Tuesday, March 28, 2023

ST in GURPS

The ST attribute is scaled around human realistic capabilities. For most campaigns this is ideal, but super heroic campaigns it is very expensive to  preform some of the lifting feats we see in comics.

ST does not boost a lot of skills but increases damage dealt with low tech weapons and punching plus is a big help in grappling. It also increases HP, meaning you are harder to kill. Also you can carry more so its useful even in a high tech society.

Grappling

Combat in GURPS is probably among the most flexible and tactical of all RPGs out there. Grappling is a bit anemic in GURPS Basic and I would like that to change in a Fifth Edition.
GURPS Martial Arts: Technical Grappling was a very sophisticated and detailed take on improving this. The author later wrote Fantastic Dungeon Grappling a more streamlined take on the topic. I would like to see this added to a GURPS Fifth Edition, either in that version of GURPS Characters ort a Martial Art or combat supplement. I feel the material is solid but could use a little more detail for nonhumanoid's and special situations. A New Take on Grappling, Pyramid #3/34 Alternate GURPS is another effort to improve grappling and also worth a look and has several interesting articles.

Lifting Great Weights

The standard system is good enough for most purposes, even really strong humans. However for a Supers setting I recommend Knowing Your Own Strength, Pyramid #3/83 Alternate GURPS IV which offers a Logarithmic lift rating. This is a solid way to resolve the issue.
Another option is Super Effort on ST, a +300% Cosmic enhancement introduced in GURPS Supers.
I find the first better but the second is still pretty simple. Write down ST as two numbers, the base ST and the modified ST for when you pay that FP to boost it.

Sunday, March 26, 2023

Privilege, an Alternate GURPS Advantage

I really like GURPS, but no system is perfect and there are some things people would like to change if they could. This series of posts would be things I would like changed in a hypothetical GURPS 5th Edition. This is purely an exercise and I have no word on if or when such an edition is being worked on, nor am I likely to be specifically asked for recommendations.

However, as a fan we all have our pet things (often contradictory, meaning a new edition cannot please everyone) I will just list some of mine.

GURPS has several social advantages that I think can be combined. Combining things can result in a less intimidating ruleset IF the consolidated material really works well together and is not too complicated.

Claim to Hospitality is tied to an organization or social construct. Diplomatic Immunity grants some protections. Legal Enforcement Powers lets you enforce the law and grants some protections. Security Clearance grants access to information. Tenure prevents you from being fired. I think these can be easily combined into a single advantage.

Privilege

You have been granted access and authority beyond what other people typically have. This may be granted by a government or private entity and is only recognized where appropriate. These privilege's can be suspended or removed at any time and are typically linked to a specific job. What is available is limited to the scope and jurisdiction of the organization, though allied organizations may extend similar "courtesy" privilege's.. Halve the cost (rounded down) for minor organizations of limited ability or importance in the campaign. The GM may build certain packages for the campaign to ease character building.
Sum the various items below and list it on the character sheet as Privilege (Organization; traits) [cost].
Clearance: Your organization provides you the information and material (weapons, computers, labs, etc.) you need to do your job, but sometimes that information or equipment has uses outside work or beyond others in the same role. Narrow range of information or equipment on a "Need to Know" or use basis [1]. Either free access to a narrow range or broad job access to relevant material. [5]. Free access to a broad range of material. [10]. Need to know requires it be strictly needed for your job as defined by your superiors. Free access has much more latitude and usually only requires signing for it.
Enforcement: Local jurisdiction, the ability to arrest suspected criminals, perform authorized searches, and possibly carry a concealed weapon. [5]. One or more of  national or international jurisdiction, or ignore civil rights, or engage in covert investigations, or kill with relative impunity. [+5 each].
Exemption: You are exempt from certain aspects of ordinary law enforcement. This often comes with another organization that applies its own rules to you. Replace ordinary laws with similar rules that are just as strict [5]. Less strict [10]. You can do nearly anything you please provided you don't injure the organization that granted you the immunity. [15]. Diplomatic Pouch [5].
Hospitality: Your organization is encouraged to assist its members, including unofficially having other members help out. Reciprocity is expected and others can call on your aid as well. You can request food, shelter, and basic aid.  A single friend in another city is worth 1 point; a small family, 2 points; a society of merchants along an important trade route, 5 points; vast alliance of wealthy figures, 10 points. Members are friendly towards each other (+3 reactions) and may provide advice, introductions, and small loans, if asked.
Investment: Your invested with basic administrative authority. This automatically includes Rank 0 and gives you the ability act as an "Official" of the organization. You could for example preside as chairperson over meetings, handle the books as a licensed accountant, preside over weddings or other religious rituals, speak on behalf of the organization, residency at a hospital, etc. 
Tenure: You can't be fired through less than extraordinary means. This may be a reward of excellence and being to hard to replace, seniority, political clout and influence, nepotism, or even blackmail. [5].

