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Old 09-23-2022, 02:36 PM   #1
oneofmanynameless
 
Join Date: May 2012
Location: New Hampshire, USA
Default Modeling a Sailboat

Sooner or later someone wants to play something only GURPS can do.

Trying to build a sapient sail-boat as a character and finding that most of the sapient vehicle as character rules generally apply to more complicated machines.

So I'm assuming that a sailboat would have the Machine meta-trait, with Doesn't Eat or Drink, Doesn't Breath, Pressure Support and Vacuum Support, Maintenance, Numb, and Social Stigma (Valuable Property) (also probably dead broke.)

I'd also assume it has the Icthyoid meta-trait?

What about the limitations on it's mobility? It can't submerge at all, but can swim around as long as there is wind, or at a greatly reduced pace and greatly increased effort of moving by oars. I assume that those are accessibilities on it's basic move and enhanced move traits, but what would they be worth? And how would being able to operate on gas power as a backup play into that?

Anything obvious I'm missing that would apply to a sailboat (regardless of it's size)?
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Old 09-23-2022, 03:06 PM   #2
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Modeling a Sailboat

Do you have GURPS Template Toolkit 2: Races? I included rules for a variant of Aquatic that involved mobility via sails.
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Old 09-23-2022, 03:38 PM   #3
oneofmanynameless
 
Join Date: May 2012
Location: New Hampshire, USA
Default Re: Modeling a Sailboat

Quote:
Originally Posted by whswhs View Post
Do you have GURPS Template Toolkit 2: Races? I included rules for a variant of Aquatic that involved mobility via sails.
I do not but that is a very compelling reason to pick it up!

Just out of curiosity, would those rules also potentially be applicable to clock-punk sail powered airships?

EDIT: Unnecessary because you have Lighter than Air vehicles! Actually, this whole supplement is a light in the dark. Gunna have to read it cover to cover. Thank you!

Last edited by oneofmanynameless; 09-23-2022 at 03:51 PM.
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Old 09-23-2022, 11:24 PM   #4
dcarson
 
Join Date: Mar 2008
Default Re: Modeling a Sailboat

Depending on the campaign I'd make some of those Advantages 0 point Features. Vacuum Support and others in a campaign that will never leave the surface of a planet is a point tax that makes the player well behind the rest of the PCs.
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Old 09-24-2022, 06:41 AM   #5
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Modeling a Sailboat

I want to hear more about this sentient sailboat. When you're done, please post. :)
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Old 09-24-2022, 03:25 PM   #6
DangerousThing
 
Join Date: Mar 2013
Default Re: Modeling a Sailboat

Is the sailboat sentient through magic or technology. It might matter for the template to be used.
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Old 09-24-2022, 08:32 PM   #7
oneofmanynameless
 
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Default Re: Modeling a Sailboat

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Originally Posted by DangerousThing View Post
Is the sailboat sentient through magic or technology. It might matter for the template to be used.
Magic. And yes! It definitely does matter. Because a sailboat that's possessed by a spirit, or enchanted with a sorcerers broom type spell, or something is a far less complex machine then an AI controlled starship. For example: the AI controlled starship probably does have something equivalent to a "brain" (central mainframe) while the magically animated sailboat has no such targetable weakness (injury tolerance (no brain) [5].) Not to mention vulnerability to EMPs (electrical -20) and other traits.
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Old 09-24-2022, 08:40 PM   #8
Fred Brackin
 
Join Date: Aug 2007
Default Re: Modeling a Sailboat

Quote:
Originally Posted by oneofmanynameless View Post
Magic. And yes! It definitely does matter. Because a sailboat that's possessed by a spirit, or enchanted with a sorcerers broom type spell, or something is a far less complex machine then an AI controlled starship..
The sailboat probably has IT:Homogenous rather than IT:Unliving.

Always doublecheck your Meta-Traits.
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Old 09-24-2022, 10:09 PM   #9
RyanW
 
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Default Re: Modeling a Sailboat

Quote:
Originally Posted by Fred Brackin View Post
The sailboat probably has IT:Homogenous rather than IT:Unliving.
I don't know. A rowboat, probably. But a sailboat has masts and rope (lots of rope, plus anchor points and pulleys for said rope, etc.) that create points of failure implied to be absent with Homogenous.

I don't want to say a sailboat obviously doesn't have Homogenous. It's just not completely obvious to me that it should. Though I'll confess to not using Homogenous in a while, so I might be missing where to put the breakpoint between the various IT types.
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Old 09-27-2022, 12:21 AM   #10
StevenH
 
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Default Re: Modeling a Sailboat

Quote:
Originally Posted by RyanW View Post
I don't know. A rowboat, probably. But a sailboat has masts and rope (lots of rope, plus anchor points and pulleys for said rope, etc.) that create points of failure implied to be absent with Homogenous.

I don't want to say a sailboat obviously doesn't have Homogenous. It's just not completely obvious to me that it should. Though I'll confess to not using Homogenous in a while, so I might be missing where to put the breakpoint between the various IT types.

Well, you could build it as the ropes and pulleys aren't part of its HP pool, although damaging them would potentially cripple it. Just wouldn't do any actual damage. Treat them as an equivalent of clothing. Worn, damageable, but not actually part of the entity.
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