts
Danger Sense? Cursed?
Dark Vision Dependents
Dyslexia Duty
Extra Fatigue Enemies
Extra Hit Points Favors
Hard to Kill Legal Enforcement Powers
Healing Legal Immunity
High Pain Threshold? Patrons
Infravision Reputation
Jinxed Secret
Luck/Unluckiness? Status
Magical Aptitude/Resistance? Wealth/Poverty/Multimillionaire
Perfect Balance Zeroed
Psionic Resistance?
Psionic Powers? Personal:
Terminally Ill --------
Toughness? Code of Honor
Weirdness Magnet Honesty
Pacifism
Behavioural: Sense of Duty
----------- Vow
Most Mental Disads
Combat Reflexes Special:
Fearlessness -------
(Il)Literacy Age/Youth/Destiny:
Odious Personal Habits "do their stuff" whatever.
Primitive? Unusual Background:
Unfazeable only available at start whatever.
Will?
Since most people play Weak Will is -4 points/level (I have yet to find
anyone who, when they stop and think about it, feels that -8 p/l makes
ANY sort of sense), this is a pretty good point break, but the "Lowers
the 14+ limit" is a very big deal, and helps balance this out.
--0-2078917053-909187425=:31899
Content-Type: TEXT/plain; CHARSET=US-ASCII
Content-Description: sensor.rules.gurps
I can't make too many promises about the accuracy of these tables, they
are largely an attempt to generate sane results from the game system,
particularly in making sure that nearby stars aren't invisible, while a
person a mile away is hard to see. Ranges are based on the standard range
tables, but extended to ranges which might be interesting in space.
2) Determining 'signature'
* Visual signature is equal to size modifier, plus chameleon surface. In
space, the black paint used in stealth coatings acts as a chameleon
surface -- subtract (TL-4) for basic, (TL-2) for radical. Basic black
paint reduces signature by 3. A reflective or white surface adds 2.
* Radar signature uses the normal computations and _halves_ them -- thus,
base value is (size/2), subtract (TL-4)/2 for basic, (TL-4) for radical.
For convenience, assume Lidar uses the Radar signature. Note that a
ship currently _using_ active sensors has a signature of (scan-TL)
and can be detected by a radscanner.
* IR signature uses either the size modifier of the vehicle, _or_ a
function of power consumption and expected waste heat; this number is
usually significantly greater (and is, in fact, probably higher than
the numbers I use). In any case, emissions cloaking reduces this,
by (TL-4)/2 for basic, (TL-4) for radical. The major power users on
a ship are as follows:
Artificial Gravity: 1 MW per 50 spaces or fraction thereof.
Jump Drive: 10 MW per unit of J-drive. Not usually very relevant, but
important if a ship exits jump and then goes cold.
Manuever Drive: 1 MW per 10 tons thrust.
Weapons Fire: 16 MW for TL 10 laser, 18 for TL 12; 400 MW for bay
PAW/meson, 19000 for spinal PAW/meson.
Add up power consumption: signature is +8 for 1 MW, +9 for 2 MW, +10
for 5 MW, and +3 per *10. In situations where a ship's signature
_changes_, IR signature will drop by 1 per 10 minutes (2/turn); it
will rise essentially immediately (<1 turn). Add +1 to IR signature
per TL below 10 -- lower tech engines are less efficient (these
numbers assume about 10% heat emissions). A human has a base
emitted signature of +0.
Example: a TL 10 merchant (size +8) has around 600 tons thrust (60 MW)
and 4 MW for artificial gravity. Signature is +13; drops to +9 if
not using thrust, +8 if all major power shut off.
Example 2: a TL 10 400tn raider (size +9) has 6000 tons thrust (600 MW)
and 8 MW for artificial gravity, but radical EM cloaking. Signature
is +10 with drive active, +4 with artificial gravity online,
+3 with all major power shut off.
* Natural Objects: generally speaking, the size modifier of a natural
object should be the negative of a range modifier equal to its diameter,
+2 (natural objects are generally spherical). Normal modifiers apply;
signature will usually be within a point of the size modifier.
A star has a visual signature of 76-1.2*absolute magnitude (70 for
sol).
3) Signature of 'Events':
Certain short-term events are reasonably likely to be spotted, most
notably weapons fire and jumping.
An energy weapon firing has a signature based on its power output --
use 10* its normal power requirement and compute based on that.
Specifically, this works out to +12 for lasers, +16 for bay weapons,
+21 for spinal weapons.
Nuclear weapons have a signature of +14 for 0.001 kT, and +3 per *10.
A starship jumping insystem has a signature of 17 + 3log10(# of J);
this works out to 5+(size*1.5), +1 for J-3 or higher, and lasts
for a minute (giving +2 detection).
4) Detection Process:
If this is initial detection, simply add up range, signature, and all
relevant modifiers; if the total is less than zero double the result.
Use this as a modifier for a sensor operations roll.
If this is _not_ initial detection, use the above process, but you can
usually assume that the bonus for field of view will be +5.
Special case: objects which are quite near each other. Treat as per
resolving the shape of an object, but use the size modifier for the
distance between the objects.
Example:
For a human to spot alpha centaurus (signature +71, range -97), at night:
+10 scan, +71 signature, -97 range, +14 terrain, -1 atmosphere, total
-3, doubled to -6. Probably not going to spot it randomly. However,
scan a 30 degree arc (+2) and spend 15 seconds (+1) and you've got
a pretty good chance.
Inspired by some logic for G:Traveller repulsors, but aside from TL there's
nothing really non-GURPS about it in any case. Comments?
TL 7 missile, 1 million lb(500 tons), launched east to LEO (100 miles) from
cape canaveral at 3.5 Gs: I = 810 + 50 (gravity) + 20 (altitude) + 5(drag) -
40 (eastward) = 845; this is equal to 1.21*K, so we need a two-stage rocket,
where 1.8-log(P+2) = 1.21. Thus, P+2=10^(0.59)=3.9, so P = 1.9, allowing our
rocket to lift 9.5 tons. If we want a polar orbit, the loss of 40 seconds
of free impulse drops this to 3.5 tons; similarly, a 1 ton rocket will
suffer 40 seconds worth of drag, allowing it to lift about 8 lb...
LINGERING DEATH
Copyright (c) 1996 by Harold Carmer <hal@buffnet.net>
In GURPS, the rule for death saving rolls is such that a person who
failed his health saving roll to avoid dying, expired on the spot. In
real life, this is not always the case. This "house" rule is designed to
add a bit of "realism" that may or may not be cinematic, and GM's are
warned that following these rules will extra dice rolling, and prolong
combat in some cases.
