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Search: Posts Made By: vierasmarius
Forum: GURPS 08-24-2016, 03:17 PM
Replies: 3
Views: 453
Posted By vierasmarius
Re: Spaceship-Mounted Mining Equipment

I would include appropriate drills in the Science Array of vessels and probes that are intended to investigate asteroids or planets. This would provide things like the sample drills on the Mars...
Forum: GURPS 08-24-2016, 03:09 PM
Replies: 17
Views: 932
Posted By vierasmarius
Re: Homing Shotgun

Sounds cool. Would that be treated just as a Targeting Computer (+1 or +2 to skill)? It might instead (or also) give a bonus to the number of pellets that hit (1.5 hits per MoS instead of just 1).
Forum: GURPS 08-23-2016, 02:34 PM
Replies: 17
Views: 932
Posted By vierasmarius
Re: Homing Shotgun

I could see it getting a niche for downing small aerial drones. Essentially, an ultra-tech fowling gun for ultra-tech geese.
Forum: GURPS 01-25-2015, 12:24 AM
Replies: 212
Views: 78,348
Posted By vierasmarius
Re: [From Real Life] We're gonna have to adjust Bow ROFs

I'd have it shave off one second from each shot (not compatible with Fast Draw). It should probably also carry a skill and/or Acc penalty for the extra bulk and complexity.
Forum: GURPS 11-21-2014, 06:01 AM
Replies: 81
Views: 3,057
Posted By vierasmarius
Re: Mass Combat, tech levels and other matters

You'll need to throw on an additional factor of x20 or so if you want them to be comparable to basic TL11 battlesuit infantry. Otherwise, you'll have to swamp the higher-TL army with overwhelming...
Forum: GURPS 11-19-2014, 01:34 PM
Replies: 50
Views: 1,736
Posted By vierasmarius
Re: TL4 Mortars

The damage formula for explosives changed between 3e and 4e. In 3e it was based on mass (linear scale cubed), while in 4e it's based on the square root of mass. If you know how much explosive filler...
Forum: GURPS 11-19-2014, 09:19 AM
Replies: 9
Views: 700
Posted By vierasmarius
Re: Help with cinematic shove punch

Add in Power Blow to really send foes flying.
Forum: GURPS 11-19-2014, 03:22 AM
Replies: 81
Views: 3,057
Posted By vierasmarius
Re: Mass Combat, tech levels and other matters

This reminds me of the Freespace series (space combat simulators from the late 90s). In the first game, Terrans and Vasudans (an initially-hostile alien race) are nearly wiped out by a massive ship...
Forum: GURPS 11-18-2014, 06:52 AM
Replies: 1
Views: 200
Posted By vierasmarius
Re: Fatigue Attack modifier?

This has come up a couple times on the forum, such as in this thread (http://forums.sjgames.com/showthread.php?t=40847), where it's suggested it could be a Feature (the safety provided counters the...
Forum: GURPS 11-17-2014, 08:55 PM
Replies: 4
Views: 210
Posted By vierasmarius
Re: [power] fueled

Indeed. My preferred option tends to be Limited Use w/ Reload. Others that can fit are Preparation Required, Trigger, or just Nuisance Effect if it isn't seriously disadvantageous.
Forum: GURPS 11-14-2014, 03:15 PM
Replies: 31
Views: 1,036
Posted By vierasmarius
Re: Point Defence on a Dreadnought Battlesuit

For mounting the laser, you could use Shoulder Servomount (UT151). As for operating it, for simplicity's sake I'd assign it a "Parry" score rather than making every Point Defense attempt its own...
Forum: GURPS 11-12-2014, 10:52 PM
Replies: 40
Views: 1,582
Posted By vierasmarius
Re: [DF] Power Item

Keeping strictly to rules as written, yeah, Power Items seem to top out at 40 points. However, as the GM you can assign whatever value you darn well feel like. Based on the loose progression of that...
Forum: GURPS 11-12-2014, 04:14 PM
Replies: 11
Views: 456
Posted By vierasmarius
Re: Grappling and AOA: Double

It is. In fact, it gets special mention in Martial Arts (see Grab and Smash!, pg 118).
Forum: GURPS 11-11-2014, 08:03 PM
Replies: 10
Views: 503
Posted By vierasmarius
Re: getting to know someone?

