Wednesday, July 6, 2022

Power Systems I've Used, Adapted, or Modified

 Last Week, I talked about a specific powers system I used in a recent game. Of course, I love magic systems and powers system in gurps, and I love to tinker. Here are some of the powers systems I've used in my various games: 

Monster Hunters

I've run various monster hunter games over the years. The point of these games is that its usually really easy to get a monster hunters game off the ground. I almost always have an RPM mage of some stripe, as well as an inhuman. The rules for inhumans are really smooth, almost not a power system, though I consider it to be one. I've found RPM to be really strong in PC hands, and less strong in GM hands. Part of this is because the players get lots of planning time for their spells right on the scene of the action, and as a GM I have to plan all the enemy spells ahead of time. It'd be really nice if RPM Ritual lists for enemy load-outs were a thing. I've run a couple games where I limited mages to 400 points and gave everyone else either 500 points or 600 points that could only follow the templates strictly. I still got mages and they felt about right. I haven't really played with a psi or crusader PC for more than a session, and the experiments play pretty similar to inhumans. 

Banestorm Atlante

 Banestorm Atlante featured three magic systems. One was my first real play test of Magic as Technology. The Melbronx had devices that let the user read the minds of others, another for levitation, and another for fireballs. The limitation was the skill of the user, based on Electronics Operation (Magic Device Operation), and on the availability of the materials used to make the devices. I really liked the effect and the result: the players treated the limited number of magic devices with respect a game where they had a monthly budget of about a million bucks.

The second magic system belonged to the elves, and was never given stats. From the players point of view, it required a lot of study, plus an innate gift they thought for 70% of the campaign was exclusive to elves. The magic probably should have been bought as Mind Control and Affliction: Physical Only Modular Abilities, both with a time limitation, requiring skill rolls to use, and a modifier penalizing the skill roll and giving. Even that would probably have been far out of the point range I wanted, so I just kept not giving them stats, and when a player eventually got the physical only modular abilities affliction I told her to pay 5 points for magery and then to start buying up skill. So if you have a good enough idea of how NPC magic works, and don't tell the players, you don't really need points...

Third magic system was a bunch of racial magical powers, and those just kind of worked smoothly or didn't come up. 

Dreadstormers

Dreadstormers is about psychic secret agents infiltrating and steeling a space dreadnought. It uses Psionic powers, plus a few custom powers from both the GM and players, alternative abilities, and buckets of points: all psychic powers, skills, and talents must be under 100 points of the 380 total. I've really liked the result. The characters feel competent and dangerous when their powers are suppressed (the first half of the game) and awesome when their powers on online, without being able to simply solve the challenge in five minutes once they have their power.

Called From Exile

Called from exile is set in space, with a fairly heavy emphasis on psionics. It uses psionic powers as written, a buffed version of alternative abilities where they can be used at the same time, and an alternate pricing scheme for powers that directly compete with vehicles. Essentially you can pay 60 points for stats similar to a mecha or 30 points for only one mecha-level ability. I set a 150 point limit on powers for this game. 

I haven't been quite happy with the results. If ST and TK were overpriced before, they are underpriced now. I probably needed to charge twice as much as I did to simply have a vehicles stats. I remain convinced that the price is fair if you have to get out of the mecha, but not if its a psionic power you can't leave at the door of a dinner party. 

The main probably is really that all the players are relying on the psionic powers shorthand on their sheets rather than having power modifiers written down that tell them what their ranges and penalties are. One of them also struggles to tell apart the wrapped up advantage from the skill. This causes all sorts of issues at the table. This is a communication issue, and its probably my fault... but it means I will not be using the official powers from the book again.

Overgrown Secrets

I've talked about Overgrown Secrets ultra-lite take on metatronic generators before, and I still really like it. 10 points of advantages with a specific sort of fluff and a gadget are just really easy to whip up quickly. 

Overgrown secrets also had a bunch of racial magical powers, which I worked out before hand. These were all NPC, so points didn't matter.

Murder in the Court

Murder in the Court used Realm Powders, which I blogged about last week! I loved the magic system, though it has a huge impact on the society, and so isn't for every game-- but a good magic system is like that!

Wrapping Up

I've played other games, but those are my most recent and memorable, at least as far as powers are concerned. I hope these give you ideas, and help guide you towards what does or doesn't work. Have fun with your games!

Friday, June 24, 2022

Realm Powders

Realm Powders are mystic substances that grants simple and concrete powers to those who consistently use a specific powder. Over time, these substances infuse the partaker with the ability to see and interact with the "Realm", a version of the world defined by energy rather than by matter. Each substance has a unique and localized organic source, as well as a very specific combination of powers it grants.

Realm Powders are from my game "Murder in the Court", an aborted campaign about a murder in a fantasy version of the imperial Chinese court. While that game had issues that led it to end early, realm powders were not one of them. They served as our mystical element, and a lot of successful game-play was driven by what individual powders could or couldn't do, both in PC and NPC hands. I share it with you now, as an example of a "Powers System I've Used"

Thursday, June 9, 2022

Spaceships Armor Table

 My Small Armor Table for Spaceships (really for robots as spaceships) has gained attention, and I've received a request for version that covers sizes more typical of a spaceship. And so I've built and now present a table of armor values for spaceships. It should make finding the armor values a lot easier. The image below is an easy reference, but the text version you can highlight, copy, and so-on, is here

The DR given is the amount of dDR per system of armor. Not the DR! See Gurps: Spaceships 1 pages 10-13 for more information on spaceships armor.

The weights follow the size/range table, which gives us three divisions in each size modifier. For more stats on spaceships of that weight, see Between SM's

The TL number is given because its useful when working with the "Boost" numbers for adjusting armor, also explaining the example armors that go up to a theoretical TL 15. The numbers I find myself checking the most are 6, which is basic Steel and thus the cheapest option, and 13, which is "Awesome Future Armor" in TL 10, which seems to be a great spot for Battlesuits, Mecha, and general space opera. 

I hope you enjoy building and flying your spaceships!

Friday, May 27, 2022

Rules I Don't Use, Replace, or Revise: Jumper

One of my favorite advantages in Gurps is Jumper. Jumping from one world to another is a central feature of the signature setting, Infinite worlds. Jumper lets you travel in time, journey to Hell,  reach the elemental plane of earth, explore a shadow version of a place, venture to alternate histories, and rule pocket dimensions. It is an exceptionally evocative advantage central to multiple subgenres. It inspired some of my first gurps characters, and it shows up on character sheets in my games today. 

Its also a jumbled quirky mess. Normally, I wouldn't bring this up unless I had a fix, but a conversation with other Bloggers has increased my willingness bring up the problem without proposing a finished solution.  We will look at the odd quirks in Jumper, some reasons for those quirks, and hopefully get a gut feeling for what a fix would look like. 

Thursday, May 5, 2022

Process for building a Robot

After a few years of making tweaks to Robots as Spaceships, I think we've arrived at the end goal: the ability to make a robot from the spaceships book fairly simply and easily. Right now, all the pieces are there, but we need to put them together. What follows is a guide, but it will also serve as an index to all of those articles.

These are the steps for using Gurps: Spaceships (and a little bit of this blog) to build a robot in gurps:

Thursday, April 21, 2022

Adventure Generation: Setting, Conflict, Position, Detail

Christopher Rice suggested writing something about how people write and prepare for adventures, and I thought I'd share how I generate my adventures, or at least my adventure ideas. I love coming up with ideas and scenarios for adventures, even if they aren't always complete until the game actually gets played. I have a fairly simple set of steps I use to generate ideas, and I actually follow them pretty formally: while sometimes I'll start with one of the later steps in mind, most of the time I quickly duck back and go through the steps.

Wednesday, April 13, 2022

PaverGuard Striders

Paverguard creates not only the most popular series of battlesuits in the xenospiral edge of colonized space, but heavier walkers as well. While their battle-suits keep you safe, their Striders allow you to exterminate the vermin that threaten your home!

Earlier, I wrote a post detailing a bunch of power-suits for use in a TL10 frontier setting with hostile alien beasts. In this post, I will be building the next step: TL10 combat walkers. These will be built using the method described in Walkers and Power Armor. 

Paverguard's strider series are quite a bit lighter than true mecha, but are still quite heavy and have cockpits rather than being mere suits, providing a huge strength boost and heavy armor. At weights below 3,000 lbs or so, Paverguard recommends its signature battlesuit line. (That's the natural point at which this armor method begins to be more effective than the battlesuit formula)