Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Closed Thread
 
Thread Tools Display Modes
Old 06-13-2024, 08:18 PM   #101
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: The GURPS Meta-Tech Hype Thread

Here's a modifier that didn't make the cut. It was cool, but really complicated and for that reason alone I axed it.

Quote:
Cosmic, Chaining: You can affect a limited number of targets after affecting your main target. This is done by the attack “jumping” to a new nearby target (describe how!) and requiring another roll to see if they are affected. To do this make a roll to hit the first target of your attack normally. If successful, note your margin of success. If your margin is enough to hit a nearby separate target after accounting for range penalties plus -1 per target after the first, they must make an active defense to avoid also being struck! Each yard traversed, minimum 1 yard, also reduces the number of new targets the attack can affect by 1. This cannot be combined with Rapid Fire. To determine the cost of this modifier, find the maximum number of jumps in the Linear Measurement column of the Size and Speed/Range Table (p. B550), read across to the Size column. Next, multiply the number from the Size column by +10% and then add +50%. This is the total cost of this modifier. For example, the cost to affect up to 15 targets would cost 5 (the value of the Size column, allowing up to 15 targets) ¥ +10% plus +50% or +100% as a modifier. This attack could then affect up to 15 nearby targets, or less if they are far apart.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline  
Old 06-13-2024, 10:07 PM   #102
Varyon
 
Join Date: Jun 2013
Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by Christopher R. Rice View Post
Here's a modifier that didn't make the cut. It was cool, but really complicated and for that reason alone I axed it.
Here's a possible, somewhat-simplified version:

"Cosmic, Chaining: You can affect a limited number of targets after affecting your main target. This is done by the attack “jumping” to a new nearby target (describe how!) and requiring another roll to see if they are affected. To do this make a roll to hit the first target of your attack normally. If successful, note your margin of success - this is the potential number of targets you can hit beyond the first. If targets are more than one yard apart, each additional yard of separation uses up one additional hit. Any target hit by a chaining attack can attempt an active defense, just as though they were the initial target. This cannot be combined with Rapid Fire. To determine the cost of this modifier, find the maximum number of jumps in the Linear Measurement column of the Size and Speed/Range Table (p. B550), read across to the Size column. Next, multiply the number from the Size column by +10% and then add +50%. This is the total cost of this modifier. For example, the cost to affect up to 15 targets would cost 5 (the value of the Size column, allowing up to 15 targets) ¥ +10% plus +50% or +100% as a modifier. This attack could then affect up to 15 nearby targets, or less if they are far apart."

It might also be worthwhile including some verbiage about what happens when one of the attacks misses (I'm assuming the attack ends, but I could potentially see a case - probably with an Enhancement - where it just misses you but still chains to the next enemy) as well as if it can chain back to an enemy already struck (I'm assuming that's meant to be a "no," but again I could see that being possible, particularly with an Enhancement).
__________________
GURPS Overhaul
Varyon is offline  
Old 06-13-2024, 10:08 PM   #103
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: The GURPS Meta-Tech Hype Thread

Not bad! I cut this too early I see. ^_^
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline  
Old 06-13-2024, 10:27 PM   #104
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by Varyon View Post
Here's a possible, somewhat-simplified version:

"Cosmic, Chaining: You can affect a limited number of targets after affecting your main target. This is done by the attack “jumping” to a new nearby target (describe how!) and requiring another roll to see if they are affected. To do this make a roll to hit the first target of your attack normally. If successful, note your margin of success - this is the potential number of targets you can hit beyond the first. If targets are more than one yard apart, each additional yard of separation uses up one additional hit. Any target hit by a chaining attack can attempt an active defense, just as though they were the initial target. This cannot be combined with Rapid Fire. To determine the cost of this modifier, find the maximum number of jumps in the Linear Measurement column of the Size and Speed/Range Table (p. B550), read across to the Size column. Next, multiply the number from the Size column by +10% and then add +50%. This is the total cost of this modifier. For example, the cost to affect up to 15 targets would cost 5 (the value of the Size column, allowing up to 15 targets) ¥ +10% plus +50% or +100% as a modifier. This attack could then affect up to 15 nearby targets, or less if they are far apart."
Jumping from a large target to a smaller one should also probably consume additional hits equal to the difference in size modifier. And if a really big object, you may need to track point of impact rather than just empty distance between objects. Otherwise...
I shoot the planet with chain lightning. That's a +44 for size, zero range. And since all of my targets are in contact with the planet...
__________________
RyanW
- Actually one normal sized guy in three tiny trenchcoats.
RyanW is offline  
Old 06-14-2024, 04:59 AM   #105
Varyon
 
