Template Toolkit 3: Starship Crew came out with 50 point "Multi-role" Lenses that basically serve the same purpose as a BAT package: they give a character that may be specialized in something else the basic ability to fulfill that role. So we're going to look at how to do that.
Wednesday, December 16, 2020
Starship Crew and the BAT
Tuesday, December 8, 2020
More Mechanical Horses
Wednesday, November 25, 2020
Mechanical Horse: The Broken Clockwork World
A big element of the Broken Clockwork world is its steampunk robots. One line in the PDF makes reference to soldiers on mechanical mounts or horses with gas masks. These have caught my imagination, and the image of troop of soldiers on steeds of iron is an awesome one.
Wednesday, November 18, 2020
Robots as Spaceships: Armor Options
In a previous post, I compared Gurps: Spaceships armor to the very best personal armor in Gurps, and came to the conclusion that spaceship's armor was weak, especially T8 body armor and ultra-tech armors. Since that post, I've participated in a few conversations about spaceships armor in Gurps. I still think that its on average weaker than it should be, but how much weaker depends on the context. Here, rather than advocating a single "one size fits all" armor tweak, I'm going to look at options for getting the sort of armor your game needs.
Thursday, November 12, 2020
Alternate Parrying of Heavy Weapons
A while back I was playing out a sample combat to see how some mystically-powered knights fared against the massive beasts their order was founded to combat. And I found myself frustrated with parries. The knight could block essentially any attack, against almost any size of beast he faced. So I've come up with a new parry system. I hope you find it useful.
Saturday, August 29, 2020
Pile of Dice for Gurps
Dice: | |
Number of Rolls: | |
Target Number: | |
Roll Under: |
Put in the dice as XdY (You know, that good old standard format). The Target number is the number you need to actually show on the dice: If you have a bunch of soldiers with will 12 rolling at -4 to resist a curse but benefiting from a +1 bonus the heroes procured for them, the target is 9, the number the soldiers actually need to roll.
If you are using 3d6 and roll under, the tool will count criticals for you, as well as successes.
I hope you find this tool useful!
Thursday, May 14, 2020
How Big is My Medieval City?
We now have an equation, and tables:
Saturday, May 9, 2020
Robots as Spaceships: Common Chassis
In spaceships, the certain basic builds come up again and again. This is especially true of robots as spaceships. A lot of robots will want to use the minimal wheeled system, and basic humanoid robots will show up again and again. In this article, we will name these combinations, and list their statistics, so we don't have to specify "1 wheeled drivetrain, 1 power cell, 3 miniaturized armor systems, and a control system" every time we want to talk about the minimum wheeled robot. We'll just say "The wheel bot", and possibly link to this article.
Thursday, April 30, 2020
Robots as Spaceships: Flyers
While this article is part of robots as spaceships, its probably just as useful when building vehicles, and I suspect I'll come back to it more in that context than for robots.
Saturday, April 18, 2020
Robots as Spaceships: Quadcopters
In our Robots as spaceships system, this just means we need to use the helicoptor rotors from Spaceships 7, right? Well, we could. But quadcopters don't have the same performance as real helicoptor rotors, and they have very different costs and mechanics. They don't cost the same amount, and they don't move in the same way. Quadcopters use a very different steering mechanism from traditional helicopters. Helicoptors steer mechanically using "swashplates", while quadcopters vary their power to different propellers. The Quadcoptor method is more difficult to pilot and less power efficient than a true helicopter. Its also much simpler and cheaper to produce, and with modern electronics, piloting it is no longer a major issue.
So lets build a system for quadcopters in spaceships.
Wednesday, March 25, 2020
Robots As Spaceships: Swimmers
Saturday, March 14, 2020
Robots as Spaceships: Terrestial Motive Systems
A complex environment many of us have an intuitive grasp of, and we notice when things are a bit off. We plan to use Spaceship's Motive systems in a lot of our robots, and its worth tweaking a few of the numbers.
In this article, we'll be looking at tracks, wheels, and legs, the simplest and most common motive systems for robots in fiction (along with hovering, which suspends disbelief about its performance along with everything else). Legs come from spaceships 4, while wheels and tracks come from Pyramid 3/34.
Saturday, March 7, 2020
Robots as Spaceships: Responsive Movement
In our analysis of the Gunbot, we noticed two ways that robots could move. About half of them moved similar to humans, with a base move of 5 and a very similar top speed. They could move as far as they wanted in any direction, but they had a very low top speed. They moved like a person. The other Robots have very small base moves but much larger total moves. They took a few seconds to get up to speed. This sort of movement we will call "train-like".
Spaceships uses train-like movement, with the minor exception of leg systems, which start off person-like but get more train-like as leg systems are added. Its likely that both types of movement can be engineered and each will be engineered for different purposes.
Saturday, February 22, 2020
Melee Weapon Packages for the BAT
One package in Action 4 is rather non-descript: Obsolete weapons. Rather than providing any real guidance, the template says to get enhanced parry, and then spend 12 points on skills and 8 points on techniques in the weapons you want. Flexible, but uninspiring.
Historical games are rather tangential to the main topic of action, but I find myself using the BAT and its associated packages for more and more. (see ICOPs, Gurps Action, and the BAT). The BAT can do more than just action, and It can do better than building "obsolete weapons" packages from scratch each time.
But there is a Gurps product that gives advice on building specific types of warriors: Martial Arts. Martial Arts has a list of 113-ish "styles", detailing how to buy skills and techniques to fight like almost any warrior in history. Using that as our guide, we can make more nuanced packages for the BAT.
We will rundown the classic melee weapon systems of history, with something of a European emphasis. We will cover: