Re: Star Trek Phasers for GURPS?
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For a model that's fun and true to the spirit, use Combination Gadgets(p16, Ultra-Tech) to combine IR, aqua, UV, and X-ray lasers, a stat gun, and a disintegrator. Use Exploding Power Cells(p19, Ultra-Tech) to convert energy consumption between TLs, and to model the overload setting. Add hotshots(p133, Ultra-Tech), and "coldshots" consuming half a shot and dealing -1 damage per die. Make it one Ready maneuver to change all these settings around. It's deliberately not simple, though; this is not a weapon for going out and making people miserable with, it's an energy swiss army knife which necessarily includes lethal settings. |
Re: Star Trek Phasers for GURPS?
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Markus |
Re: Star Trek Phasers for GURPS?
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Average person 10 H.P. , takes 240 H.P. cor damage to disintergrate . Holdout Disintergrator {UT 4th.ed p.130} average damage 122.5 H.P. cor . Even hotshotted it dinna hav tha poower Jim . He would need to double damage and given Star Treks Plotonium power suppily technology use some sort of "cosmic" power cell that has Plot number of shots per cell . |
Re: Star Trek Phasers for GURPS?
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It takes a total of 11 * HP to achieve "Total Bodily Destruction, if that makes sense given the source of the damage)". (GURPS Basic Set p. 419) |
Re: Star Trek Phasers for GURPS?
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Was 10 insufficient , but 12 excessive ? |
Re: Star Trek Phasers for GURPS?
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To go from +HP to -(10 * HP) involves losing 11 * HP hit points. |
Re: Star Trek Phasers for GURPS?
I second the mention that "stun" won't necessarily work on nonhumans, or humans modified to be "ridiculously tough" by some form of physical or mental manipulation. "Stun setting doesn't work" is almost as much as a trope as "throws Worf around like a child" to indicate ST toughness.
I may be better to model this with resistances though. |
Re: Star Trek Phasers for GURPS?
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The huge manatee ! Aspers , we likes round round numbers :) |
Re: Star Trek Phasers for GURPS?
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-10x HT (when HT and HP were indistinguishable a la 1st edition) has always been "beyond even magical Ressurection". I think it was back in the the example fight in Man-to-Man (and reprinted many times since) when it talked about Frederick being dead regardless of HT at -5x and nothing but unressurectable Frederickburger at -10. For some reason that stuck in mind. Some GM somewhere, some time may have ruled that "Well, -10x HP means you can't resurrect him but there's a body still there! You have to go to -_20_x HP to completely do away with the body!". That hypothetical GM was within his rights but it was never in the RAW, not even in the 1st edition of Basic. |
Re: Star Trek Phasers for GURPS?
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The best model for the way it seems to work in canon -- i.e., doing whatever the plot needs that can be justified by beam-weapon SFX -- is probably a a gadget with a Cosmic, Physical-only, focus-limited (things that can be justified by dumping energy into the target without any manipulation more than aiming the phaser, explicitly including Unconsciosness Affliction, which might be marginal by that description), Advantages-only Modular Ability, with the number of points in it depending on whether its a Phaser 1, Phaser 2, Phaser Rifle, etc. |
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