Made it by 1: Character now has HT/1d6 hours to live, then roll as per
above...
Made it by 2: Character now has HT+1d6 hours to live, then roll as per
making it exactly...
Made it by 3: Character now has HT/1d6 days to live, then roll as per
making it exactly...
Made it by 4: Character now has HT/1d6 weeks to live, then roll as per
making it exactly...
Made it by 5+ Character now has HT/1d6 months to live, then roll as per
making it exactly...
Critical success: Character now has HT/1d6 years to live, then roll as
per making it exactly...
One thing to remember about lingering deaths is that the damage done
will kill due to organ failure. As such, sudden infusions of HT via
healing spells or healing done the natural way one day at a time, will
not save the victim. The only way such a victim can survive is if a
Competent surgeon looks at him (TL 5+) or a Regeneration type spell is
used. Even then, if a person is slated to die prior to the 30 days it
takes for normal regeneration to work as per GURPS MAGIC, the character
still dies.
At the discretion of the GM, characters who are living on borrowed time
may be required to lose Stat points off of HT, ST, and/or DEX due to the
severity of the wounds that caused the condition to exist.
Harold Carmer
155 Harris Court
Cheektowaga, N.Y. 14225
Well, the only rule I can find is that sensor-only turrets traverse their
full arc once per second (personally, I'd use this as 360 degrees/sec to
allow limited rotation turrets to get two sweeps, if it mattered) on p. 168,
with the implication that other turrets are slower.
Lacking anything else, the rules on p.42 of Vehicles, 1st Edition are fairly
usable.
>
>Secondly, were the jumping rules for vehicles left out of the second
>edition or moved to some obscure sidebar?
They appear to have been left out. You can try the following, results are
not guaranteed (comments welcome from all quarters!)
Jumping
Vehicles moving on the groundmay "jump" under certain circumstances:
vehicles with legs may choose to do so rather freely (see below), other
vehicles will do it when they become airborne as the result of climbing
a ramp or driving off of a cliff. A vehicle that does either of those will
be airborne, and be treated as a flying vehicle, with the following special
considerations:
1) a vehicle that came off of a ramp will devote (S/0.9) percent of
its speed to climbing, with S being the slope of the ramp in degrees. A
vehicle
that came off of level ground (a cliff for example) will be in level flight
(initially).
2) if the vehicle does not have wings, a lifting body, or adequate
aerostatic lift to fly normally, it will be treated as having an infinite
stall speed (i.e., will be treated as if it had a stall speed and was below it
on each turn that it remains airborne).
3) A vehicle lacking an aerial motive system may not choose to accelerate
while in the air (it may *automatically* accelerate from diving).
Additionally,
such a vehicle is treated as having a top speed of zero.
4) A vehicle that has neither an aerial motive system nor wings, rotors,
or a lifting body may not choose to decelerate, although it may do so
automatically due to climbing or exceeding top speed (and its *easy* to exceed
a top speed of 0, yes?). Such a vehicle also may not maneuver in the air.
Note: the landing from a jump by a vehicle with neither wings, rotors,
lifting body, nor adequate aerostatic lift will *always* be a crash, except
for
water landings (see VE156). A crash by a vehicle whose speed is less than 1/3
downward should be treated as a sideswipe (divide damage by four) with damage
split evenly between any underside assemblies (wheels, skids, etc.) and any
excess damage applied to the underside of the vehicle. Any other crash is
treated as a T-Bone with the ground, applied to the front of the vehicle
(ouch!).
Here is the 'audible signature' extract from the work I have been doing on
sensors; comments are welcome, of course
Basic signature: equal to the greater of drivetrain noise and engine noise
(except under rare circumstances, these will be the largest signature). Note
that a signature of +0 means 'reasonably detectible at 100 yards'; this means
that a normal human has a audible signature of well under zero (visual
signature is zero). A signature of +0 is equivalent to 100 dB at 1 meter.
Modifiers: -(TL-4) for basic sound baffling, -(TL-2) for radical.
Hey all,
Over the time I have had GURPS, I have worked out various advantages, etc.
when there wasn't one to fit the bill. Some have been superseded, others
(I feel) are still valid.
Mundane Advantages
Artistic Ability
2/5 pts/level
The character is a prodigy, gifted beyond his years in the arts.
In the Basic Set, a dispensation is given that the player can pay any
number of points into an 'artistic' skill without it counting toward the
'age' total, to simulate high levels of talent. Characters taking this
advantage are no longer eligible for that dispensation.
For 2 points per level, this advantage improves one artistic skill
by the number of levels. This skill is to be chosen by the player at
character creation.
For 5 points per level, all artistic skills that the character
makes any effort to improve are similarly enhanced.
Firm Footing
2 pts/level
You are very sure-footed; each level reduces unfavourable terrain
modifiers by 1. This can be inborn, or it can be a result of training.
For instance, 2 levels of this ability are included in the martial arts
style Pentjak Silat.
High Technology Special Limitation
For half cost, the tech you get still works - but it isn't
reliable. Either it's not fully charged, or experimental, or worn out -
or just plain shoddy work. In addition, you will be working off
current-TL defaults.
You will not be able to significantly improve the quality of
workmanship, but lots of practice will improve the skill above default
level - if the device doesn't fall apart first.
Zeroed: redefinition.
This advantage costs nothing below TL7, as many people were effectively
Zeroed through lack of accurate record-keeping and electronic computers. At TL7,
the cost is 5 points, as the databanks, though in existence, are rarely as
comprehensive as those at TL8+. Above TL7, of course, the cost is 10 points.
Super Advantages
Danger Perception
50 pts
Like Danger Sense, but better. Every time you are in immediate
danger, the GM rolls against your IQ. If he succeeds, you gain not only
an awareness of danger but also a crystal-clear, three-dimensional mental
image of the dangerous item or individual regardless of range. Only
obvious physical details are included; if the sniper who has a rifle lined
on you is also wearing a balaclava, then you won't recognise his face.
Direction and distance are not indicated; a roll on Intuition is required
for each such detail. (If the danger is not obvious, then an Intuition
roll would be needed to give some hints here, too.)
Special Enhancement: If the source of danger is within the range
of the character's perceptions (including any unusual senses that the
character may have), then the character's attention is automatically
focused upon whatever he can perceive of the danger. This could be
helpful, or it could be problematical; so it goes. +20%.
Swallow Anything
5 pts
Your throat and stomach are tough and flexible, so you can
"swallow anything one inch smaller than a kitchen stove" and regurgitate
it at will later. This would probably be most useful as a party trick or
in a comedy campaign.
Ablative DR (Instant)
5 pts/level
This ability is identical to the super advantage Damage Resistance
with the Ablative limitation; however, the regeneration time for this DR
is 1 point per second. All DR-based enhancements available in Supers are
applicable with this advantage.
Amorphous
varies
Your vital areas are decentralised. For each level, any damage
multipliers that are incurred by body location are reduced by 1, to a
minimum of base damage.
At level 1: HT rolls resulting from vital-area damage have a
bonus of +5. Any "automatic" stun or knockout results resulting from a
vital-area strike is put to a roll vs HT. Twice normal damage is required
for a "crippled" or "disabled" result. Damage cutoff, if different from
'body' damage, is reduced to a maximum of HT x 2. 10 pts.
At level 2: All HT rolls other than those resulting from "Body"
damage have a +5 bonus on top of the Level 1 bonus. Crippling requires HT
damage. Damage cutoff goes to a maximum of HT x 1.5. 25 pts.
At level 3: No HT rolls need be made for other than normal "Body"
damage. No bonuses arise from damage to any special area. No area can be
disabled, other than appendages that are specifically amputated. Damage
cutoff is as per "Body". 50 pts.
At level 4: This level allows any body parts or organs that are
amputated or cleanly excised to survive and continue working as if they
were still attached to you. The removed part must be cleanly cut from the
body for this advantage to work; if it is torn away, a HT roll must be
made or the part is dead. The removal causes HP damage and this can be
healed, but the point of removal does not heal over, nor will it bleed.
In fact, through some mystical agency, your blood, and anything else that
travels through the body, will travel from your body through the removed
part and back to your body, even if separated by a great distance.
You will not automatically know where your lost body part is, nor
can you make it perform anything other than normal involuntary functions.
Pain, however, can still be felt if the part is being mistreated.
At least 90% of an organ must be intact in order for it to work;
there is almost no minimum size for a limb or part thereof. Removed parts
cannot be subdivided; they will die and the character will lose the
benefit of having that body part or organ.
If the body part is bound or sewn back into place (or, in the case
of an organ, placed into the cavity in the body), it will reattach itself,
taking just as long as it would to heal the original wound that caused the
loss of the body part. During this time, it will continue to function
normally.
Body of Lightning
7 pts/level
Your body continually generates high-voltage electrical current,
from which you take no damage. Any unshielded operating electrical or
electronic device which you touch is treated as the subject of a
successful Surge attack of a Power level equal to your level of Body of
Lightning.
Your body is naturally conductive: you are immune to as many dice
of electrical damage as you have levels of Body of Lightning. Any damage
exceeding this is halved. You disrupt the local magnetic field; radius of
disruption is determined by the Size table at an effective power level of
2 less. Within this range, radios will buzz with static and TVs will snow
up.
You take an extra 50% of damage from attacks based on water or any
other conductive material, and from magnetic-based attacks.
The current does damage to anything that you touch - or anything
that touches you. For each two levels of Body of Lightning, you do one
point of damage to anything that touches you. Any damage that penetrates
(0 or more points), is doubled for knockback purposes; minimum knockback
is one yard. For each 7 levels, you do 1 die damage (through damaging
electrical arcs) at a distance of Body of Lightning level in inches.
Surge effects are as above.
If you and another person are touching a conductive material
simultaneously, you are liable to do damage as per touch. Your effective
level in this case is reduced by distance as according to the Speed/Range
table.
Burn Reduction
10 pts/level
You are greatly resistant to damage caused by chemical or energy
burns. The damage from any burning attack, after DR is penetrated, is
divided by (level + 1).
Thus, with one level, all damage is halved; with two levels, all
damage is divided by three. Determine vital-area multipliers before
rounding down. If the final damage falls between 0.5 and 1, increase to
1.
Relevant types of damage include acid, lasers and electricity, and
the like - as well as extremes of cold. Physical attacks, such as
bullets, hand-to- hand attacks, grenade fragments and ice particles will
do normal damage.
Damage Reduction
10 pts/level
You are greatly resistant to kinetic damage. The damage from any
kinetic attack, after DR is penetrated, is divided by (level + 1).
Thus, with one level, all damage is halved; with two levels, all
damage is divided by three. Determine vital-area multipliers before
rounding down. If the final damage falls between 0.5 and 1, increase to
1.
Relevant types of damage include bullets, hand-to-hand attacks,
grenade fragments and the like. Energy or chemical attacks, such as
lasers and electricity, or acid, will do normal damage.
[I got this from War Against the Chtorr, derived from point values
given on page 74.]
Dramatic Costume
5 pts
Prerequisite: Costume
You can exert a minor subconscious control over your costume's
movements to suit the image that you wish to portray; such control will
take up no actions or effort. Capes will flare dramatically or gather
closely around the wearer, cowls will cast a dramatic shadow over the
wearer's features or the nearest wall. Tight-fitting costumes will
strategically emphasise pectorals and other physical attributes. Your
costume will never wrinkle, twist, tangle or ride up embarrassingly.
This gives a +1 reaction modifier when dealing with people who
care about such dramatics (cameramen, other flashy heroes), a +1 bonus to
Performance skill and, with an IQ roll, a +1 bonus to Cloak skill.
Filtered Senses
10 pts +2 pts/level
You have the capacity to filter out excessive sensory input.
What would normally be a painful, numbing, deafening, blinding or
nauseating overload of your senses is merely very noticeable without being
overwhelming. Each level after the first allows you to simultaneously use
this advantage for another sense; you cannot use it at all without taking
the first 2-point level.
The game effects are that you suffer no penalties to do with
sensory overload, including the shock effect of wounds. Due to the fact
that you are aware of all inputs to that sense (that you are normally able
to detect), you effectively gain a free level of Acuteness to the current
filtered sense.
You never suffer from afterimages, temporary deafness, or any sort
of sensory distortion caused by overload. However, if you are exposed to
a potentially damaging sensory overload (such as staring unprotected into
a supernova), you will still damage your neural receptors.
Special Enhancement: For an extra 5 points, your nerves will
regenerate at the same rate as you regain HT.
Special Limitation: For half level cost, each level can be set to
filter a specific sense.
[Derived from High Pain Threshold and Polarized Eyes, but for all
senses.]
Inertialess
250 pts
You negate all inertial forces acting on your body. No amount of
changing acceleration or angular velocity has the slightest effect on you,
or any part of your body. However, whatever angular velocity you possess
when you activate this power will come back into play when you deactivate
it.
This is a very 'cinematic' ability, ignoring certain physical and
physiological laws of nature. At default level, this includes only your
own body; to possess an inertialess costume, you must take the Costume
advantage.
Your maximum ground movement is limited to 3/4 Basic Speed, unless
you have more than three legs or the Clinging super-advantage (with the
Instantaneous enhancement). In this case, you have a level of Super
Running and can start and stop on a dime; in addition, your Dodge is equal
to your maximum Move score in any type of applicable movement. If you
possess Flight, you can instantly go from zero to max speed and decelerate
just as fast. Collisions will not harm you; you will simply stop. If you
have Amphibious, you gain a level of Super Swimming.
You can fall any distance without harm; you attain terminal
velocity instantly and land with no impact whatsoever. If you happen to
be falling from orbit, your speed will regulate according to the density
of the atmosphere that you are falling through and you will take no air
friction damage.
You cannot leap unassisted into the air at all. If your weight is
at any time not over your centre of gravity, you fall to the ground. Any
Knockback scored upon you is exactly equal to the foe's reach and is
likely to also be a Knockdown; the Recoil penalty of powers or hand-held
weapons is doubled. A bare-handed blow does no harm to your opponent.
Energy attacks do full damage to you; however, most energy weapons
(blasters excepted) hit you with so little force that air friction
prevents knockback. If any outside force is acting upon you, and friction
and gravity (and whatever powers you have) are not enough to stop you from
moving, then you will move. Anyone attempting to move you with
Telekinesis has an effective extra level of Power for the purpose of
determining the speed that he can move you.
You are incredibly easy to Teleport; as you have no mass, even a
psi who can only Autoteleport will be capable of taking you along by
touching you. You can 'hitch' a ride with any Exoteleporter, as you won't
cause him any extra effort to 'port. The only type of Teleporter who will
not be able to transport you will be one who cannot carry anything, not
even clothes.
If you are unbraced, then normal physical attacks will not harm
you, as the blow will simply push you aside harmlessly (and probably knock
you over). If your body is so braced that it can recoil partially but not
entirely from a physical blow, then Crushing damage is halved, Cutting
attacks do base damage and Impaling blows are treated as Cutting attacks.
Should you be braced solidly or for some reason be unable to be pushed out
of the way, then all attacks do normal damage.
[Not for use in the Lensman universe - but quite useful (and
occasionally frustrating) in a Supers game. Foreshadowed by the Flight
enhancement {Suffers No G-Forces In Turns} used by La Fusionne in the IST
book (page 106).]
Partial DR
varies
This is DR designed to protect against damage to a specific part
of the body. Multiply the penalty to hit that part of the body by 10% and
reduce the final DR cost by that much.
Example: Nightstalker wishes to have 10 DR on his Vitals. This
area is -3 to hit, so the cost of 10 DR (30 pts) is reduced by 30%, to
give a final cost of 21 pts.
[This, as well as Partial PD, is designed to simulate armor
plating (or similar) on part, but not all, of the body.]
Partial PD
varies
As for Partial DR, but use the cost for PD instead. With the
example above, if Nightstalker wanted PD 2 on his Vitals as well, the cost
would be 50 pts, reduced by 30% to give a final cost of 35 pts.
Disadvantages
Physical
Asthma
-10/-15/-50 pts
In general, the asthmatic character finds extreme difficulty in
breathing under certain circumstances. The three types of asthma are
Stress, Normal and True.
Stress Asthma: -10 points. When the GM rules that the character
is under stress, he takes 1d Fatigue every minute and must cease all
activity (or take 1d Fatigue per turn). Every minute he can try a Will
roll to snap out of it. Only then can he begin regaining the Fatigue.
Normal Asthma: -15 points. This can be triggered by a common
substance (pollen, dust, smoke, etc.), heavy activity, or even a certain
time of year (to be picked by the character). When it strikes, the
character loses 1d Fatigue and makes a HT roll less the amount of Fatigue
lost. On a critical success, nothing else happens. On a success, 1d more
Fatigue is lost. On a failure, 1 point of HT is lost. On a critical
failure, 1d HT is lost and the character stops breathing.
True Asthma: -50 points. This is actually a disease where the
lungs are slowly liquefying. Your lungs are filled with liquid. You must
regularly have them pumped out or you drown. You cannot do any heavy
lifting (more than Light Encumbrance) or fast movement (more than 1/2 base
Move). ST and HT cannot exceed 10.
The only way that a character with Normal or True asthma can
participate meaningfully in a game is to have a personal physician
constantly on call. In later TL games, a character with Stress or Normal
asthma can get by with a ventilator ($2.50, negligible mass & volume; HT
roll) and/or a Nebuliser ($300, 5 lb, .125 cf, requires negligible
building power; HT+5 roll). These require a prescription. True asthma
can be 'cured' by having the diseased sections surgically removed (at TL7+
only).
Increased Vulnerability
varies
A vital area of the character's body is visibly larger than
normal, reducing the penalty to hit. The cost for this is -5, multiplied
by the called-shot Crushing damage multiplier for that part of the body
and the amount by which the hit penalty is reduced.
Commonly targeted body-part values:
area Mult To Hit
Brain: 4x -7
Vitals: 3x -3
Throat: 1.5x -5
Head *: 1x -5
Nose: 1x -6
Groin: 1x -3
Eyes: 1x -9
Other areas can be rendered 'vulnerable', depending upon the
player's imagination and the GM's judgement. In general, only allow it
for areas upon which a called shot would be more than usually effective.
Just remember that the vulnerable area is significantly larger!
As a guideline, reduce Appearance by the number of levels that the hit
penalty is reduced by.
[The original Motion Sickness was too sweeping, and didn't allow for
people who sometimes don't suffer from it.]
No Sense of Touch
-20 pts
Your tactile sense is entirely absent. You can do nothing "by
feel"; even if you are watching what you are doing, the GM may exact a DX
penalty for lighting conditions or intricate tasks. This disadvantage
normally includes a High Pain Threshold; it is possible, though
improbable, to be only able to feel painful stimuli. In such a case, the
disadvantage is worth -30 points.
Mental
Adventure Magnet
-10 pts
You attract excitement and adventure - you just can't get away
from it. This is not Weirdness Magnet - the adventures you go through may
be perfectly mundane, but they are frequent. Events never pass you by -
even if you only enter the city once a year, the first convenience store
you enter is almost certain to be the site of an armed holdup.