Special Modifiers

Cosmic, Brotherhood, +50%
    Normally you have to show some form of ID or uniform to exercise your privileges but with this enhancement the appropriate people automatically know you're a member in good standing. Buy this with Selectivity (p. B108) if you need to conceal your nature. This modifier suits some supernatural organizations or exotic groups like the Lensmen of Doc Smiths series.

Summary

This combines  Claim to Hospitability, Clerical Investment, Legal Enforcement Powers, Legal Immunity, Security Clearance, and Tenure with a bit of Patron thrown in. If I were writing it for a supplement, Pyramid article, or that hypothetical Fifth Edition I would expand this a bit for clarity and add some examples but it still saves a decent amount of space and page flipping. It also adds a few bits of utility, such as with the Investment section.

Wednesday, March 22, 2023

GURPS Bricks

 What is a Brick?

The brick is an iconic stereotype, and not just in super hero genres. Someone who is large and beefy and can shrug off damage is a fun thing to play.

The classic brick is strong and can withstand a lot of damage. I have see3n many people who think a brick is impossible to do in GURPS without a lot of house rules, I disagree.

Special Effects

Bricks usually have very tough skin, possibly made of exotic materials or armor. Many bricks are also hybrids such as a blaster  with a strong forcefield.
Some bricks are easy to damage but so tough that even though it hurts they can keep on going,
The videogame trope where they can force others to attack them is generally just a plot choice in the comics and movies but can be simulated with powers or maneuvers. Though this takes some care and perhaps a generous GM to allow things like Mind Control, 1 command "Attack me" with an Intimidation role.

Character Design

Bricks can be very complicated or very simple to build, just depends on how the specific brick is intended to work. Most of thier points should go into two areas.

Reducing Damage

Damage Resistance (DR), HT, and ST are key to most bricks. If possible its good to take some exotic defenses such as various forms of Resistance as well.
At 5 points/level DR can get pretty expensive, four color supers can easily bounce handguns but rifles require more a dedicated build and even then enough points that it may be tough on the budget. 

Armor Piercing (AP) attacks can really chew through armor and countering them means less armor. This requires good communication and acceptance of the social contract between GM and player. How often and how much AP will be in play? As a GM I prefer AP attacks over higher damage as it means a good hit is more likely to hurt a character than outright kill them for the same number of points. A high damage attack capable of slightly hurting a brick will likely kill many other characters, but an AP one can just mean the brick is hurt and the unlucky martial artist is just down for the count.

Soaking the damage rather than ignoring it generally appears more heroic, so high HP helps here and since that is based off ST its a great fit for this character type. Soakers should have Regeneration or even Healing so they can recover quickly and are not a bad choice for any kind of brick.
Injury Tolerance is a way to reduce actual injury from most attacks (Homogenous, Unliving, and Unbreakable Bones), and Injury Tolerance: Damage Reduction (GURPS Powers, p. 52 and p. 118-119) at 50+25/level is a good bet here and essential for the most powerful bricks. Consider adding that Cosmic,+50% if you can - some levels of  IT:DR with Cosmic, no minimum, +50% and Active Defense, -40% is a great fit that allows usually ignoring damage but some risk of taking injury now and then.
Active Defenses: Do not ignore a decent ability to dodge, block, or parry! This can help when facing really powerful attacks (or ones you have a vulnerability too) and also help- protect your teammates with sacrificial moves.