Join Date: Jun 2013
Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by RyanW View Post
Jumping from a large target to a smaller one should also probably consume additional hits equal to the difference in size modifier. And if a really big object, you may need to track point of impact rather than just empty distance between objects. Otherwise...
I shoot the planet with chain lightning. That's a +44 for size, zero range. And since all of my targets are in contact with the planet...
Good points. Probably the most fair way to handle it is to use the larger of the distance between the targets and the difference in SM. And, as you note, distance should be calculated from the point of impact, not from the distance between targets. That's probably going to push it over the brink and back into the realm of "too complicated."

EDIT: I had further thoughts (including a change of heart when it comes to SM differences), but rather than continue to derail this thread, I made another one.
__________________
GURPS Overhaul

Last edited by Varyon; 06-14-2024 at 07:26 AM.
Varyon is offline  
Old 06-14-2024, 02:52 PM   #106
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: The GURPS Meta-Tech Hype Thread

Here are two optional rules for cybernetics that I cut for space:

Quote:
Weight is equal to a percentage of the subject’s base weight for their species – approximately 150 lbs. for a human. This is 5% for an Arm or Leg, 0.5% for an Eye, 4% for the Face, 1% for the Groin, 2.5% for a Hand or Foot, 5% for the Neck, 10% for the Skull, 50% for the Torso (includes Vitals and Groin), 4% for Vitals. For small implants that can go anywhere, assume they weigh 1% of base weight. For subjects with Dwarfism, Fat, Gigantism, or Skinny, modify this base weight further: ¥0.75, ¥1.25, or ¥0.9 respectively. This includes the weight of any power cells or batteries. Modifiers for devices (p. 00) may modify this weight further. Weight from meta-tech cybernetics does not count against encumbrance. They are part of the owner’s body!
Quote:
Targeting the implant is at the penalty for the location it’s imbedded in, plus an additional -2 (and an additional -1 if it’s Cutting Edge or +1 if it’s Cheap, p. 00). Remember, to damage the implant, you must first do enough damage to penetrate the flesh (plus any armor or clothing). Therefore, the implant is only damaged if total penetrating damage exceeds the target’s DR + HP for location. For example, Melody has HP 13 and DR 2. If someone targeted an implant in her arm, it would be at a -4 to skill (-2 for the arm and -2 for targeting the implant), and penetrating damage would have to be at least 9 (DR 2 plus one half of HP 13, rounded up).
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline  
Old 06-14-2024, 06:23 PM   #107
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: The GURPS Meta-Tech Hype Thread

It doesn't seem realistic to say that legs weigh no more than arms. A normal leg is both longer and thicker than a normal arm. Likewise, a foot is bigger than a hand.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is offline  
Old 06-14-2024, 07:03 PM   #108
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by whswhs View Post
It doesn't seem realistic to say that legs weigh no more than arms. A normal leg is both longer and thicker than a normal arm. Likewise, a foot is bigger than a hand.

Those numbers were pulled from a college databased - no, I don't remember which one. Also, there is a reason I removed it.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline  
Old 06-14-2024, 07:07 PM   #109
Varyon
 
Join Date: Jun 2013
Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by whswhs View Post
It doesn't seem realistic to say that legs weigh no more than arms. A normal leg is both longer and thicker than a normal arm. Likewise, a foot is bigger than a hand.
Yeah, those numbers are a bit... off. Looking it up, and averaging male and female (different percentages for each), the Head (Skull + Face + Eyes + Neck) is around 7%, the Trunk (Torso, including Vitals+Groin) is around 43%, each Full Arm (Arm+Hand) is around 5%, and each Full Leg (Leg + Foot) is around 20%. The cut content has these at 20%, 50%, 7.5%, and 7.5%, respectively. That probably matches some anime characters - the child versions of Goku and Krillin come to mind - but not so much real people.

But I suspect if this section wasn't cut, the discrepancy would have been caught.
__________________
GURPS Overhaul
Varyon is offline  
Old 06-14-2024, 07:21 PM   #110
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by Varyon View Post
But I suspect if this section wasn't cut, the discrepancy would have been caught.
Correct. That was a first draft cut. A lot of this stuff is because most of the stuff that was cut later were entire systems and that's going to go elsewhere probably.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline  
Closed Thread

Tags
meta-tech, metatronic generators, metatronics


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:38 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.