Nothing lethal will happen to you, at least not immediately, and
occasionally an adventure will lead to greater things. But most of the
time it will be quite inconvenient. People who understand what an
adventure magnet is (and that you are one) will react to you at -1. The
exceptions will be thrill- seekers and reporters, who will follow you
around!
Cathexis
varies
The character has formed a strong emotional bond to an object,
type of object or person that he has encountered or used at least once.
He may consider this bond to be "love" (not necessarily reciprocated!) or
that the object of his cathexis is "lucky" for him.
This is essentially a specific form of Obsession, with elements of
Delusion. The character idolises the object of his cathexis (although the
idolisation may not be recognisable as such, depending upon the
character's personality) and will resist being separated from it. Other
mental disadvantages may be induced or triggered if the character loses or
is forcibly separated from the object of his cathexis.
-1: Essentially a Quirk. The character has some small object (a
coin, a flower) that he is constantly playing with or wears prominently.
In the case of a person, it may be a girlfriend to whom he constantly
writes - or whose photo he always carries.
This isn't especially noticeable unless the characters are cooped
up together for a long time. Nor is it inconveniencing, unless the
characters have to "go undercover" and change their entire methods of
dress and behaviour. If the necessity for this is explained to the
character, he will probably submit with bad grace and temporarily acquire
another quirk such as Irritable or Constantly Counts Change.
-5: Minor. This is slightly more inconveniencing. The object of
cathexis plays more of an active part in the game (such as a gun he always
has on him, or a girlfriend he's always bringing over), and has more
chance to cause problems.
Nearly every party has secrets they'd like to keep secret, or
missions they have to go on where guns are a no-no. Unfortunately, the
character can *not* see any problem with Julie being in the room when
Wonder Whatsit takes his mask off, or with going through Customs with his
favourite Walther PPK in his back pocket.
Unless the other characters remember to keep a close eye on him
and present some very persuasive arguments, the character will see nothing
wrong with what he is doing. Only a successful Intimidation, Fast-Talk,
Pick Pocket (if applicable), Diplomacy or Sex Appeal (once again, if
applicable) roll, best coupled with particularly persuasive roleplaying
(for a GM bonus), will cause the character to relent. All such attempts
have a penalty of -2.
-10: Major. Rather inconveniencing. The object of cathexis is
more important to the character than almost anything else. In addition,
it will be quite conspicuous and may be, on occasion, rather inconvenient
to have around.
Should anyone attempt to separate him from it, regardless of
reason or reasonableness, any but the most sublime diplomacy will result
in a bout of Bad Temper. Any attempts will have a penalty of -5.
-15: Severe. Very inconveniencing. The character probably owns
something, like a car, that he won't go anywhere without, and spends all
his time (and money!) fixing and tuning.
This is fine and dandy in downtown LA, but if the party has to go
somewhere that it can't, like the jungles of South America, he will move
heaven and earth to find a way to bring it. Failing that, he will acquire
Chronic Depression or something similar. But if there is any possible way
to bring it, no amount of persuasion will budge him.
If the object is stolen or damaged (or the party forces him to
leave it behind) then he will probably go Berserk. In the case that the
object (or person) is threatened by danger, the character will utterly
ignore any threat to his own well-being in order to save it.
[I once read a book called "The Road Less Travelled", on psychology and
the problems that psychiatrists have. The above is what I got out of it.]
Code of Honor
var
Vigilante's Code: Protect the innocent, punish the guilty, avoid
unnecessary damage. -10 points.
FNORD Magnet
varies
This is related to Weirdness Magnet, but it is more focused - and
*much* more silly.
Thoughts? Criticisms?
GURPS-Nut
=============
4CGR v1.0
APRIL 8, 1998
=============
GENERAL
THE WORLD
VILLAINS
--
Rage
http://www.geocities.com/Area51/Cavern/5751/index.html
"Hold your breath. Make a wish. Count to three."
(1) Decide how many people can fire from the vehicle (2 for most
cars, 3 for a large one).
(2) They fire for 2-3 seconds at full RoF. Bang bang bang.
(3) Roll 6 or less per bullet for hits, or just assume that 9.3% of
the bullets hit (round up).
(4) Divide the "hits" randomly among the possible targets.
E.g., Damon and Duke cruise past in their Buick and fire their
MAC-10's (RoF 12) at Jose, Ramon and Oscar for 2 seconds. 2 guys x 2
seconds x RoF 12 = 48 bullets. To avoid rolling lots of dice, just
assume that 9.3% of the total hits, or 5 bullets. The GM labels Jose
as "1-2", Ramon as "3-4" and Oscar as "5-6". He rolls 5 dice and gets
1,2,4,5,6. Jose and Oscar have to Dodge twice, Ramon once. Any failed
Dodge is a hit. Roll randomly for hit location.
'Nother idea_____________________________________________
DAMAGE DIVISOR
by Craig Roth <caroth@io.com>
Cost per level is as per raising attributes, doubling after
character creation.
The first level of this advantage divides the damage taken by the
individual by 2, damage is rounded to the nearest point. Damage is
subtracted from external DR (armor, etc.) first, then divided with this
advantage, then applied to integral DR (personal toughness, etc). Each
additional level adds 1 to the Divisor. Radiation PF is 10 per level.
Limitation: The above cost assumes protection from "everything". The
cost is modified as follows if taken against specific attack types. (The
catagories are on the Defense Table, p.CI49)
Common: 80%
Occasional: 60%
Rare: 40%
Very Rare: 20%
Comments? Has somebody already come up with this? It seems like I've read
about this somewhere before.
1) Base-Damage: bullet, crushing, cutting >= 8, 16, 24, ... points? ->
Knockback!
2) Hit Locations: (if nothing special, cutting: Damage*1.5, impaling: Damage*2)
--------------------------------------------------------------------------------
-----
BRAIN: -7 to hit, DR2, swing: miss by 1 hits torso
3-4 Damage*4 (regardless weapon type!)
even exactly 0 -> HT-roll -> Knockout?
> 1/3 HT -> Stunned!; > 1/2 HT -> Knockout!
--------------------------------------------------------------------------------
-----
EYE: -9 to hit
- > 2 blinds the Eye and impaling or missile damage over 2 hits Brain.
Stunned!
with Helm: -10 to hit and only impaling or bullet attacks can hit the eye!
--------------------------------------------------------------------------------
-----
HEAD: -5 to hit, swing: miss by 1 hits torso
5 even exactly 0 -> HT-roll -> Knockout?
