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Old 08-05-2023, 12:38 AM   #11
Colonel__Klink
 
Join Date: Aug 2022
Default Re: How to avoid killing your player characters as GM

Quote:
Originally Posted by Fred Brackin View Post
The only "cyberpunk" book ever made for Gurps was early 90s and so early 3e.. It mentions the Secret Service incident on the cover.

"Modern 4e cyber is in Ultratech and Bio-tech. UT also has more armor and rules for disguised armor that is very useful for cyberpunk.

Incidentally, this "soft" clothing armor helps balance melee against guns. It's base 12/4 which is DR 12 against Piercing and Cutting but only DR 4 against everything else.
Yup the book is positively ancient. It's... for getting the feel of the setting only at this point it's so dated. The cybernetics prices both in points and $ don't mate up very well. My campaign I'm going with the ultra tech rules $1k per character point and using their general guide for rules on how many points something costs. Working on a regeneration implant which will be stupid expensive but it's a way humans can "catch up" so to speak with vampires.

The tailored armor is something I'm really thinking about and sorting how to offer it in a quick digestible way for my players during session zero as their starting armor. I'd prefer it would be 8/4 as starting armor (so enemies with regular rounds in pistols could at least hurt them) but we can use AP rounds or something lol.

Last edited by Colonel__Klink; 08-05-2023 at 12:47 AM.
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