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

Reply
 
Thread Tools Display Modes
Old 01-09-2010, 04:56 PM   #1
umbros
 
umbros's Avatar
 
Join Date: Aug 2004
Location: Danville, VA USA
Default Star Trek Phasers for GURPS?

What do you think is the simplest, most fun, truest to the setting, way to handle Phasers in GURPS?

I had thought about using the stats for a rainbow laser but with a "stun" setting like an omni-blaster. A standard type II phaser would be a RLaser Pistol with a HT-3 stun when set to stun.

What do you think? Any other ideas?
umbros is offline   Reply With Quote
Old 01-09-2010, 05:14 PM   #2
Agemegos
 
Agemegos's Avatar
 
Join Date: May 2005
Location: Oz
Default Re: Star Trek Phasers for GURPS?

I don't remember an occasion on which anyone was ever shot with a phaser and merely wounded. Set to "stun" they stun. Set to "kill" they completely destroy the body. Affliction mechanics, with a "Stunned" option and a "Dead, disintegrated" option would seem more appropriate than injury rules. Either that or they need to do about <correction> 290 points of damage.

The hand phasers in the later series had terrible ergonomics and no sights. BEAM WEAPONS (Hand Phaser) should be a Hard skill, and the weapons' acc should be zero. Hand phasers in TOS weren't so bad.

You might find the following sites interesting and useful, but be aware that their author is no respecter of sacred cows. You might decide to reject his conclusions and even his criticisms out of hand, nevertheless you should find it useful to consider his collected observations of what phasers are shown as doing.
__________________

Decay is inherent in all composite things.
Nod head. Get treat.

Last edited by Agemegos; 01-10-2010 at 06:00 AM.
Agemegos is offline   Reply With Quote
Old 01-09-2010, 05:40 PM   #3
Captain-Captain
 
Captain-Captain's Avatar
 
Join Date: Aug 2004
Default Re: Star Trek Phasers for GURPS?

TOS phasers were hit and 5arget drops or disintegrates. In later shows they got nerfed to the point a character could be hit multiple times and while dying, still get a heroic last action.

IIRC The FASA Start Trek rules gave them Stun Kill and Disintegrate settings.

The hit/drop 'rule' also applies to Star Wars EXCEPT in RPG rules. In a one shot game using the FASA rules and a WotC Star Wars adventure, our GM was astounded at how quickly his NPC thugs went down. He's complaining pos aborted game how in Star Wars you 're supposed to take a hit, keep shooting until finally someone dropped.

We had to break the reality of the movies to hm gently.

It's a sad thing when someone's sense of fictional realities is warped bey9od recognition by inflating hit points. :)
__________________
...().0...0()
.../..........\
-/......O.....\-
...VVVVVVV
..^^^^^^^

A clock running two hours slow has the correct time zero times a day.
Captain-Captain is offline   Reply With Quote
Old 01-09-2010, 06:34 PM   #4
Fred Brackin
 
Join Date: Aug 2007
Default Re: Star Trek Phasers for GURPS?

Quote:
Originally Posted by umbros View Post
What do you think is the simplest, most fun, truest to the setting, way to handle Phasers in GURPS?

I had thought about using the stats for a rainbow laser but with a "stun" setting like an omni-blaster. A standard type II phaser would be a RLaser Pistol with a HT-3 stun when set to stun.

What do you think? Any other ideas?
Fer cryin' out loud.

They put a TL 12 weapon called a Disnintegrator in the new UT and one shot from even the holdout model will indeed completely disintegrate a normal human and no one makes the connection from this to the phaser.

I feel sympathy with Kromm having to answer "How do I model a light saber in Gurps? Is it anything like a Force Sword?" so many times.

Let disintegrators fire at partial power for reduced use of energy/charges and you have half of the mods you need.

Then use the omniblaster rule to add a stun setting to a disintegrator and you have the other half. It will max out at -10 most of the time and this is close enough to the auto-stun you see on Trek for rpg purposes.

Or if that's not direct enough for you you can borrow the stunner rules from Vorkosigan. That's another cinematic universe where stunners work like plot devices. You get hit in the torso or the head and you're stunned. No roll or anything.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 01-09-2010, 07:02 PM   #5
ImperialOne
 
ImperialOne's Avatar
 
Join Date: Aug 2004
Location: Credit River Township, MN
Default Re: Star Trek Phasers for GURPS?

Quote:
Originally Posted by Fred Brackin View Post
Fer cryin' out loud.

They put a TL 12 weapon called a Disnintegrator in the new UT and one shot from even the holdout model will indeed completely disintegrate a normal human and no one makes the connection from this to the phaser.

I feel sympathy with Kromm having to answer "How do I model a light saber in Gurps? Is it anything like a Force Sword?" so many times.

Let disintegrators fire at partial power for reduced use of energy/charges and you have half of the mods you need.

Then use the omniblaster rule to add a stun setting to a disintegrator and you have the other half. It will max out at -10 most of the time and this is close enough to the auto-stun you see on Trek for rpg purposes.

Or if that's not direct enough for you you can borrow the stunner rules from Vorkosigan. That's another cinematic universe where stunners work like plot devices. You get hit in the torso or the head and you're stunned. No roll or anything.
You are SO right... come on everyone!

I do agree, setting 8 (16 settings in a canon phaser) is the standard kill setting, should do about 100-120 damage. With some granularity, 190 points is about setting 12..