> 3*HT -> Blowthrough at 3*HT! (double this for Beam, Fireball or
Lightning!)
Criticals go to Critical Head Blow Table, B202
--------------------------------------------------------------------------------
-----
NOSE: -6 to hit, miss by 1 hits head
- (HT-1)-roll -> Stunned?
High-Pain-Treshold: (HT+4)-roll; Low-Pain-Treshold: (HT-1-per-damage)-roll
if even the normal HT-roll is failed -> Knockout!
> 3*HT -> Blowthrough at 3*HT! (double this for Beam, Fireball or
Lightning!)
Criticals go to Critical Head Blow Table, B202
--------------------------------------------------------------------------------
-----
JAW: -5 to hit, miss by 1 hits head
- (HT - max(2, damage))-roll -> Stunned?
if even the normal HT-roll is failed -> Knockout!
> 3*HT -> Blowthrough at 3*HT! (double this for Beam, Fireball or
Lightning!)
Criticals go to Critical Head Blow Table, B202
--------------------------------------------------------------------------------
-----
THROAT (Neck): -5 to hit, miss by 1 hits torso
- crushing: Damage*1.5;
cutting, impaling: Damage*2
> 1/3 HT -> Stunned!
cutting: >= HT -> HT-roll -> Decapitation...!; (helpless: no HT-roll?!)
TGM: *no Knockout?*
TGM: *no Blowthrough?, esp. impaling?*
--------------------------------------------------------------------------------
-----
r.ARM: -2 to hit left (shield, far) ARM: -4 or -2 to
hit
8 impaling: Damage*1 (not *2!)
6:left > 1/2 HT -> Crippled! Stunned! Blowthrough at 1/2 HT!
--------------------------------------------------------------------------------
-----
TORSO: impaling, bullet: > 1*HT -> Blowthrough at 1*HT!
9-11 (double this for Beam, Fireball or Lightning!)
TGM: *no cutting-Blowthrough!?*
--------------------------------------------------------------------------------
-----
VITALS (Torso): -3 to hit, miss from impaling or bullet by 1 hits torso
17-18 Vitals may only be attacked by impal. or bullet attacks, or Punch, Kick
(cr)
crushing: even exactly 0 -> HT-roll -> Knockout? (Punch or Kick)
impaling, bullet: Damage*3 (instead of *2);
> 3*HT -> Blowthrough! (double for Beam, Fireball or Lightning!), cr:
1*HT?
--------------------------------------------------------------------------------
-----
KIDNEYS: -4 to hit, only from behind, miss by 1 hits torso
- Kidneys may only be attacked by impal. or bullet attacks, or Punch, Kick
(cr)
crushing: Damage*1.5
impaling, bullet: Damage*3
crushing: even exactly 0 -> HT-roll -> Knockout?
TGM: > 3*HT -> Blowthrough! (double for Beam, Fireball or Lightning!), cr:
1*HT?
--------------------------------------------------------------------------------
-----
HAND: -4 to hit left (shield) HAND: -8 or -4 to hit
7 impaling: Damage*1 (not *2!)
50%-50% > 1/3 HT -> Crippled! Stunned! Blowthrough at 1/3 HT!
--------------------------------------------------------------------------------
-----
GROIN: -3 to hit, miss by 1 hits torso or leg (50%, 50%)
- (HT - 1-per-damage)-roll -> Stunned?
if even the normal HT-roll is failed -> Knockout!
High-Pain-Treshold: roll at +5;
Low-Pain-Treshold: double penality from damage
impaling, bullet: > 1*HT -> Blowthrough at 1*HT!
(double this for Beam, Fireball or Lightning!)
TGM: *no cutting-Blowthrough!?*
--------------------------------------------------------------------------------
-----
r. LEG: -2 to hit left (far) LEG: -2 to hit
13-14 impaling: Damage*1 (not *2!)
12:left > 1/2 HT -> Crippled! Stunned! Blowthrough at 1/2 HT!
--------------------------------------------------------------------------------
-----
FOOT: -4 to hit (50%-50%)
15-16 impaling: Damage*1 (not *2!)
50%-50% > 1/3 HT -> Crippled! Stunned! Blowthrough at 1/3 HT!
--------------------------------------------------------------------------------
-----
3) single wound > 1/2 HT -> Stunned! + HT-roll -> Knockdown? (when applied?)
4) HP <= 3: 1/2 Move and Dodge
@A-HEAD:MANEUVERS
@C-HEAD:What is a Maneuver?
@Normal:A maneuver is a specific use of a skill
that can be studied on its own, but which isn't complex
enough to be treated as a skill in its own right. For
instance, kicking is a specific use of the Karate skill
and not a separate skill, but one could practice kicking
to eliminate the -2 that applies to kicking attacks;
thus, kicking is a maneuver based on Karate.
In game terms, a maneuver defaults to its
prerequisite skill, and can be improved from the default
by spending character points. Given the number of tasks
possible with any given skill, this may sound as though
it adds a great deal of complexity, but it doesn't. You
never have to improve a maneuver, or even write it
down! Maneuvers are simply normal uses of a skill that
any practitioner will have some ability at; that is
why maneuvers (unlike skills) are always bought from a
default. Only those who specialize in certain uses of the
skill and improve their defaults have to enter maneuvers
on their character sheets.
@C-HEAD:Creating Maneuvers
@Normal:The lists of Acrobatics (p. 00) and martial arts
(p. 00) maneuvers presented in this section are tiny
subsets of all the possible maneuvers that one might come
up with. If a specific feat can be carried out at a
penalty to some skill, then that feat can be made into a
maneuver and the skill penalty bought off by someone who
specializes in it. Players and GMs alike will want to try
their hand at designing "signature" maneuvers for
characters, such as a Rappelling maneuver based on the
Climbing skill for their commando character, or several
different pitches based on the Throwing skill for their
star pitcher.
To translate a maneuver into GURPS terms,
decide on the following six things; the Kicking maneuver
(p. 00) will used here to illustrate the process:
@C-HEAD:Learning Maneuvers
@Normal:Maneuvers are improved from their default values
according to the table below. Note that most maneuvers
that default from Mental skills will be Average, while
most reasonably-complex, Physical combat maneuvers will
be Hard.
***SIDEBARS***
Compendium 1...