Speaking of Active Defense, most GMs will limit your DR to some ceiling so they can still hurt you with attacks that wont totally obliterate everyone else. However if some of your DR is on a limitation it may be allowed at a higher level. Extra DR for a fire type is logical and classic and that is just one example. But strongly consider DR with Active Defense. This can give you a boost most of the time but with the risk that you will fail a roll now and then and it wont help against surprise attacks. Because it is not a sure thing you can still look heroic and have some suspense in the game but take some impressive damage pretty reliably. This is usually done with a gadget like bracers or shields but could simply represent blocking with the arms or putting a strong side front and center

Dishing it Out

Most bricks rely on high ST to do damage. This is more expensive than Innate Attack but has several benefits. That ST also increases your HP, helping you stay in the fight and is pretty versatile.
You can punch or kick at close range but stretching or picking up a light post can extend that reach. Throwing objects also gives you some range. If you are strong enough and the area is appropriate you can pick up large objects and use them for Area Effect or even pinning an opponent to the ground (say under a car).
Learn Judo, Sumo Wrestling, or Wrestling to overrun and grapple foes. This leverages your high ST and can take out a high value target. Choke Holds take some time but are effective against most targets if you can hold them long enough, also consider Constriction Attack.
Super Jump is very cheap and effective for quick movement and Slams. You'll want high DR or IT:DR to withstand the damage from high speed slams and a variation on Active Defense (or just accessibility slams only) could help here while still keeping the normal levels at base that works better for the campaign.

Being Strong

A major complaint of brick design in GURPS is that it is very expensive to be able to lift and throw cars, much less tanks or battleships. Considering the percentage of bricks in the comics who can do the latter I personally feel this is mostly fine.
But a little more oomph is probably desirable and various options have been presented. Super Effort (GURPS Supers) is one alternative, though the FP cost is a minor limiting factor.
The article Knowing Your Own Strength from Pyramid #3/83 Alternate GURPS IV changes the Basic Lift from a linear amount to a geometric amount. This is a pretty simple method that can dramatically increase what can be lifted, yet keeping everything else pretty much in line.

Playing a Brick

Bricks need to be able to shrug off most attacks to be effective and satisfying to play but you want some risk there for the suspense. They can be very fun or boring, mostly depending on the preferred style of play and how much risk is still around.
A creative player who makes use of the environment can have a lot of fun. This is also a good choice for a new player who is still getting used to GURPS, especially combat. They generally lack the high skill levels needed for pulling off fancy tricks and risky maneuvers.

Summary

Brick design is relatively easy, though it does require a good understanding and familiarity with GURPS Basic and GURPS Powers. Bricks are also easy to play yet still allow player creativity and are one of the better choices in going up against multiple foes.
However the player and GM need to be on the same page when it comes to the damage and attack types that will come into play. Most GMs will throw in some surprises to keep up suspense and excitement but for the most part the GM should avoid bypassing and especially overwhelming the bricks defenses on a regular basis.

Friday, March 17, 2023

GURPS Speedsters

What is a Speedster?

I would say the defining trait of a speedster is mobility. Most run fast, but any movement mode is viable and speedsters often have more than one - even if the others are gimmicks or variations of thier core ability.
High mobility alone wont do damage and its of limited defensive value, mostly staying out of reach or making opponents have to deal with heavy range penalties.
Speedsters often have high reflexes (DX), Enhanced Defense (especially Dodge), and Altered Time Rate for further defenses. Damage Resistance (Crushing) is also common to help them cope with falls or being tripped. Danger Sense or 360 degree senses, even Cosmic Defense on Dodge are also helpful here or Obscure (anti-targeting) usually as a speed blur. The primary speedster defense is avoiding getting hit.. 
Offensively speedsters may rely on attacks based on momentum or a special effect of their powers. Vibration, Teleport, Throwing things, Martial arts, time powers, and more can all apply to speedsters.

