GurpForge: OC: Gurpforge General Discussion
Can someone go get the Supers and the Martial Arts suplements? the supers has some really useful rules in it from what i hear. Would have even picked it up myself possibly, but GameHQ was out. of the supers that is. they had the martial arts which was somewhat useful, but not as much as supers.
http://e23.sjgames.com/item.html?id=SJG37-0302
http://e23.sjgames.com/item.html?id=SJG37-0302
Last edited by rydi on Tue Jul 22, 2008 5:11 am, edited 1 time in total.
Threading the Gerbil since 1982
i love gurps:
only in gurps. not even in rolemaster. only gurps. i bet space stuff is even more painful to read.Most outsized improvised weapons are effectively
long levers. The difficulty of moving a lever is proportional
to its moment arm: that is, to the product of its
weight and its length. The moment arm a hero can
manage is proportional to his BL – that is, to the
square of his ST. So the required ST is proportional to
the square root of the moment arm.
The tables of length factors use a computational
trick to make this simpler. If two weapons – say, two
wooden poles – have equal cross-sectional thickness,
but one is twice as long as the other, that also makes it
twice as heavy as the other. So it has four times the
moment arm, needs four times the BL, and thus needs
twice the ST. That is, required ST and weight are both
always proportional to length! To find the multipliers
in the table, divide length by 2 yards.
The swing damage bonus is also proportional to
length. On the other hand, the thrust damage bonus is
proportional to the square root of length; making a
spear twice as long gives it twice the weight, which
boosts its damage, but the doubled length by itself has
no effect on thrust damage.
Threading the Gerbil since 1982
more glorious gurpage:
i think this may be a new favorite system.What about supers who inflict damage on a really
huge scale? What would it take for a super to literally
destroy a planet; in particular, to destroy the Earth?
The Earth as a whole is inanimate, and has no complex
internal mechanical parts; it can be taken as
homogenous. It masses approximately 6,500 quintillion
tons (“weighs” isn’t quite the right word). Taking the
cube root, and multiplying by 8, gives 1.88 billion HP;
on a planetary scale, rounding that off to two billion is
close enough.
The Earth’s crust is roughly 10 miles thick, on the
average. Rock has a minimum 8 DR per inch; that
makes the Earth’s DR about 5,000,000. Anything that
can inflict a major wound on the planet, let alone
smash it, won’t even notice that amount of DR!
A major wound to the planet takes about
286,000,000d; we can round that up to 300 million
dice. To inflict that much damage with one blow, a
super needs ST three billion. If he’s getting it from
Super-Effort, he needs to buy ST 55 with the Super-
Effort modifier, at a cost of 2,200 points.
Of course, he probably wants to be able to survive
an equal amount of damage. A Damage Reduction factor
of one billion looks about right; that costs another
1,350 points. Building him on 4,000 points leaves
another 450 points for incidentals such as Flight and
Doesn’t Breathe.
If anything, this is alarmingly cheap – not necessarily
beyond the point range for a really high-end supers
campaign. GM considering such a campaign should
make sure to set upper limits on ST, damage, DR, and
Damage Reduction well below this level. If a hero needs
to shatter a planet, he can resort to one-use powers (see
Threading the Gerbil since 1982
On another note entirely:
I'm going to start a thread in this forum sometime after class lets out entitled "crimsonland", and I'll do a series of these on themes. These will be purely combat threads, in which I would like to find a way of representing combat as smoothly as possible on the boards. In these threads you could test out your combat concepts, or play a minigame in which you start with a standardized character and gain points. Monsters of various types will approach, and killing them will earn you points/cash with which to buy skills/advantages/weapons/TL.
for right now I'm thinking of using the already existing alphanumeric grid system of Microsoft Excel, in which I would give an origin that characters are at, with the outer limit of the field being cell 1 and column a. Each cell would be a hex, and elevation could be indicated as items are entered in the cells. They can be dragged and dropped readily. the newest version of excel has online coordination capabilities, I'll see if we can do that or if the google documents spreadsheet will do what we want. I bet it will, and we can each have access to it and view it, we might either allow people to freely change it or have a designated map person.
I understand there to be software out there that allows for grid systems and maps to be used online, but I believe they also need to be live, and since we aren't playing live it would be counterproductive.
We can experiment with ideas in the crimsonland threads when they start. I'll design the creatures in crimsonland to be representative of increasing difficulties of encounters, so as to provide a gauge for those of you testing combat characters.
I'm going to start a thread in this forum sometime after class lets out entitled "crimsonland", and I'll do a series of these on themes. These will be purely combat threads, in which I would like to find a way of representing combat as smoothly as possible on the boards. In these threads you could test out your combat concepts, or play a minigame in which you start with a standardized character and gain points. Monsters of various types will approach, and killing them will earn you points/cash with which to buy skills/advantages/weapons/TL.
for right now I'm thinking of using the already existing alphanumeric grid system of Microsoft Excel, in which I would give an origin that characters are at, with the outer limit of the field being cell 1 and column a. Each cell would be a hex, and elevation could be indicated as items are entered in the cells. They can be dragged and dropped readily. the newest version of excel has online coordination capabilities, I'll see if we can do that or if the google documents spreadsheet will do what we want. I bet it will, and we can each have access to it and view it, we might either allow people to freely change it or have a designated map person.
I understand there to be software out there that allows for grid systems and maps to be used online, but I believe they also need to be live, and since we aren't playing live it would be counterproductive.
We can experiment with ideas in the crimsonland threads when they start. I'll design the creatures in crimsonland to be representative of increasing difficulties of encounters, so as to provide a gauge for those of you testing combat characters.