History TabletopGame / GURPS

7th Apr '17 9:59:12 PM RoninCatholic
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* CastFromStamina: Fatigue is measured by loss of Strength points. If Strength reaches zero, the character falls unconscious. When a mage casts magic spells, each spell cast drains a certain amount of either [[CastFromHitPoints Health]] or Strength (Fatigue). The more spells you cast, the weaker you get.

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* CastFromStamina: Fatigue is measured by loss of Strength points. If Strength reaches zero, Points (FP) are based on the character falls unconscious. When a mage casts Health stat, and the default magic spells, each spell cast drains system has spells drain a certain amount of either [[CastFromHitPoints Health]] FP when cast or Strength (Fatigue). The more spells you cast, maintained. CastFromHitPoints is also an option, though it penalizes the weaker you get.skill roll while doing so, and there was a new Advantage called Energy Reserve introduced in GURPS: Powers that allows a spellcaster to use a separate energy source which is not impacted by health or strength and cannot be externally depleted by enemy attack. Energy Reserve refills simultaneously with Fatigue Points, and so a wizard who has it is likely to mix both for the sake of efficiency.



** Actually, if you multiply your character's score by 10 (making the average 100 and the usual for a human "smart guy" 120) it pretty much corresponds to the real-life IQ spectrum (which is a normal distribution with the average at 100 and a deviation of 15). The point at which it goes from being a bit dim to being completely debilitating is even when it drops from 8 to 7... IQ 70 is a typical real-life cutoff where a person will be classified as learning disabled and assigned a social worker. And the upper limit for human characters is 20, with IQ 200 being the point where the real-life IQ scale has become essentially useless as a measure of intellectual capacity. The various mental tasks you can perform with the IQ stat alone more or less back this up, and the expenditure of skill points and training time being more important to most "smart" skills than the stat itself also reflects reality fairly well.
20th Feb '17 5:52:07 PM nombretomado
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* PerpetualTourist: The "Quest for Fruit" adventure in ''GURPS Discworld Also'' states that, in accordance with the {{Theory of Narrative Causality}}, the Hwondaland trading post must contain at least one [[{{Casablanca}} white-suited Ankh-Morporkian expat]], who can never return for some unspecified reason.

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* PerpetualTourist: The "Quest for Fruit" adventure in ''GURPS Discworld Also'' states that, in accordance with the {{Theory of Narrative Causality}}, the Hwondaland trading post must contain at least one [[{{Casablanca}} [[Film/{{Casablanca}} white-suited Ankh-Morporkian expat]], who can never return for some unspecified reason.
13th Feb '17 10:49:10 AM morenohijazo
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* OnlyFleshIsSafe: Spells from the College of Making and Breaking will only affect inanimate objects.
7th Feb '17 9:28:12 PM oneuglybunny
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* MadeOfBologna: Invoked by a powerful Advantage called "No Internal Organs." This means a character never suffers from complicated medical problems, because their interior becomes uniform undifferentiated tissue.
27th Jan '17 6:15:03 PM ImperialMajestyXO
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* BloodBath: Vampires in ''GURPS Fantasy'' can only heal their injuries by bathing in blood.
* BloodKnight: The Bloodlust disadvantage often makes this a defining character trait.



* BloodBath: Vampires in ''GURPS Fantasy'' can only heal their injuries by bathing in blood.
* BloodKnight: The Bloodlust disadvantage often makes this a defining character trait.
18th Jan '17 9:48:03 PM Alas_Poor_Donny
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** Actually, if you multiply your character's score by 10 (making the average 100 and the usual for a human "smart guy" 120) it pretty much corresponds to the real-life IQ spectrum (which is a normal distribution with the average at 100 and a deviation of 15). The point at which it goes from being a bit dim to being completely debilitating is even when it drops from 8 to 7... IQ 70 is a typical real-life cutoff where a person will be classified as learning disabled and assigned a social worker. And the upper limit for human characters is 20, with IQ 200 being the point where the real-life IQ scale has become essentially useless as a measure of intellectual capacity. The various mental tasks you can perform with the IQ stat alone more or less back this up, and the expenditure of skill points and training time being more important to most "smart" skills than the stat itself also reflects reality fairly well.
18th Jan '17 9:34:55 PM Alas_Poor_Donny
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** The stand-out example of a combinatorial multiplier is GURPS' massively excessive number of hit locations, which go down to individual fingers and consider the head, the eyes, and the brain to be different 'targets', for instance. This adds up quickly to potentially over fifty hit locations per person, which multiplies the entire armor table directly (with rules causing armor for various locations to be altered with different values), weapons (with various types having different modifiers for different hit locations), and pretty much the entire power list and combat-applicable skill table, and to some extent even the health table. There is a reason most house rules run along the lines of "all armored jackets have sleeves of the same armor value" and "there are no such things as fingerless gloves".
29th Dec '16 4:24:36 AM hatchi804
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Several supplements have their own pages: ''TabletopGame/GURPSAlternateEarths'', ''{{TabletopGame/Banestorm}}'', ''[[TabletopGame/GURPSReignOfSteel Reign of Steel]]'', ''[[TabletopGame/GURPSSupers Supers]]'', ''TabletopGame/InfiniteWorlds'', ''TabletopGame/TalesOfTheSolarPatrol'', the ''DiscworldRolePlayingGame'', ''TabletopGame/TranshumanSpace'' and ''TabletopGame/GURPSTechnomancer''.

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Several supplements have their own pages: ''TabletopGame/GURPSAlternateEarths'', ''{{TabletopGame/Banestorm}}'', ''[[TabletopGame/GURPSReignOfSteel Reign of Steel]]'', ''[[TabletopGame/GURPSSupers Supers]]'', ''TabletopGame/InfiniteWorlds'', ''TabletopGame/TalesOfTheSolarPatrol'', the ''DiscworldRolePlayingGame'', ''TabletopGame/DiscworldRolePlayingGame'', ''TabletopGame/TranshumanSpace'' and ''TabletopGame/GURPSTechnomancer''.
27th Dec '16 2:18:21 PM LBHills
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** The Daredevil advantage gives a bonus to all rolls made in situations where you're taking unnecessary risks, because that makes you cool.

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** The Daredevil advantage gives a bonus to all rolls made in situations where you're taking unnecessary risks, risks - and preserves you from suffering a critical failure - because that makes you cool.cool



* SharpenedToASingleAtom: Superfine blades divide damage resistance by two. Monowire blades divide damage resistance by ten. Nanothorn blades divide damage resistance by ten and ''shreds'' the bonds that hold the atoms in molecules together.

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* SharpenedToASingleAtom: Superfine blades divide damage resistance by two. Monowire blades divide damage resistance by ten. Nanothorn blades divide damage resistance by ten and ''shreds'' ''shred'' the bonds that hold the atoms in molecules together.
2nd Dec '16 7:45:39 AM Elyandarin
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* CastFromStamina: Fatigue is measured by loss of Strength points. If Strength reaches zero, the character falls unconscious. When a mage casts magic spells, each spell cast drains a certain amount of either [[CastFromHitPoints Health]] or Strength (Fatigue). The more spells you cast, the weaker you get.
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