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Old 01-10-2010, 05:19 AM   #1
Mr Frost
 
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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 ...
Unless the rules changed in 4th edition , it takes 20 x H.P. damage to actually disintergrate a person , not 10 x .

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 .
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Old 01-10-2010, 05:30 AM   #2
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Default Re: Star Trek Phasers for GURPS?

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Unless the rules changed in 4th edition , it takes 20 x H.P. damage to actually disintergrate a person , not 10 x .
The rules changed in 4th edition.

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)
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Old 01-10-2010, 05:45 AM   #3
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Default Re: Star Trek Phasers for GURPS?

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Originally Posted by Brett View Post
The rules changed in 4th edition.

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)
Why 11 ?

Was 10 insufficient , but 12 excessive ?
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Old 01-10-2010, 05:57 AM   #4
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Default Re: Star Trek Phasers for GURPS?

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Why 11 ?

Was 10 insufficient , but 12 excessive ?
Well, I wasn't involved in the rules revision in any way, so I'm just guessing. But I expect that "-10 * HP" was a nice round number that seemed roughly right.

To go from +HP to -(10 * HP) involves losing 11 * HP hit points.
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Old 01-10-2010, 06:06 AM   #5
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Default Re: Star Trek Phasers for GURPS?

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Well, I wasn't involved in the rules revision in any way, so I'm just guessing. But I expect that "-10 * HP" was a nice round number that seemed roughly right.

To go from +HP to -(10 * HP) involves losing 11 * HP hit points.
Yes , but therein they turned it from round into an ovoid .

The huge manatee !

Aspers , we likes round round numbers :)
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Old 01-10-2010, 05:59 AM   #6
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Default 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.
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Old 01-10-2010, 08:23 AM   #7
Fred Brackin
 
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Default Re: Star Trek Phasers for GURPS?

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Originally Posted by Brett View Post
The rules changed in 4th edition.

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)
They probably didn't. I suspect Mr Frost's memory is corrupted by something, probably a House Rule.

-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.
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