In our last post, we talked about limiting the ability of AI's to buy skills. Now that we've done that, we still need to know how much those skills will cost. There are two basic approaches: Buying skill levels, and buying skill points.
Friday, February 26, 2021
Wednesday, February 17, 2021
Robot Brains: The Limits of Purchased Skills
Wednesday, December 16, 2020
Starship Crew and the BAT
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.
Tuesday, December 8, 2020
More Mechanical Horses
Previously, we built a mechanical horse for the broken clockwork world. That's awesome, but what else can we do with this horse? surely not everyone uses the same design? What will people want? What can we do with it? Here, we look at tweaks we can make to the horse using the spaceships design system.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.





