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-   -   GURPS Fading Suns Conversion (https://forums.sjgames.com/showthread.php?t=101351)

Exar_Kun 12-15-2012 04:30 PM

Re: GURPS Fading Suns Conversion
 
Quote:

Originally Posted by Jürgen Hubert (Post 1492503)
Now I am considering allowing all melee attacks without any triggering base damage values... but someone wearing an energy shield gets an additional Defense Bonus against larger/heavier melee weapons (like two-handed swords, warhammers and the like). If the defender avoids the attack within the margin of this Defense Bonus, it counts as a shield activation.

Then what about Flux and Mist Swords? and mele weapons with Shocker or Vibrating?.

What would happen if you can't take any active defense against that attack?

Jürgen Hubert 12-16-2012 01:39 AM

Re: GURPS Fading Suns Conversion
 
Quote:

Originally Posted by Exar_Kun (Post 1492563)
Then what about Flux and Mist Swords?

These are plasma weapons and should probably trigger the shield automatically, like ranged weapons... but the shield will be less effective against plasma.

Quote:

and mele weapons with Shocker or Vibrating?.
Their whole point is that they can "slip through" shields, so no extra Defensive Bonus.

Quote:

What would happen if you can't take any active defense against that attack?
Then you are screwed.

Exar_Kun 12-16-2012 07:04 AM

Re: GURPS Fading Suns Conversion
 
But the shield would activate against explosions and firearms, wouldn't it?

Jürgen Hubert 12-16-2012 07:53 AM

Re: GURPS Fading Suns Conversion
 
Quote:

Originally Posted by Exar_Kun (Post 1492760)
But the shield would activate against explosions and firearms, wouldn't it?

Exactly.

OK, I think I've come up with the basic mechanics:

Basic energy shields are the equivalent of Personal Force Screens (UT191) with the Velocity variant. They have the normal DR60 which can slowly be reduced by the usual means.

They are less effective against plasma and flame weapon. With plasma weapons, one half of the basic damage leaks through the shield. With flame weapons, one-fourth of the basic damage leaks through the shield. The basic damage still counts for full when it comes to weakening the shield, though.

Area-effect damage, such as from explosions or falls, counts as double for the purpose of weakening the shield only.

Against melee attacks the shield does not trigger automatically. Against small or lightweight weapons such as knives, daggers, or unarmed attacks as well as fencing weapons the shield provides no particular bonus. Against larger, one-handed weapons such as broadswords, axes, maces and so forth the shield provides an additional Defense Bonus of +1, analogous to conventional shields. Against two-handed weapons it provides a +2 Defense Bonus. If the defender avoids the attack with a margin of success equal to the Defense Bonus provided by the energy shield, the energy shield has triggered and it is weakened, if applicable.

Against plasma-based melee weapons such as force swords, the energy shield activates automatically, just as with ranged plasma weapons.

Standard energy shields are incompatible with heavy personal armor. When using the armor types from Ultra-Tech, neither assault boots, tactical vests, nor any type of rigid armor nor environmental suit may be worn in combination with standard energy shields. If using the Style options from UT175, no "Heavy" armor may be worn with it.

I think that should largely maintain the "swashbuckling" feel of the setting, at least regarding energy shields.

Another question: Are there some options in some supplement or Pyramid article somewhere for further modifying gear than described in Ultra-Tech? For instance, giving equipment a longer endurance and the like...


Finally, I think I will make the "default" TL of the setting TL5, with TLs reaching up to TL10 for the best Engineer enclaves. The Second Republic was mature TL11 with some rare TL12 stuff (especially regarding energy fields), as are the Vau.

Accordingly, starting wealth is $5000, with 1 firebird = $10. Equipment more advanced than TL5 will cost more, with the following multiplier:

TL6: x2
TL7: x5
TL8: x10
TL9: x20
TL10: x50
TL11: x100
TL12: x200

(assuming that the latter two are available at all).

The exception to this are personal energy shields - they were produced in mass numbers during the Second Republic and are thus fairly affordable to the upper classes. They cost their normal base value.

Exar_Kun 12-16-2012 08:46 AM

Re: GURPS Fading Suns Conversion
 
Have you thought about giving modifiers to the shield's defense bonus if the attacker uses all-out, commited, or defensive attack options?

Jürgen Hubert 12-16-2012 09:56 AM

Re: GURPS Fading Suns Conversion
 
Quote:

Originally Posted by Exar_Kun (Post 1492782)
Have you thought about giving modifiers to the shield's defense bonus if the attacker uses all-out, commited, or defensive attack options?

Hmmm... I'd say that all-out with damage bonus gives +1 DB, while deceptive attack reduces the shield DB bonus first - people in the setting are taught how to attack someone with an energy shield...

Exar_Kun 12-17-2012 04:53 PM

Re: GURPS Fading Suns Conversion
 
Deciding TL for Fading Suns can be very tricky. For my game I've decided to use TL 8 as standard for the PC, because most of the the enemies, allies and technology available will be this TL. Also the players themselves are more familiarized with this level, altough sonner than later they increase their own TL at least to 9 so they can use without penalty a better and not so scarce technology as TL 10.

Fwibos 12-17-2012 08:18 PM

Re: GURPS Fading Suns Conversion
 
Quote:

Originally Posted by Jürgen Hubert (Post 1492793)
Hmmm... I'd say that all-out with damage bonus gives +1 DB, while deceptive attack reduces the shield DB bonus first - people in the setting are taught how to attack someone with an energy shield...

Many deceptive attacks use speed - would this be affected, or is it still too slow to activate it?

Jürgen Hubert 12-20-2012 02:40 AM

Re: GURPS Fading Suns Conversion
 
Quote:

Originally Posted by Fwibos (Post 1493504)
Many deceptive attacks use speed - would this be affected, or is it still too slow to activate it?

Presumably they've figured out deceptive techniques to avoid just that.


Though after talking to my players over this, I think I will discard all those rules I've come up with to keep things simple:

Fading Suns energy shields are velocity-limited conformal force shields. Personable energy shields (as opposed to tactical ones) can only be combined with armor that also counts as Concealable, whether or not it actually is concealed. If using the "Tailoring Armor" options from UT174f, up to "normal" armor styles count as concealable, while the "heavy" style does not.

Furthermore, while energy shields protect against the initial damage of liquid projectors (such as flamethrowers), the target still counts as hit and thus suffers secondary damage on subsequent rounds, as per the normal rules.

Jürgen Hubert 12-20-2012 03:59 AM

Re: GURPS Fading Suns Conversion
 
I've created a Google Documents Folder for my Fading Suns conversion - you can find it here.

You should be able to read it without logging in to Google... I think.


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