Special Effects

As with most Supers builds the special effect is key to getting a good set of useful abilities.

Energy Form

Energy forms like light or electricity are often seen as fast and can give good versatility and speed. Insubstantiality, Flight, and ranged energy attacks are typical. This type usually has above average DX and agility and excellent mobility. Its a good choice for a newer player.
Examples: Lightray

Enhanced Speed

Easily the most common type is the speedster who is simply just fast. High DX, Basic Speed, and Move are standard and Enhanced Move is very common. Enhanced Move with Second Nature (GURPS Power-Ups 4: Enhancements) changes Enhanced Move to Basic Move, allowing for good combat mobility at a decent price and 1/10 the total Basic Move counts as a Step so they can avoid penalties for a Move and Attack maneuver. Certain cinematic options such as Heroic Charge, slams, or techniques are also a good option. Altered Time Rate and Enhanced Time Sense are also common here, at least for Four Color supers.
Examples: Flash, Makari, Quicksilver, Superman

Spatial Manipulation

An unusual type of speedster is one that does not have superhuman reflexes but can either bypass or alter the distance between two or more points. Most often this is based on teleportation but it can also use stretching or size alteration powers to either bring objects closer or extend your own reach and step.
Warp is the most common power, but Stretching, (Growth/Shrinking) are also seen in the comics.
This type of speedster is generally more of a challenge to build and play. They tend to be less effective in combat than the Enhanced Speed type but often more versatile and effective outside of combat.
Examples: Ant Man and Wasp, Dr. Manhattan, Mr. Fantastic, Nightcrawler, Spot

Time Manipulation

More common than spatial manipulators but far less so than enhanced speed types are those who can accelerate or slow down time.
Altered Time Rate is the goto ability here but Afflictions to slow others down, Time Stop fields (Jumper) and other abilities are typical. They may attack by aging things to dust.
Examples: Chronos and several time traveling gadgeteers.

Character Design

Speedsters tend to rely on avoiding being hit but no matter how good your dodge is a critical hit can ruin your day. Area attacks are also a vulnerability. Speedsters tend to be glass cannons, they can hit fast and often hard but cannot take a hit themselves.
Speedster bricks are an exception in that they have bodies tough enough to withstand the stress of high speed and martial artists may have learned how to toughen themselves up.
As a general rule though the speedster needs to be able to zip around the battlefield and get out of others reach while still being able to attack.
High HT, Hard to Kill, Regeneration, and even Extra Life are all useful for when things go wrong and you take that big hit meant to stop the brick!
Armor Piercing is especially useful on offense, hit often for lower base damage but good penetration - ether from accuracy or penetrating power. 
Attacks with Aura (counterpunching) or Area Effect/Emanation (rapid attacks) are effective staples of this kind of character.
Martial arts training, possibly with weapons is also effective and plausible with most speedster designs. Thrown weapons are really good choices, letting you keep your distance.

Playing a Speedster

Speedsters tend to go first and often and rely on tactical advantages and movement. Players should be very familiar with GURPS Combat and able to think fast before considering playing a speedster. No one wants to wait for their turn while you stop everything to figure out your actions. The player of a speedster thus should be prepared ahead of time and constantly paying attention to the battlefield.
Speedsters can often get to a fight faster than the rest of the team so need to have good ways to survive or reasons for delaying.  The rest of the table will generally not appreciate being left out of every fight either. On the other hand a speedster that can transport the whole party can really be an asset! 
Being the groups transporter can be very expensive but here are some ideas.
Warp or Permeation with Tunneling.
Enhanced Move or other movement power with Affects Others, +50% can carry one extra person per level of Affects Others. Optionally a group can be carried by encasing them in a Forcefield with Area Effect and just one level of Affects Others.  The latter is called out for defensive powers so may not be allowed by your GM, though many will as its a "keep the group together" power and not so effective in most combat situations.
Simply being able to carry a lot is another options, use Payload, Can Carry, Extra Carrying Capacity, or simply high ST to do this. This is generally very expensive for a whole group though.
Optionally some speedsters may invest in a vehicle to haul their friends around.

