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Old 02-17-2017, 07:34 PM   #21
Refplace
 
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Default Re: Pyramid #3/100: Pyramid Secrets

Discussing Fashion Forward with my GM and he feels more than a +1 is cinematic. Seems like it might be a profitable discussion here so...

I partly agree, though expensive clothing is also about prestige and the right outfit can really increase or lower someones attractiveness level.
So matching to that Attractive +1, Handsome/Beautiful +2, or Handsome/Beautiful with Androgynous or Impressive +3

Those levels and bonuses are not considered Cinematic. So can clothes be that much an upgrade? I currently lean toward yes and not likely to fret about my GMs opinion as I dont see spending *10 for single outfit. A true clotheshorse on the other hand might.
Another thought I had was that higher Status should lower the bonus from a person with lower Status. -1 per difference in level, but not to below 0 and cumulative with normal Status penalties.

Another question not explicitly addressed and I have read it two different ways. The example is a Status 0 outfit and the text references Cost of Living.
So for higher Status and thus higher costs of living does the requirement go up? Or is it against basic standard of living for average wealth? That of course makes it much easier for rich people to look better but that seems reasonable too.

Fashion Sense seems a little underrated here as its basically a +1 craft skill, Sewing or Artist (Fashion) are used examples.
As described in GURPS Basic it is almost like Quick Gadgeteering but just for dressing well and appropriately.
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Last edited by Refplace; 02-17-2017 at 07:40 PM.
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Old 02-17-2017, 09:45 PM   #22
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Default Re: Pyramid #3/100: Pyramid Secrets

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GURPS High-Tech demonstrates the success of countless firearms throughout the years, but what about those which almost made it? In Infinite Weapons, Hans-Christian Vortisch rescues guns which might have become huge successes in another timeline, from repeating flintlocks to synthetic assassins' pistols. Use these to add color and flavor to your GURPS Infinite Worlds game -- or any other campaign!
An interesting crossover of GURPS and Forgotten Weapons.
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Old 02-17-2017, 10:21 PM   #23
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Default Re: Pyramid #3/100: Pyramid Secrets

100 issues! Happy day :)

Congrats to one and all. This is a great and glorious thing
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Old 02-17-2017, 11:20 PM   #24
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Default Re: Pyramid #3/100: Pyramid Secrets

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I also wanted to thank two Christophers.

Christopher "Ghostdancer" Rice worked tirelessly to address my comments when I saw the potential for his article (which originally diverged a bit from PU5) to become a true expansion for that book. I strongly recommend giving this system a try; he isn't exaggerating when he says it can replace Luck, etc.

And Christopher "not on these forums" Conrad is my Dungeon Fantasy GM; he came up with the core ideas of our article when one of our players asked, "Where are the gods of trade and money?" I'm really proud of what we ended up with, and it's worked out great for that Tycoon-heavy PC in our games.
A God of Commerce is one of the primary deities in my D&D 5e campaign; one of the defining features of their cult is the ability to create and enforce contracts via divine magic.

My players have damned their soul-bound contract's open-ended clauses rather a few times as what at first seemed like a simple mission wound up requiring quite a bit more.
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Old 02-17-2017, 11:54 PM   #25
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It does not add any new (sub)locations, but expands on injury to already-existing ones. However, I thought Low-Tech already subdivided the leg into thigh, knee, and shin; you might look there.
As far as I could tell, that just had to do with a random chance of armor stopping an attack on an area if it only covered of a portion of it.

If there were specific rules for how much HP the covered area has or unique multipliers or injury rules I missed them.

Martial Arts did have "joints" which I guess would be like a knee hit but isn't really what I'm thinking of.
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Old 02-18-2017, 01:08 AM   #26
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Default Re: Pyramid #3/100: Pyramid Secrets

You know, I'm surprised that tithing made it in, about a year ago I made a thread on Student Debt in DF and Kromm suggest -1% of income per -1.
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Old 02-18-2017, 02:34 AM   #27
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Default Re: Pyramid #3/100: Pyramid Secrets

Impulse Points are one of those things I'd take with me in a GURPS-Only time machine to get it into the Basic Set.

I am enamored of combining Aspected or Doubly Aspected Impulse Points and Styles (both combat and other).

How would I make VP that only apply if you violate a pact, code of honor, or other condition? Mitigator is the first thing that jumps to mind, but there might be something more elegant.

Would a valid variant of the Ham Clause (Action 1 p20) be giving the GM 1 VP per -5 points of disadvantage and considering the disadvantage appropriately discharged?
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Old 02-18-2017, 12:14 PM   #28
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Default Re: Pyramid #3/100: Pyramid Secrets

Curious to know about any details from Hans-Christian Vortisch's research for the Red Eye pistol that didn't make it into the article. In particular, I was under the impression that all such designs for "plastic" guns still required metal firing pins. Did he find otherwise in his research?
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Old 02-18-2017, 12:18 PM   #29
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Default Re: Pyramid #3/100: Pyramid Secrets

Also curious if we're ever going to get a write-up for the T'Wuffle in a Designer's Notes article. I'm guessing there was a fuller write-up that got cut, since the paragraph we have hints at Discriminatory Smell, Extra Arms / Legs, Voice, Low TL, Social Stigma (Barbarian), Xenophilia, and maybe Chummy.
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Old 02-18-2017, 01:17 PM   #30
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Re: Fashion article

What pieces would make up the ST:DS9 (late Dominion war) uniform? I think it's some form of jumper, long-sleeve (color coded) shirt, and jacket?

What options are there in Ultra-Tech to add light (ballistic, maybe?) armor and integrated color-changing (so the dark gray can be changed to the color-coding)?
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