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Old 02-08-2024, 07:01 PM   #1
WholesomeMadScientist
 
Join Date: Nov 2021
Default Weird War II Super-Soldiers as a 4e Racial Template

Weird War II pg. 108

Super-Soldier

Attributes: ST +10 [100]; DX +1 [10]; HT +3 [30].
Advantages: Combat Reflexes [15]; Extra Hit Points +3 [15]†; Boosted Speed [18]*; Very Fit [15).
Disadvantages: Increased Life Support (X2 food requirements) [-10]

*
Quote:
Originally Posted by mburr0003 View Post
Boosted Speed here is Basic Speed +1.00 (Costs Fatigue, 1 FP/second, -10%) [18], because it makes no sense to have a conditional Combat Reflexes when they have an "all the time" Combat reflexes already.

Or if you want to keep Hyper-Reflexes the way it is, just give them a cost reduction on it of 15 points. Or don't and increase the above template by 15 points.
†Extra Hit Points?
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Old 02-08-2024, 07:37 PM   #2
Fred Brackin
 
Join Date: Aug 2007
Default Re: Weird War II Super-Soldiers as a 4e Racial Template

Quote:
Originally Posted by WholesomeMadScientist View Post
Weird War II pg. 108

Super-Soldier

Attributes: ST +10 [100]; DX +1 [10]; HT +3 [30].
Advantages: Combat Reflexes [15]; Extra Hit Points +3 [15]†; Boosted Speed [18]*; Very Fit [15).
Disadvantages: Increased Life Support (X2 food requirements) [-10]

*

†Extra Hit Points?
In 3e HP were not so much a Secondary Attribute that was freely alterable (within limits). Instead it was an Advantage and not all that common either. HP ame from HT and in early Gurps "HP" and "HT" were used pretty interchangeably.

If you come across the "others", Perception used to be Alertness, Will was Strong Will and Extra Fatigue Points was also possible (and base FP came from ST). Basic Speed was mostly the same but more expensive and not as freely alterable. Basic Move wasn't differentiated from Basic Speed and confusion sometimes resulted. It could also be altered by Running Skill.
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Old 02-08-2024, 07:45 PM   #3
WholesomeMadScientist
 
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

Quote:
Originally Posted by Fred Brackin View Post
In 3e HP were not so much a Secondary Attribute that was freely alterable (within limits). Instead it was an Advantage and not all that common either. HP ame from HT and in early Gurps "HP" and "HT" were used pretty interchangeably.

If you come across the "others", Perception used to be Alertness, Will was Strong Will and Extra Fatigue Points was also possible (and base FP came from ST). Basic Speed was mostly the same but more expensive and not as freely alterable. Basic Move wasn't differentiated from Basic Speed and confusion sometimes resulted. It could also be altered by Running Skill.
So, in 4e it would be…

Super-Soldier
184 points

Attributes: ST +10 [100]; DX +1 [10]; HT +3 [30]; HP +3 [6].
Advantages: Combat Reflexes [15]; Boosted Speed [18]; Very Fit [15).
Disadvantages: Increased Life Support (X2 food requirements) [-10]
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Old 02-08-2024, 07:45 PM   #4
Pursuivant
 
Join Date: Apr 2005
Default Re: Weird War II Super-Soldiers as a 4e Racial Template

As a GM decision, you might want to reduce GURPS 3E ST if you haven't already. Remember GURPS 4E ST follows a log scale while GURPS 3E ST is linear. GURPS Update has a 3E to 4E conversion table.
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Old 02-08-2024, 07:47 PM   #5
WholesomeMadScientist
 
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

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Originally Posted by Pursuivant View Post
As a GM decision, you might want to reduce GURPS 3E ST if you haven't already. Remember GURPS 4E ST follows a log scale while GURPS 3E ST is linear. GURPS Update has a 3E to 4E conversion table.
So what would it, or should it, be in 4e?
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Old 02-08-2024, 07:52 PM   #6
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

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Originally Posted by Pursuivant View Post
As a GM decision, you might want to reduce GURPS 3E ST if you haven't already. Remember GURPS 4E ST follows a log scale while GURPS 3E ST is linear. GURPS Update has a 3E to 4E conversion table.
In GURPS 4/e, strength is not logarithmic at all, but quadratic. Basic Lift is not, for example, 5 x 2^(ST/5), but (ST x ST)/5.
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Old 02-08-2024, 07:54 PM   #7
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

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Originally Posted by WholesomeMadScientist View Post
So what would it, or should it, be in 4e?
If you start out with ST 10, and Basic Lift 20 pounds, in 3/e, a linear scale would have Basic Lift 40 pounds for ST 20. In 4/e, to get to 40 pounds, you could do ST 14, for 39 pounds, or ST 15, for 45 pounts. I might go for the pentaphilic +5 ST and accept the slightly higher Basic Lift.
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Old 02-08-2024, 08:59 PM   #8
Fred Brackin
 
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

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Originally Posted by WholesomeMadScientist View Post
So what would it, or should it, be in 4e?
Unchanged. The Supersoldier's ST score was purchased to gain a certain damage level rather than a lifting total and the Damage Table is unchanged between 3e and 4e.

If you lower ST from 20 to 14 you lower Thrust from 2D-1 to 1D. You'll have lowered HP too and this combat oriented character will be much weaker in combat.
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Old 02-08-2024, 09:04 PM   #9
Fred Brackin
 
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

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Originally Posted by Pursuivant View Post
GURPS Update has a 3E to 4E conversion table.
......and when they asked me to look at Gurps Update before the release of 4e I tried to explain to them how many other things ST did besides lift and carry weight.

I think I got a minor mention of that but the whole "lower ST from 3e to 4e" should have been scrapped for any characters who were not professional stevedores.
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Old 02-08-2024, 09:14 PM   #10
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Default Re: Weird War II Super-Soldiers as a 4e Racial Template

Quote:
Originally Posted by WholesomeMadScientist View Post
Attributes: ST +10 [100]; DX +1 [10]; HT +3 [30]; HP +3 [6].
DX is 20 CP/level in 4e, so that should be DX +1 [20].

As stated, in 3e hit points were based on HT, while they're based on ST in 4e. In 3e, the template would have 16 HP and 20 FP, while you're giving them 23 HP and 13 FP. Depending on how you visualize your super-soldiers, this may not be what you want.

I'd probably stat this part of them as:
ST 16 [60]; DX +1 [20]; HT +3 [30]; FP +7 [21]
Advantages: Striking ST +4 [20]

That gives them a reasonable number of HP, a large number of FP, a reasonable basic lift, and addresses Fred's concerns about their punching damage.
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