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Old 04-16-2012, 03:37 AM   #11
Peter Knutsen
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Default Re: Aspected Advanced TL?

Quote:
Originally Posted by Greysect View Post
For an upcoming game, a faction exists in the TL3 world that develops, maintains, and wields TL4 Personal Firearms and Combustion-based Weapons. They are treated as one tech level higher in Guns, Artillery, Gunner, and so on, burt are still TL3 in regards to medicine and any other fields.

The High TL advantage grants advanced Tech in all fields and is inappropriate for members of this faction. How then would I allow characters to buy skills of a TL higher than average in a small pool of skills?

Thank you in advanced.
I don't see anything wrong with using Perks for single Skills, and -20% Aspected High TL if it is an entire field, such as firearms and combustion.
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Old 04-16-2012, 03:38 AM   #12
Peter Knutsen
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Default Re: Aspected Advanced TL?

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Originally Posted by Kalzazz View Post
What would you think of how to cost 'TL 7, but only through WWII'?
That sounds like fractional TL.
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Old 04-16-2012, 08:54 AM   #13
David Johnston2
 
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Default Re: Aspected Advanced TL?

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Originally Posted by Kalzazz View Post
What would you think of how to cost 'TL 7, but only through WWII'?
Why would you lose knowledge after World War II?
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Old 04-16-2012, 10:11 AM   #14
Christopher R. Rice
 
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Default Re: Aspected Advanced TL?

Quote:
Originally Posted by Greysect View Post
For an upcoming game, a faction exists in the TL3 world that develops, maintains, and wields TL4 Personal Firearms and Combustion-based Weapons. They are treated as one tech level higher in Guns, Artillery, Gunner, and so on, burt are still TL3 in regards to medicine and any other fields.

The High TL advantage grants advanced Tech in all fields and is inappropriate for members of this faction. How then would I allow characters to buy skills of a TL higher than average in a small pool of skills?

Thank you in advanced.
Hey, I've been using this in my games for a while now, haven't had in WTH moments insofar as balancing and pricing go. Hope it helps some.

Quote:
High TL
see p. B23
The following special limitations are available for those with who possess a specific field of superior technology without possessing all technology from that Tech Level.

Special Limitation
At the GM’s option, you can buy a cheaper version using the Accessibility limitation (p. B110). This allows you to buy skills and equipment from your TL but equipment has increased cost (p. B27) and high-TL skills suffer penalties when dealing with lower level equipment (p. B168). Please note that there is no -80% version of this limitation, for something that narrow take the Cutting-Edge Training perk (GURPS Power-Ups 2: Perks p.16).

Limited (Extensive): Your advantage only applies to a extensive area: Biotechnology & Medicine, Power, Transportation, and Weapons & Armor, see GURPS Campaigns p. 512. -20%.
Limited (Broad): Your advantage applies to skills and equipment in one of the following fields: Agriculture, Armor, Arms, Biotechnology, Information Technology, Machinery, Material Science, Medicine, Power (Fission, Fusion, etc.), Transportation (Air, Ground, or Water). -40%
Limited (Large): Your advantage applies to an even narrower range than above: Computer, Genetic Engineering, Pharmacological, Airplanes, etc. -60%.
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Old 04-16-2012, 01:56 PM   #15
johndallman
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Default Re: Aspected Advanced TL?

Quote:
Originally Posted by David Johnston2 View Post
Why would you lose knowledge after World War II?
I think he means "TL7, but only the parts that existed as of the end of WWII". This notably excludes transistors, H-bombs and high-level programming languages, to name three obvious TL7 developments.
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Old 04-17-2012, 11:07 AM   #16
Greysect
 
Join Date: Apr 2012
Default Re: Aspected Advanced TL?

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Originally Posted by Ghostdancer View Post
Hey, I've been using this in my games for a while now, haven't had in WTH moments insofar as balancing and pricing go. Hope it helps some.
It most definitely does help some. What book is it from, though?

The Gun-loving faction, lets call them "Dust Keepers", carry out experiments to refine gunpowder, discover new combustibles or incendiaries, and engineer and maintain personal firearms. What skills would be appropriate to advance to capture this? From what I have read, it would be Guns, Armory(Small Arms), and Engineer(Small Arms). What skill would one need to work with gunpowder? Chemistry? Would I need a technique or specialization?
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Old 04-17-2012, 11:09 AM   #17
David Johnston2
 
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Default Re: Aspected Advanced TL?

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Originally Posted by johndallman View Post
I think he means "TL7, but only the parts that existed as of the end of WWII". This notably excludes transistors, H-bombs and high-level programming languages, to name three obvious TL7 developments.
Why would it be impossible for a World War II physicist to understand the principles and mechanics of a fusion bomb if they were explained to him?



Quote:
Originally Posted by Greysect View Post
It most definitely does help some. What book is it from, though?

The Gun-loving faction, lets call them "Dust Keepers", carry out experiments to refine gunpowder, discover new combustibles or incendiaries, and engineer and maintain personal firearms. What skills would be appropriate to advance to capture this? From what I have read, it would be Guns, Armory(Small Arms), and Engineer(Small Arms). What skill would one need to work with gunpowder? Chemistry? Would I need a technique or specialization?
Tweaking Gunpowder mixtures in specific could be done with Armory, Chemistry (or even Alchemy). If it is your intent to strictly restrict them to weapons applications then Armory would do.

Oh right. Explosives.

Last edited by David Johnston2; 04-17-2012 at 02:16 PM.
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Old 04-17-2012, 11:19 AM   #18
Christopher R. Rice
 
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Default Re: Aspected Advanced TL?

Quote:
Originally Posted by Greysect View Post
It most definitely does help some. What book is it from, though?
No book, I wrote it up for a Pyramid Article that did not materialize how I wanted and I kept using it for my own games.


Quote:
Originally Posted by Greysect View Post
The Gun-loving faction, lets call them "Dust Keepers", carry out experiments to refine gunpowder, discover new combustibles or incendiaries, and engineer and maintain personal firearms. What skills would be appropriate to advance to capture this? From what I have read, it would be Guns, Armory(Small Arms), and Engineer(Small Arms). What skill would one need to work with gunpowder? Chemistry? Would I need a technique or specialization?
High-Tech p. 186 says a roll against Explosives (Demolition), Explosives (Fireworks)+4, or Chemistry+4 roll ought to do the trick.

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Old 04-17-2012, 01:47 PM   #19
sir_pudding
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Default Re: Aspected Advanced TL?

I don't think you need special traits to be from a society with some advanced prototypes:
Quote:
Originally Posted by Basic p 511
As the TL wears on, devices from the next TL start to appear. If PCs
wish to obtain such equipment, they must either invent it or buy a prototype
– see New Inventions (p. 473). Access to prototypes is not sufficient
to justify a PC with a personal TL above that of his society!
At the GM’s option, adventurers may have a skill penalty of -1 or
more when dealing with technology of their own TL that is more or less
advanced than what they are used to. Treat this as an unfamiliarity
penalty; see Familiarity (p. 169).
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Old 04-17-2012, 02:13 PM   #20
Kalzazz
 
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Default Re: Aspected Advanced TL?

The God of Futuristic Goodies has shared the secrets of 'Up through WW2 stuff'

The problem is that 'WW2 stuff' is the razor edge between TL 6 and TL 7, so thus 'things which logically seem to go together' such as Panzer IV's and Bazookas are placed in different TLs

Its even trickier in that Campaigns places 'Jeep' in TL 6 while High Tech places it as TL 7
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