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Old 09-15-2018, 06:57 PM   #1
OldSam
 
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Join Date: Oct 2005
Location: Göttingen, Germany
Default Fast forward cyberpunk action game

I'm planning a shadowrun style cyberpunk action game in the next months, currently thinking about the concept...

The plan is to focus on the punk in cyberpunk, so really a fast forward action (cinematic) approach with not much tactical planning, rather more "bang!, like an action movie.

I definitely will get into the Action: 2 (Exploits) material again.

--

One thing I'm currently wondering about is how to make melee more effective in a cyberpunk setting (e.g. fast street samurai with claws), where there are guns everywhere - having a lot of power and the range advantage.

Maybe less weapon damage by firearms? Better armor values...? Some meta rule like the etiquette definition that firearms won't shoot at unarmed opponents...? ;)

What do you say?
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Old 09-15-2018, 06:59 PM   #2
OldSam
 
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Default Re: Fast forward cyberpunk action game

PS: One additional question just came up: What would be a good way to model a melee attack move/option, that gets your character behind his opponent to use him as cover/armor against an imminent gun shot from the opposition? (I'm rather referring to some kind of grappling or so than just stepping to the back hex, as in the latter case the other guy could just step sideways and attack normally).

Any ideas?
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Old 09-15-2018, 07:05 PM   #3
Fred Brackin
 
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Default Re: Fast forward cyberpunk action game

Quote:
Originally Posted by OldSam View Post

--

One thing I'm currently wondering about is how to make melee more effective in a cyberpunk setting (e.g. fast street samurai with claws), where there are guns everywhere - having a lot of power and the range advantage.

Maybe less weapon damage by firearms? Better armor values...? Some meta rule like the etiquette definition that firearms won't shoot at unarmed opponents...? ;)
Speed/Dodge-boosting cyberware. You can get 4 pts from stuff in Bio-tech and 2 pts (after errata) from UT(w/FP expenditure). Close faster and evade the gunshots.
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Old 09-15-2018, 07:09 PM   #4
Refplace
 
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Default Re: Fast forward cyberpunk action game

Flash Step which us increased Basic Move limited to Step only is one way, Ghostly movement is another common build for that.
I dont like artificially limiting firearms personally.
In many cases you can get by with high move and stealth abilities to more safely close the range. Also use terrain, dont run across an open battlefield, in a cyberpunk setting allies, hallways and such are your friend.
Also cops and security may respond quicker to the use of firearms.
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Old 09-15-2018, 07:20 PM   #5
Maz
 
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Default Re: Fast forward cyberpunk action game

Some general suggestions and comments:

Its not that difficult to dodge guns (in GURPS). Allow Extra Effort in combat to allow your PCs to spend FP to boost dodge. Also remember acrobatic dodge.

Do not give your mooks high gun skill and be strict about penalties such as speed/range and darkness.

Do not let mooks take the Aim manoeuvre.

Let mooks with high RoF guns take Suppressive Fire action instead of normal - targeted - attacks.

Ultra tech has pretty cheap and effective armoured clothing, which has high DR vs guns but low vs impaling and are flexible so you can still hit them. Maybe combine with generous Armour Divisors for melee weapons.
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Old 09-15-2018, 07:43 PM   #6
AlexanderHowl
 
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Default Re: Fast forward cyberpunk action game

The problem is that, in any 'punk' game, the lethality of guns is going to melee. That being said, there are a few things that can be done. First, reduce the CP cost and monetary cost of ST, HP, DR, Lifting ST, and Striking ST, either natural or artificial, to 1/5 of RAW. Second, increase the maximum bonuses given by bioware and cyberware to ST, HP, DR, Lifting ST, and Striking ST by fivefold. If Muscle Reinforcement with Bone Stimulation gives +5 HP, +30 Striking ST, and +30 Lifting ST, but it only costs 50 CP and $58,000, then you will start to get that Shadowrun feel.
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Old 09-15-2018, 07:56 PM   #7
mr beer
 
Join Date: Mar 2013
Default Re: Fast forward cyberpunk action game

Armour can tend towards bullet proof but not stab proof and melee weapon enhancements can tend towards armour piercing. Make sure weapons need to be concealable to stop PCs routinely carrying military grade rifles around. Reduce ranges in combat as stated above. Rushing to stab/claw can then become a better choice than pistols.
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Old 09-15-2018, 08:33 PM   #8
Kelly Pedersen
 
