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Old 08-04-2020, 10:16 AM   #11
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Uncapped weapon ST

MaxST is an inherent capability based on hardness, mass, and sharpness. Of course, I could see adding Force Field (+20%) to ST to represent reinforcing worn and carried objects and would give anything worn or carried a bonus to its ST (and its HP), which would wave MaxST issues. In effect, a character with Super St would pay +2 CP per level for the ability to ignore MaxST in wielded weapons (as well as justifying them not destroying their clothing by just walking around).
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Old 08-04-2020, 11:20 AM   #12
Imbicatus
 
Join Date: Sep 2016
Default Re: Uncapped weapon ST

For a four color supers game it’s fully reasonable to just turn off the maximum st for weapons as a setting switch. It’s really annoying that unarmed becomes the de facto best weapon for super st characters because of the damage cap on muscle powered weapons.
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Old 08-04-2020, 11:40 AM   #13
Celjabba
 
Join Date: Sep 2006
Location: Luxembourg
Default Re: Uncapped weapon ST

Quote:
Originally Posted by AlexanderHowl View Post
MaxST is an inherent capability based on hardness, mass, and sharpness. Of course, I could see adding Force Field (+20%) to ST to represent reinforcing worn and carried objects and would give anything worn or carried a bonus to its ST (and its HP), which would wave MaxST issues. In effect, a character with Super St would pay +2 CP per level for the ability to ignore MaxST in wielded weapons (as well as justifying them not destroying their clothing by just walking around).
That is quite elegant. Bookmarked for future use.

That said, in many setting, it is implied as a setting switch : if a super hero can lift a car by the bumper, or catch someone falling while flying at supersonic speed without ending with a torn bumper/arm, one can assume it is the same with weapons.
Excessive damage from small weapons become a problem, it is true, but I suppose a GM can solve that on the fly. Perhaps linking the relative SM of the weapon/target (or projectile/target) with max damage somehow ?

Last edited by Celjabba; 08-04-2020 at 12:14 PM.
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Old 08-04-2020, 01:30 PM   #14
Ejidoth
 
Join Date: Jul 2009
Default Re: Uncapped weapon ST

You basically need a weapon made of some kind of super-tough but light material if you want a character that does Super-ST the way GURPS handles it, where they have modestly increased strength that they can occasionally spike up to absurd levels for individual attacks.

Essential Metal/Orichalcum and Essential Wood/Dragonbone are both three times the strength for the same weight, so you could justify keeping the same MinST but tripling the MaxST.

A melee weapon with a built-in Ultra-Tech Stasis Web would be basically unbreakable while the web was active, giving it effectively infinite MaxST (well, 10 million times normal MaxST, but that's probably more than you need anyway) without changing MinST. It would also look like it was made of a perfectly reflective mirror-material, which is kind of cool.

Other setting-specific meta-materials and superscience could do similar things, though you might be on your own re: figuring out how much they'd cost.
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Old 08-04-2020, 02:13 PM   #15
Taneli
 
Join Date: Aug 2004
Location: Helsinki, Finland
Default Re: Uncapped weapon ST

If you want the supe to have a stronger weapon that allows them to use their full ST with it, invent some gimmick for your campaign that allows it.

You might call it, I don’t know, vibranium, mithril, adamantium, dragon bone, or just have the carry around heavier weapons (see the above mentioned source or GURPS DF

If you want to create a weapon using abilities, it’s an ST-based (melee) innate attack with stats (damage bonus, attack modes, damage modes) similar to the weapon you want to emulate, see GURPS FAQ 5.2.1 (1.) for guidance [0].

[0] http://www.sjgames.com/gurps/faq/FAQ4-5.html
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