I'd actually borrow the mechanic of Empathy - an IQ roll to get a "feeling" about the subject. This is normally impossible for characters without the advantage, which I'd call a -10 penalty. To...
Forum: GURPS 11-11-2014, 06:19 PM
Replies: 17
Views: 2,317
Posted By vierasmarius
Re: Castlevania's Combat Cross

I had another thought, on the subject of boomerang-type cinematic weapons (not those built as Innate Attacks, but weapons wielded with Throwing Art). How to represent the ability to strike a target...
Forum: GURPS 11-11-2014, 06:03 PM
Replies: 33
Views: 2,327
Posted By vierasmarius
Re: Throwing Lots of Knives

One thing I especially like about Throwing Master is that it gives an alternative to Weapon Master / TbaM for those wanting to get the most out of Throwing Art. Weapon Master's primary benefit (up to...
Forum: GURPS 11-11-2014, 04:24 PM
Replies: 33
Views: 2,327
Posted By vierasmarius
Re: Throwing Lots of Knives

I could see this as an imbuement. The basic level would treat the projectile as an arrow (requires Parry Missile Weapons), a penalty on the roll would make it as fast as a bullet (requires Enhanced...
Forum: GURPS 11-11-2014, 04:12 PM
Replies: 17
Views: 2,317
Posted By vierasmarius
Re: Castlevania's Combat Cross

I think you're reading too much into the mechanics of the video game. Almost all weapons (with the exception of thrown daggers, IIRC) pass through all targets in their arc or line of attack. If I was...
Forum: GURPS 11-10-2014, 02:51 PM
Replies: 17
Views: 2,317
Posted By vierasmarius
Re: Castlevania's Combat Cross

Ah, I see. That looks to me (http://img2.wikia.nocookie.net/__cb20101018053533/castlevania/images/1/1e/Combat_cross.png) like a Barbed Chain (Low Tech Companion 2, pg 17), perhaps with a bladed head...
Forum: GURPS 11-09-2014, 11:26 PM
Replies: 33
Views: 2,327
Posted By vierasmarius
Re: Throwing Lots of Knives

Heroic Thrower would halve the penalty for Dual-Weapon Attack and Rapid Strike, the same as Weapon Master or Trained by a Master. Really, the only reason Heroic Archer doesn't mention Rapid Strike is...
Forum: GURPS 11-09-2014, 04:20 PM
Replies: 17
Views: 2,317
Posted By vierasmarius
Re: Castlevania's Combat Cross

The closest match would probably be the Large Hungamunga (MA231 or LT77). It's essentially a peculiar throwing axe. Of course, just like a real hunting boomerang it's not going to return when thrown....
Forum: GURPS 11-09-2014, 12:47 AM
Replies: 5
Views: 275
Posted By vierasmarius
Re: Lag Time Attacks

Nereidalbel has it pretty well covered. I'd just add that if you can only target a hex and not a person - or to put another way, the Delay doesn't "stick" to a moving target - you might qualify for a...
Forum: GURPS 11-08-2014, 08:01 PM
Replies: 29
Views: 980
Posted By vierasmarius
Re: Low basic bare-handed damage against high-ST character

Really, you're just highlighting one of the intrinsic problems of an attrition-based damage system. The same problem is evident when firing a machinegun at a battleship, for example. Reality probably...
Forum: GURPS 11-08-2014, 03:00 PM
Replies: 4
Views: 298
Posted By vierasmarius
Re: Piloting: wing-in-ground-effect

I'm pretty sure they'd be classified as Hovercraft (a Driving specialization). From B188: "Hovercraft: Any kind of air-cushion vehicle. Default: other Driving at -5." That said, I can see arguments...
Forum: GURPS 11-08-2014, 01:09 AM
Replies: 7
Views: 380
Posted By vierasmarius
Re: How to model Increased Weapon Damage and/or Range

DF12: Ninja has Killing Strike, which uses Once per weapon per battle, -10%. If the ability can only be used once per battle period, Preparation Required actually seems to fit pretty well. For -20%,...
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