Summary

Many teams will get by without a speedster, but most have one. I have played in campaigns where every PC was a speedster with different special effects and abilities. Speedsters can be very versatile so don't limit yourself to just buying up DX and Move!



Monday, March 13, 2023

AEON Season 7, Session 7

 Cast

  • Amie-Belle T. W. Lee aka Whisper (Played by Curtis): Cold War era super-soldier/spy that got put in the Freezer, because she got poisoned. After getting thawed out and cured she tried to back to work, and was given an “adjustment period”. Uncle Sam called 2 years later, with work… because once you’re in, you’re in for life. Tagline: “In and out without a whisper.”
  • Beauregard K. “Bo” Ratnam aka Wirerat (Played by Brice): Technopath, inventor, and hacker. He specializes in co-opting enemy systems and tech assets. Tagline: “Nice tech – I’ll borrow that.
    • Stainless Steel Rat aka “Sir” (NPC Ally): Bo’s best friend and assistant. A sentient drone in the shape of a stylized shiny metal rat mindlinked to Bo. Specialties are rapid repair construction and modifications. Imagine if K-9 and R2D2 made a baby and it looks a bit like a rodent. Tagline: “Repairs and upgrades in progress”
    • Derrick K. Ratnam aka Ledgerdemain (NPC Ally): Spin doctor and media liaison for Project VANGUARD. Twin to Bo. Tagline: “Well, actually that’s not how it happened.
  • Rafe Hanlon aka Nyx (played by Chris D.): An umbrakinetic petty thief still on work release several years later, on his way to becoming a true agent and hero. Tagline: “We are what we pretend to be, so we must be careful about what we pretend to be.”
    • Layla A. de Blackburn aka Nox (NPC): CIA-trained child assassin all grown up to be Daddy’s Little Monster. Maybe a little mad. Argues with her shadow often. Tagline: “No, we shouldn’t do that…should we?”
    • June B. O'Neill aka Prodigy (NPC): Savant with hyper-intelligence that may have cracked the universal power-dampening conundrum. Fresh out of the Meraki Institute for the advanced and gifted. Extremely intelligent, but young (she's 16).
  • Vincenzo L. dePrezzo aka Threshold (Played by Rory): Doctor, Mathematician, and Scientist (yes, capitals) and Spatial Manipulator. Threshold can bend space like a pretzel, teleport, obliterate things, and has extraordinary senses. He’d rather be in a research lab than fight. Better known for his work with Doctors Without Borders, the United Nations, and disaster relief than famous battles. Tagline: “I can be there in a snap!”
    • Nawang Sonam aka Wan Shi Tong (NPC): Martial Artist with a mysterious past. Thresholds mentor, experienced and highly capable, indeterminate age.
  • Grant L. Wojcik aka Fridge Boy (NPC): Can control icer/cold, but mostly the ability to create ice that explodes. 16 year old emancipated orphan, Our janitor. 
  • Rudy A. Coldwater aka Gimmick (NPC): Mildly hyper-intelligent savant. Stutters. Makes very accurate guesses. Typical nerd, not yet 20. Wants to make a difference, assigned to support duties.
Dates: Monday, May 4th, 2020 1400 to 2200 hours.

We Last Left Off

Last session we were down a player who was back this time so we took care of that part of the days activities. Whisper and SiR had gotten themselves in trouble while investigating Mole Trolls HQ.
OOC: We got off to a bit of a rocky start. I for example did not correctly recall where we ended up, there were a couple of extra explosions at their same time I thought were earlier and I forgot my Teleport had been blocked.

The Subway HQ

Threshold was very surprised when his power sent him back in front of the HQ instead of to the subway that Wirerat directed him to where Whisper had vanished. Smart money would probably have been to go inside and assemble the full crew and head over, though that would have lost several minutes time.
Threshold opted instead to use his Space Folding ability to travel quickly to the station and see what was going on, knowing the others were slower but could still get there pretty quickly.
Not the smart move, and Threshold is really smart but he is not used to leading others and Whisper was possibly dead and if not seconds would make the difference, also the teleport blocked showed it was a trap and he was darn curious how they managed that.