ADVANTAGES;
Damage Resistance - This one is too cheap when compared to extra hit
points. It has been argued that extra hit points also apply to
things like poison, Death Touch, etc. that are not protected by armor
(and hence DR). However, it is my experience that the "average PC"
gets hit multiple times (saving a hit point per point of DR every
time) before they get damage that by passes armor once. It has been
mentioned that this is strictly a supers/racial advantage and others
should use Toughness. That is a good idea, though I would charge 7
or 8 points for it as a racial advantage (I don't know about a Supers
camaign).
SKILLS;
Body Language - There have been a number of complaints about this
one. One is that it duplicates psionic powers at a much lower cost.
Another is that it really messes up feinting. There already is a
roll to spot feints (the feint roll :-) and this one gives you a
duplicative one. It is also uncontested (you make by 3 you stop the
feint no matter how good it was) so that even the greatest weapon
master of all time has a hard time feinting you. Finally, it cheaply
adds an unnecessary and inflating bonuses to defenses (which are
already inconveniently high). Trying to spot what kind of attack is
coming as soon as is possible is a fundamental part of defense and
should be covered by high skill.
Katana - When used one handed, the Katana does a point more damage
and you don't have to ready the sword every time you swing. When you
use it two handed, you still do one more point of damage and you
also, when you are lightly encumbered or less, get a 2/3 parry.
Additionally, a Bastard Sword requires you to learn two different
skills to be used with one or two hands while the Katana one requires
one. On top of all this, the katana costs $100 less. (This is
covered in excruciating detail, since was the subject of a number of
heated discussions, in the file katana.objections)
One alternative would be just to use the stats for a Bastard
Sword. However, some feel it should be more balanced than a Bastard
sword. An alternative is the katana uses the Broadsword skill one
handed and the Bastard sword skill two handed (you could make up two
new separate skills, but I don't really see any reason). The katana
is said to be bit better balanced than a Bastard sword, so it does
one point less damage two handed and does the same damage one handed
but, unlike a Bastard Sword, it doesn't need to be readied. This is
still a little generous (it beats the bastard sword in the role it
was designed for since loosing the ready is more important than a +1
to damage) but not objectionably so.
Main Gauche - The 2/3 parry comes from a fencing style. This skill
should only be used (or at least give the 2/3 bonus) when fencing (ie
using a fencing weapon) and I would make if P/H like other fencing
skills. Also, it is not clear why you lose the -1 to parry that a
knife has. Getting better at knife fencing by training is already
covered by higher skill level.
Short Staff - The 2/3 parry seems excessive, especially when compared
to a shortsword. The apparent justification is that you hold it in
the middle (so it is balanced and light), in which case this needs to
be made clearer in the rules. One can see this giving some advantage
to parry (as good as a staff is debatable, but not clear enough to
constitute an objection). Then, however, we need to drop the damage
down from sw+1 and sw to maybe sw-1 to reflect that one will do less
damage when you hold it in the middle. (You might leave the Jo stick
at sw+1 but drop the 2/3 parry, but either it is light enough to be
easily moved one handed or it is heavy enough to do broadsword
damage, but not both).
Tonfa - This is another case where a 2/3 parry seems to have been
given out much to casually. Holding against your arm will lose as
much in reach as it will gain and it is not clear why the parry
should be any better. The main advantage would utility in close
combat.
MANEUVERS;
One problem here is that many of the maneuvers exacerbate a
problem with Judo parries. The idea is that, without a hard object
that you can use to interpose in front of an attack, you are not
only no worse off, but you are at a bonus. This is unrealistic based
on both the physics of the situation and that even black belts are
wary of armed men (or that nobody ever saves "big bucks" by raising
forces of unarmed men). The fact that a failed parry hits your arm
means little since you are going to get hit anyway (often in
locations that are much worse).
This wasn't a big problem until a bunch of new maneuvers came
out to incapacitate one's opponent with martial arts. The resulted
in a situation where the best person to stand up against a knight
wasn't another knight (who has to get by high defenses and punch
through heavy armor with his weapon) but an unarmed man (who can
generally take out any armed man in a round or so). It is also
unbalancing because martial artists have a number of other advantages
(not needing expensive equipment, no being able to be disarmed,
having extensive options to disable without killing, etc.). The
recent suggestion that a Judo parry is a sort of special dodge is
inconsistent with how Dodges are handled, provides no clear rationale
for the 2/3 bonus, and is inconsistent with the fact that some
maneuvers clearly assume that after a Judo parry you are in contact
with your foe (like arm or wrist lock). [Note: this only summarizes
the arguments surrounding this issue for which discussions have been
particularly extensive...]
One suggestion is... Parring weapons do not provide the 2/3
bonus (except maybe for close combat weapons like knives, make your
own call). Swung weapons are parried at a -4 (except for close
combat weapons such knives which are at a -2). Parrying thrusting
weapons is at a -2 for normal weapons and a -1 for close combat
weapons. It is also recommended that Dodging swung weapons is at a -
4 if you want to close into close combat (since dodging a swung
weapon forces you back).
Also, when a GM is coming up with maneuvers of his own, he
should be aware that, since maneuvers start at 1/2 or 1 point per
level, he is letting the character start along the easier
"beginner's" part of the learning curve again. This doesn't really
seem appropriate for maneuvers that extend a subset of an already
learned skill. Also, the scope of a maneuver has to be significantly
lower to justify a 2 point/level maximum progression.
Hit Location - You really can't train yourself to hit one location
more accurately without being able to hit other things more
accurately, which is almost the definition of high skill (there might
be an exception in martial arts where set combinations seem more
important, but I wouldn't use it outside of fights between martial
artists). Hitting one location in battle is different enough each
time that you can't learn to hit it by rote. What you do is just get
better at hitting any location better, no matter what it is. This
maneuver has, in fact, been the basis for critism of GURPS as
allowing some to make a character being a "specialist in lopping
hands off".
Cloak - The main problem is how do you block swung attacks with a
cloak? The only way, esp for high swing, is contact with the cloak
around your arm. This is consistent with the skill being used in
fencing which concentrates on thrusting techniques. Thus, damage to
penetrate should be applied on almost all swung attacks (esp against
non-fencing weapons).
Katar - It not clear why it does so much damage (the force behind the
thrust is the same, regardless of how it is held) or how you parry
with it (unless there is some additional cross bar between the hand
and blade).
--------Vitals:-Vital-Organs-may-only-be-attacked-by-impaling-or-bullet-
attacks!------------------------------------------------------------------------
--------
VITALS (Torso): -3 to hit, miss from impaling or bullet by 1 hits torso
VITALS
17-18 impaling: Damage*3 (instead of *2); crushing: even exactly 0 -> HT-roll ->
Knockout?