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Default Re: Fast forward cyberpunk action game

Quote:
Originally Posted by OldSam View Post
One thing I'm currently wondering about is how to make melee more effective in a cyberpunk setting (e.g. fast street samurai with claws), where there are guns everywhere - having a lot of power and the range advantage.
In addition to Action 2, you should also check out Action 3: Furious Fists. That has a lot of good advice about allowing meleeists to flourish in an environment with lots of guns. In particular, the box "Some Bulletproof Advice" on p. 24 is particularly relevant. I especially like the suggestion of using some cinematic rules like Melee Etiquette, TV Action Violence, etc. for Trained By a/Weapon Master characters, even if you don't use them for anyone else.
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Old 09-15-2018, 08:43 PM   #9
Tenex
 
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Default Re: Fast forward cyberpunk action game

I also think you should avoid artificial limitations on guns. A couple of thoughts:

- Legal prohibitions on open carry, make the PCs carry concealed.

- Business prohibitions on carrying guns on the premises accompanied by ineffective security. For instance, a bar says "no guns allowed" and uses a bouncer with a wand to look for guns. But the bouncer is lazy and only wands the waist and armpit area. Consequently, anyone who observes the security procedures can wear an ankle holster and come in armed. But this means the gun will be slow to access and may need to be a little smaller in size than the PCs are used to.

- The more you make the PCs worry about concealment the smaller and inaccessible their guns will be. Same goes for the opposition.

- https://www.shotspotter.com/ combined with ubiquitous video coverage (like current day London) means the police will quickly identify and look for anyone using a gun.

- Martial artists with disarming skill could position themselves behind doorways, around corners and other blind spots. This is a reasonable tactic if an unarmed guy with disarming skill is being pursued and thinks his chances of completely outrunning the gun toter are minimal.

- Have combat occur quickly and at close quarters. Don't have people with knives come running at them from 50 yards away screaming. Have them casually walk up with the knife concealed and spring the attack with some surprise.

- Maybe set it in a country that doesn't have a gun culture like the US. Or postulate that in this dystopian setting the 2nd A has been repealed. Consequently, mere possession of a gun can be a 20 year sentence. That would dissuade NPCs from carrying one.

- A lot of states and the Feds have sentence enhancement laws regarding use of a gun in a crime. You could also institute a "no bail" policy for gun crimes and have the PCs arrested every time they shoot someone. Sure, eventually it may be self-defense, but in the meantime they are spending 6 months in county jail getting in fights (without their gun), missing adventures, etc. while they await trial.
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Old 09-15-2018, 09:27 PM   #10
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Default Re: Fast forward cyberpunk action game

Quote:
Originally Posted by Refplace View Post
Also cops and security may respond quicker to the use of firearms.
Quote:
Originally Posted by Tenex View Post
- https://www.shotspotter.com/ combined with ubiquitous video coverage (like current day London) means the police will quickly identify and look for anyone using a gun.
This is more of a setting-level switch, but:

The Firearm Safety Act of 2031
All firearms must have electronic onboard systems that:

- upon being unholstered in a public area, or on having safety switched off, emit an electronic "weapons hot" warning. Citywide security sensors will detect this and dispatch law enforcement personnel promptly.

- tag every shell casing and bullet with a unique identifying serial number, coded into a insoluble protein strip or nano-sticker. The ammunition's movements are scanned and logged by a central database from the point of manufacture, at each point of sale, and then finally encoded with date/time and geotag data when it is fired. A forensics team or emergency ward doctor should be able to identify the time, place and identity of the shooter from the smallest of bullet fragments.

Of course all gun sales and ownership is similarly logged and tracked by a database.

A more advanced option might be for video feed from the gun to be mandatorily streamed once in weapons-hot status as well.

Now, people with money, power or underworld connections might be able to circumvent some of these measures, but it wouldn't be given as granted. There'd be a black market in untagged weapons and ammo, but it could be expensive to get or supply might be low.

Self-defense use of firearms would be supported this way, but attackers would have to carefully plan around these restrictions and law enforcement response. In many cases then, melee might become the preferred option.
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