Threshold reached the Subway and went down the stairs. A lot of people were there, all duplicates of Mole Troll or someone looking like a homeless guy with a laser rifle. His radio was blocked so he could not send out the details of what he found.
He quickly stepped towards a column for partial cover and threw up a distortion effect. Basically he used his powers to ripple the area around him making it hard to to focus or hit with ranged attacks. His plan was to stall for time, take out the closet guy in hand to hand and move around the battlefield trying to keep them at a distance so he could use his powers to punch at a distance while making it hard for them to hit him. he also through up his reflection shield in case they got a lucky hit in.
Sucky plan.
They missed with most of their shots but the two that landed easily blew through his shield like it wasn't even there. In a moment his leg was cut off with a high powered laser beam and he was writing on the ground in pain. Luckily he managed to maintain consciousness, even as Nyx and Nox ported in.
Nyx went to rescue Whisper on the other side of the complex, buried under rubble with SiR and Nox stayed to help cover Threshold. Sir Had kept Whipser from being completely crushed and Nyx managed to to get them out and brought Wirerat with him to heal Sir.
Nyx took a leg hit from a rifle, despite Threshold boosting his shield and having the cover of the distortion field.
Threshold, knowing he would not last long and another good hit could kill him, Nox, or both used a power he had hoped to never use in combat. He created a small singularity behind the bulk of the enemy, immediately sucking up 12 of them into it.
Whisper, having been freed of the rubble ran out and hit one in the head with an axe then threw it at another.
Wirerat placed SiR into a new body and messed with the charged third rail of the subway station. Most of the foes had jumped into the track depression to avoid being sucked up by the singularity behind them and were thus electrocuted.
Threshold thinks Nyx got one but it was pretty far away and he was distracted and passed out after canceling the singularity (it would have only lasted a few more seconds anyway).
Wirerat put a tourniquet on the leg and Nyx got Threshold and Nox to the hospital.
The fight lasted about 5 seconds.

We end up in the Hospital, Again.

Threshold arrived still unconscious and Nyx took care of the paperwork, pretty easy as the staff knows him from his work there and likely are pretty familiar with the entire team by now. MedEvac sees what happens, cant replace the le and tells the staff not to operate she will be right back. 
She brings back Pusher a medical healer who can create any drug she wants to. Apparently she can create and accelerate tissue growth as well!
A critical HT roll later and her powers have Thresholds leg as good as new, after about 15 minutes of the worst pain he has ever felt as each nerve was regrown. She tells MedEvac she owes her a favor. Threshold thanks them both, barely able to speak from the screaming.
Nyx is fully healed by MedEvac.
We break there.


 Afterthoughts

Mistakes were made.
I was a bit out of it and not really thinking things through. The GM also kind of rushed the fight, possibly a little annoyed at my stupidity and had me just do three rounds of All -Out Defense in the beginning till others arrived. I had plans on how to try and stay alive while stalling them, might not have worked but would have been nice to see how it worked out. I understand his desire to get the others involved as quickly as possible but just dictating a players actions for 3 turns felt a bit rough.
Everyone else pretty much did what they needed to, once combat started everyone had their heads on straight, including me.
It was kind of fun using that Singularity power which I really figured would never be used. 
So this bad guy has  been dealt with but we still do not really know what is going on and who may or may not be behind him.



Wednesday, March 8, 2023

AEON Season 7, Session 6

 

