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10-18-2018, 01:23 PM | #1 |
Join Date: Nov 2008
Location: Yukon, OK
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GURPS Power Ups suggestions
Couldn't find a thread going back a few months.
With Pyramid ending in a few months we will soon see our last Alt GURPS issue (maybe even today, still refreshing). I would love to see some of that material and other items like stuff from PKs site and alt pricing for abilities like Regrowth as perhaps a Power Up issue. Anyone else? Suggested Items from this thread
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 10-22-2018 at 08:15 AM. |
10-18-2018, 02:33 PM | #2 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Power Ups suggestions
A systematic guide to designing techniques, especially non-combatant techniques, could be useful.
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Bill Stoddard I don't think we're in Oz any more. |
10-18-2018, 02:49 PM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Power Ups suggestions
Gadgeteering and Inventing. PLEASE!
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
10-18-2018, 03:45 PM | #4 |
Join Date: Dec 2012
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Re: GURPS Power Ups suggestions
This one. 100%.
Making up new stuff, making modifications to existing things (permanent vs temporary), inventions that cross TL, examples at various TLs (especially TL3, 6, and 8), etc. Include pricing components (monetarily and with character points), a how-to for scrounging (what you can get and what you have to buy), how facilities and wealth interact with making stuff, etc. |
10-18-2018, 11:28 PM | #5 |
Join Date: Mar 2013
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Re: GURPS Power Ups suggestions
No, offense, but I don't see this happening because these represent a conceptual flaw in the rules. Like Strategy and Tactics they require the PLAYER to come up with something. For Strategy/Tactics a successful roll means the CHARACTER has a plan, but the PLAYERS don't get one, for Inventing/Gadgeteering the player first has to come up with something to invent and then the GM has to OK it before any rolls are made, so outside of genres that can support any weird ideas the players come up with they shouldn't be allowed.
Also note that they shouldn't be used for the players improvising gear and traps. |
10-19-2018, 02:55 AM | #6 | |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Power Ups suggestions
Quote:
For instance, just recently I had a group of flying saucers working off Tesla-tech (coil levitation and electromagnetic force fields, mostly); my one player who is playing an electrical engineer (and is an electrician with knowledge of Tesla's theories IRL) salvaged part of the saucer and has begun tinkering with it to make other stuff Tesla theorized but never had a working prototype for. (He doesn't have Gadgeteering, but even the base Invention rules are somewhat letting me down.) Another player does have Quick Gadgeteering, but hasn't yet really used it to MacGyver anything. Some assistance for both the GM and the Gadgeteer player would be greatly appreciated in this instance.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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10-21-2018, 01:11 AM | #7 |
Join Date: Sep 2006
Location: Luxembourg
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Re: GURPS Power Ups suggestions
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10-21-2018, 12:39 PM | #8 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Power Ups suggestions
Quote:
In my current campaign, the PCs have gone to a shipwright and asked to have a new ship made at +22% scale. I'm really not sure what the shipwright is rolling against, or with what difficulty. The price looks to make the ship Average or maybe Complex, but the penalties for that are just insanely high.
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Bill Stoddard I don't think we're in Oz any more. |
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10-21-2018, 01:47 PM | #9 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS Power Ups suggestions
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10-22-2018, 01:48 AM | #10 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Power Ups suggestions
Quote:
If the shipwright has plans on hand for a ship similar to what the PCs are asking for, he'll likely offer them that. TL1-3 ship plans aren't engineering drawings in the modern sense, but a set of rules of thumb about how many structural members you need, and what thickness everything should be. If the PCs are asking for something bigger than the shipwright has built before, he'll need to make an Engineer/TL1 (Ships) roll to figure out how his scaling rules should be applied, and he'll likely err on the side of caution. This will make the ship heavier than it strictly needs to be, but that's better than having it break in a storm. Refining ship designs takes time and trials, even today. If the PCs aren't asking for something larger than he's done before, but want a size he doesn't have plans for, I'd give the shipwright Engineer +2 or so to design it.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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