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Old 05-15-2011, 08:58 AM   #11
ericbsmith
 
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Default Re: 4E GURPS Rules left to cover

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Originally Posted by OldSam View Post
Also I'd really like to have an official table with all disadvantages and advantages grouped by categories (physical, mental, mundane, supernatural etc.) and with page references.
Ya know, I actually have one of those. I dropped a line to e23 and never heard back... it's certainly something I find particularly useful about using GCA.
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Old 05-15-2011, 09:21 AM   #12
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Default Re: 4E GURPS Rules left to cover

I would just kill for a 4E Cyberpunk book. Many would argue that the genre is passe, and I would agree. But I still want to run a campaign in a cyberpunk setting, dammit. I go skimming through all sorts of books like ultra-tech, bio-tech and powers to get the info and inspiration I need. The hacking rules in that came out in pyramid last year where a godsend.

The genre gets brought up as an example in every book but it doesn't have a current book of it's own.

I still haven't started my campaign. I'm stuck on writing out all the background details that any potential players say they need to create characters.
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Old 05-15-2011, 09:23 AM   #13
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Default Re: 4E GURPS Rules left to cover

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Yes, indeed, forgot that! *thumbs up*

Also I'd really like to have an official table with all disadvantages and advantages grouped by categories (physical, mental, mundane, supernatural etc.) and with page references.
http://www.sjgames.com/gameaids/gurps/sorter/
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Old 05-15-2011, 09:25 AM   #14
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Default Re: 4E GURPS Rules left to cover

Yeah, I'd love to see a 4E Pulp/Cliffhangers and a Cyberpunk book. I'm looking forward to Pulver's Vehicles book, especially since it sounds like it's gonna be pretty modular and allow souping up of vehicles.

I think a Zombie Apocalypse book would be awesome, or maybe as a chapter in a larger Post-Apocalypse book. GURPS Bug Hunt, or maybe bug hunt as one style of a GURPS Space Opera series like Action/DF/MH that has people at TL 10 and covers Alien/Aliens/etc through Star Wars through Firefly.
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Old 05-15-2011, 09:26 AM   #15
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Default Re: 4E GURPS Rules left to cover

In addition, Civilizations. Guide to constructing technological civilizations with plausible lists of split tech, consistent alien Cultural Familiarities etc. The techno-cultural counterpart of what Space gave us.
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Old 05-15-2011, 09:30 AM   #16
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Default Re: 4E GURPS Rules left to cover

Other than the obvious GURPS VEHICLES, I would like:

-a checklist of all the rules specifically labelled 'optional';

-updated combat cards including the options from MA (and any subsequent books if applicable); and

-a compendium of any crunch published in genre materials.
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Old 05-15-2011, 09:31 AM   #17
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Default Re: 4E GURPS Rules left to cover

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Originally Posted by roguebfl View Post
I know, the sorter is not bad, but it's a different thing than a grouped table... ;)
Especially it doesnt' help my players to search for a (dis)advantage, for instance if someone wants to check out all mental, supernatural abilities or all physical disadvantages.

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4E Cyberpunk book
Yes, a cyberpunk book would be great. Though, personally, I would prefer a book with a worked-out specific Cyberpunk-World including cyber-/bio-tech etc., maybe an updated version of Cyberworld for 3e. With that, the Basic and Ultra-Tech etc. it should be very easy to adapt it to other cyberpunk worlds.

Last edited by OldSam; 05-15-2011 at 09:38 AM.
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Old 05-15-2011, 11:10 AM   #18
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Default Re: 4E GURPS Rules left to cover

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You Rock!!!
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Old 05-15-2011, 12:02 PM   #19
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Default Re: 4E GURPS Rules left to cover

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That not covered by GURPS Mysteries?
Nope

Mysteries is a great book and incredibly popular, but in terms of actual investigations extremely rules light. Not much more than a table on dealing with crime scenes.

The interview rules are (briefly) dealth with, but MH2 and (I assumeSocial Engineering shorty) cover(s) more.
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Old 05-15-2011, 12:07 PM   #20
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Default Re: 4E GURPS Rules left to cover

Oh yeah. GURPS Steampunk 4E. Now with a chapter on Teslapunk.
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