> 3 * HT -> Blowthrough! (double for Beam, Fireball or Lightning!)
(max. 3*HT!)
--------Vitals:-A-Punch-or-Kick-to-the-Solar-Plexus-or-the-Groin-may-be-played-
as-a-crushing-attack-to-the-vitals ...------------------------------------------
-
KIDNEYS: -4 to hit, only from behind, miss by 1 hits torso
KIDNEYS
- crushing: Damage*1.5, impaling: Damage*3 (like Vitals!)
> 3 * HT -> Blowthrough! (like Vitals!?)
max. 3*HT!
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
right (weapon) HAND: -4 to hit left (shield) HAND: -8, -4 to
hit (or on 8) r.HAND l.HAND
7 impaling: Damage*1 (not *2!) impaling: Damage*1 (not *2!)
> 1/3 HT -> Crippled! Blowthr.! Stunned! > 1/3 HT -> Crippled! Blowthr.!
Stunned! (max. 1/3 HT each!)
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
GROIN: -3 to hit, miss by 1 hits torso or leg (50%, 50%)
GROIN
- (HT - 1-per-damage)-roll -> Stunned?
if even the normal HT-roll is failed -> Knockout!
High-Pain-Treshold: roll at +5; Low-Pain-Treshold: double penality
from damage
Blowthrough? (like Vitals?)
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
right (near) LEG: -2 to hit left (far) LEG: -2 to hit
r.LEG l.LEG
13-14 impaling: Damage*1 (not *2!) impaling: Damage*1 (not *2!)
12:left > 1/2 HT -> Crippled! Blowthr.! Stunned! > 1/2 HT -> Crippled!
Blowthr.! Stunned! (max. 1/2 HT each!)
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
right FOOT: -4 to hit left FOOT: -4 to hit
r.FOOT l.FOOT
15-16 impaling: Damage*1 (not *2!) impaling: Damage*1 (not *2!)
> 1/3 HT -> Crippled! Blowthr.! Stunned! > 1/3 HT -> Crippled! Blowthr.!
Stunned! (max. 1/3 HT each!)
3) if Damage (after hit location modifier, but without blowthrough rules) is >
1/2 HT -> Stunned! and HT-roll -> Knockdown?: you fall down!
Contacts Variable
Listed below are some sample contacts with their base costs.
Contacts can be of various types, which must be defined (criminal/street,
police, business, government, etc.) and specified. Base costs can be further
modified by Frequency and Reliability.
Type of contact Eff. Skill Cost
Poor 12 2.5
"Connected" 15 5
"Expert" 18 7.5
"Guru" 21 10
Reliability: *3 for complete, *2 for good, *1 for normal, *0.5 for
unreliable.
Flight Varies
40 for gliding; 50 for gliding w/thermal climbs; 60 for winged flight;
70 for very small wings; 80 for wingless (psionic, magic, jet, whatever)
flight; -9 if cannot hover (not for gliders, who can't hover anyway).
Hyper-Reflexes 30 pts.
Costs 2 fatigue per second; gives +2 to all combat-related skills and to
all defenses. Can also be used at half-strength.
Hyper-Strength 60 pts.
May increase ST by 50% at a cost of 2 fatigue per second. Can also be
used at half-strength (25% ST increase).
Improved G-Tolerance 10/20/30/40/50 points
Increments are the same as before: .3/.5/1/5/10 gravities.
Literacy Varies
This depends on the campaign background. If illiteracy is the
norm, this is a 20-point advantage. If literacy is the norm,
illiteracy is a 20-point disadvantage. There is also "partial
literacy", which allows you to read simple texts only -- this
is the default in some settings (in which case literacy is a
10-point advantage and illiteracy a 10-point disadvantage); or
if literacy is the norm, it is a 10-point disadvantage (vice
versa if illiteracy is the norm).
Magery 10/20/30/45/60/80/100
This adds its level minus one to Magical skill base. (The 10-
point version is "level zero" Magery, which allows one to cast
spells that don't have Magery as a prerequisite, if the GM allows
this). Note that each further level of Magery is equal to a "half-level"
of Magery under the old rules, so a spell requiring Magery under
the old rules will need 30-point Magery now, a spell requiring
Magery II will need 60-point Magery now, and a spell requiring
Magery III will now need 100-point Magery. The GM can allow
further levels of Magery above the 100-point version; this
will cost 25 points per level. Limitations that affect cost:
One-college or Solitary Magery is 2/3 of normal cost, Aspected
Magery (Sun, Star, or Moon) is 1/2 of normal cost. It is possible
to buy "mixed levels" of Magery (some normal, some limited), in
which case the limited levels add to the normal ones in those cases
where they apply.
Mindshare Varies
Cost depends on exact type, extent, and limitations of the mindshare
medium.
Type: Hive Mind (40 pts)
Racial Memory (80 pts)
Global Consciousness (120 pts)
Medium: "Normal" telepathy (-10 pts)
Non-instantaneous (-10 pts)
Non-telepathic (-20 pts) (i.e. radio or laser)
Jammable non-telepathic (-10 extra pts)
Range: Touch (-30 pts)
~1 km (0 pts)
~100 km (20 pts)
~1000 km (40 pts)
Planetary (60 pts)
Interplanetary (80)
Interstellar (100)
Universal (120)
Drones: Mindless (-20 pts)
Self-maintaining (10 pts)
Self-defending (30 pts)
Sentient (50 pts)
# of drones: (log N -1) * 20 pts, where N is number of drones.
Recovery 20 pts.
Reputation Varies
This will add to Reaction rolls and to Effective Skill in a
few cases. It can be purchased in levels; each level has a
base cost of 5 points, up to a maximum of 8 levels. However,
the cost can be decreased by applying the following
limitations: If it only affects a large group of people (on
the order of 5% to 50% of the ones you're likely to meet),
halve the cost. If it only affects a small group of people
(on the order of 1% or so), divide cost by 3. If it only
works half the time, halve cost. If it only works rarely (13
or less on 3d12, about 1/6 chance), divide cost by 3.
Negative Reputation is also possible (this would be a
disadvantage), and one character can certainly have several
Reputations (in which case modifiers will be cumulative up to
+ or - 8).
DISADVANTAGES
Planetbound -10/level.
Level depends on time you can spend off-planet, as follows:
2 years, 1 year, 3 months, 1 month. Modify by frequency of
HT loss after time runs out: 2/day: *2, 2/week: *1, 1/week: *0.5