I would also try to minimize wide variance in the damage range as well. Instead of 8d damage at whatever setting, maybe 2d+18, etc.
ImperialOne is offline   Reply With Quote
Old 01-09-2010, 08:06 PM   #6
cmdicely
 
Join Date: Aug 2004
Default Re: Star Trek Phasers for GURPS?

Quote:
Originally Posted by umbros View Post
What do you think is the simplest, most fun, truest to the setting, way to handle Phasers in GURPS?
That...depends. Phasers work differently from episode to episode within the same series, so its not like there is a good fixed reference point. If you want something that has all the features phasers have at one point or another, you want something that:
* might be FTL (or maybe that's just the mounted version)
* can stun, so something like the stun setting for omni-blasters is needed.
* can disintegrate all or part of a target
* can inflict injury without disintegrating (sometimes cauterizing, sometimes not.)
* can be used as a tight-beam, continuous cutting tool
* can be used to heat objects
* can be set for varying areas of effect -- on most settings
* can sometimes cause very substantial knockback
cmdicely is offline   Reply With Quote
Old 01-09-2010, 09:09 PM   #7
quarkstomper
 
quarkstomper's Avatar
 
Join Date: Sep 2004
Location: The Enchanted Land-O-Cheese
Default Re: Star Trek Phasers for GURPS?

A couple years ago I ran a ST:Next Gen-era campaign and I made up my own damage table for phasers. I might have based some of the numbers off of existing weapons, but mostly it was pulled out of my hat.

I gave the phasers four settings: Heat, Stun, Kill and Disintegrate, with a fifth setting, "overload", that I didn't bother defining because it was essentially a plot device. And I had four different types of phasers: Type I, the standard issue Federation phaser; Type II, a more powerful hand phaser, and the Phaser Rifle. (In retrospect, I see that I was basing this on how the phasers were depicted in TOS; I don't know if phasers had these distinctions in Next Gen). To these three standard classes I added a fourth: The "Bunny Phaser", a low-powered phaser with only the heat and stun settings, issued to non-Starfleet personnel; (my wife's character was a civilian on board a Galaxy-class ship so I figured they wouldn't let her have a standard phaser).

These are the damages I came up with. Once again, these were just numbers I pulled out of a hat with little to no play-testing or relation to existing weapon stats:

Bunny Phaser
Heat: 10 degrees per second
Stun: Target must roll vs. HT to avoid Stun; stunned for (Margin of failure) seconds.
Kill: None
Disintegrate: None

Phaser I:
Heat: 20 degrees per second
Stun: Target must roll vs. (DR+HT-4) to avoid stun; stunned for (10xMOF) minutes
Kill: 3d burning
Disintegrate: 10d

Phaser II:
Heat: 50 degrees per second
Stun: Target must roll vs. (HT-4) to avoid stun: stunned for (30xMOF) minutes
Kill: 4d burning; reduce DR by 1/2
Disintegrate: 15d

Phaser Rifle:
Heat: 100 degrees per second
Stun: Target must roll vs. (HT-10) to avoid stun; stunned for (MOF) hours
Kill: 8d burning; reduce DR by 12
Disintegrate: 20d
quarkstomper is offline   Reply With Quote
Old 01-09-2010, 10:35 PM   #8
Agemegos
 
Agemegos's Avatar
 
Join Date: May 2005
Location: Oz
Default Re: Star Trek Phasers for GURPS?

Quote:
Originally Posted by umbros View Post
What do you think is the simplest, most fun, truest to the setting, way to handle Phasers in GURPS?
Simple, and true to setting: ignore GURPS damage rules. A phaser hit stuns if the phaser is set on stun, it kills if it is set on kill, etc. You don't need damage rules to represent that. Rules would only be a complicated way to sometimes get simple things wrong.
__________________

Decay is inherent in all composite things.
Nod head. Get treat.
Agemegos is offline   Reply With Quote
Old 01-09-2010, 10:48 PM   #9
Qoltar
Pike's Pique
 
Qoltar's Avatar
 
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
Default Re: Star Trek Phasers for GURPS?

Forum member Gold & Appel posted a good suggestion in one of my STAR TREK-related threads. He said go with the Omni-blaster from Ultra Tech.

Since it was available when running the GCA - thats what I went with.

So far TWO game sessions, one in June and one in December using that shortcut....and so far no problems as far as the players are concerned.


- Ed Charlton
__________________
Take me out to the black
Tell them I ain't comin' back
Burn the land and boil the sea
You can't take the sky from me....


A vote for charity: http://s3.silent-tower.org/TheKlingonVotes/index.html
Qoltar is offline   Reply With Quote
Old 01-09-2010, 11:05 PM   #10
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Star Trek Phasers for GURPS?

Quote:
Originally Posted by Brett View Post
Simple, and true to setting: ignore GURPS damage rules. A phaser hit stuns if the phaser is set on stun, it kills if it is set on kill, etc. You don't need damage rules to represent that. Rules would only be a complicated way to sometimes get simple things wrong.
Given canon presentation, even in the recent Abrams ST movie, Brett's exactly right. One hit, and you're either KO'ed, dead, or both dead and vaporized. No fuss, no muss, no stats required for dropping 'em. Only possible stats needed for the stun setting are how long you stay down; define it as either a HT roll at a penalty that reduces for duration (use, perhaps, the speed range table on the speed setting rather than range) or "you're out for 30-HT minutes" for simplicity.
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Reply

Tags
disintegrator, phaser, space, star trek


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 05:52 AM.


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