Cast

  • Amie-Belle T. W. Lee aka Whisper (Played by Curtis): Cold War era super-soldier/spy that got put in the Freezer, because she got poisoned. After getting thawed out and cured she tried to back to work, and was given an “adjustment period”. Uncle Sam called 2 years later, with work… because once you’re in, you’re in for life. Tagline: “In and out without a whisper.”
  • Beauregard K. “Bo” Ratnam aka Wirerat (Played by Brice): Technopath, inventor, and hacker. He specializes in co-opting enemy systems and tech assets. Tagline: “Nice tech – I’ll borrow that.
    • Stainless Steel Rat aka “Sir” (NPC Ally): Bo’s best friend and assistant. A sentient drone in the shape of a stylized shiny metal rat mindlinked to Bo. Specialties are rapid repair construction and modifications. Imagine if K-9 and R2D2 made a baby and it looks a bit like a rodent. Tagline: “Repairs and upgrades in progress”
    • Derrick K. Ratnam aka Ledgerdemain (NPC Ally): Spin doctor and media liaison for Project VANGUARD. Twin to Bo. Tagline: “Well, actually that’s not how it happened.
  • Rafe Hanlon aka Nyx (played by Chris D.): An umbrakinetic petty thief still on work release several years later, on his way to becoming a true agent and hero. Tagline: “We are what we pretend to be, so we must be careful about what we pretend to be.”
    • Layla A. de Blackburn aka Nox (NPC): CIA-trained child assassin all grown up to be Daddy’s Little Monster. Maybe a little mad. Argues with her shadow often. Tagline: “No, we shouldn’t do that…should we?”
    • June B. O'Neill aka Prodigy (NPC): Savant with hyper-intelligence that may have cracked the universal power-dampening conundrum. Fresh out of the Meraki Institute for the advanced and gifted. Extremely intelligent, but young (she's 16).
  • Vincenzo L. dePrezzo aka Threshold (Played by Rory): Doctor, Mathematician, and Scientist (yes, capitals) and Spatial Manipulator. Threshold can bend space like a pretzel, teleport, obliterate things, and has extraordinary senses. He’d rather be in a research lab than fight. Better known for his work with Doctors Without Borders, the United Nations, and disaster relief than famous battles. Tagline: “I can be there in a snap!”
    • Nawang Sonam aka Wan Shi Tong (NPC): Martial Artist with a mysterious past. Thresholds mentor, experienced and highly capable, indeterminate age.
  • Grant L. Wojcik aka Fridge Boy (NPC): Can control icer/cold, but mostly the ability to create ice that explodes. 16 year old emancipated orphan, Our janitor. 
  • Rudy A. Coldwater aka Gimmick (NPC): Mildly hyper-intelligent savant. Stutters. Makes very accurate guesses. Typical nerd, not yet 20. Wants to make a difference, assigned to support duties.
Dates: Monday, May 4th, 2020 1400 to 2200 hours.

The Setup

Threshold and Wan Shi Tong go out on patrol, Whisper and SSR go to Mole Trolls lair, Nyx keeps an eye on the prisoners were holding, and Wirerat starts hacking records and shoring up electronic defenses - also a secret project.
Threshold and Wan Shi Tong pass a bakery just as it explodes. Luckily Wan Shi Tong senses the threat in time to throw up a forcefield to partially protect them, though Threshold still gets hit pretty hard.
Threshold scans for survivors and heads inside to pull people out. Wan Shi Tong senses more danger and watches their backs. Threshold triggers another bomb in the back but teleports out of the way in time to avoid damage.
They get everyone out as the first responders arrive and the bomb squad takes over the scene. Threshold power stunts his Spatial Sense to search the area for more bombs, the explosive was the same experimental type as the one in Prodigy's father's apt.
He doesn't find any more but plans to check all of Flushing as soon as possible. Also he belatedly informs HQ about the incident. He figured they all knew from surveillance systems but acknowledges Wirerats complaint that he should inform them directly and immediately rather than assuming the rest of the team knows whats going on and knows they are not needed. Threshold determined that they needed no assistance and didn't want the entire team to respond to every emergency as that could make them more vulnerable and leave people undefended. However people should be kept in the loop.
  • This Power Stunt adds Scanner for skill -5 (-16) and 2 FP so pretty reliable but checking the entire borough will take awhile. Taking another -1 to skill doubles range to 200yards.

Disobeying Doctors Orders has Consequences

Wirerat decides to use his technopathy to hack some computers instead of relying on pure skill. He gets brain hacked again and the two prisoners also get hacked and die, turning into goo.
Fridge Boy freezes the bodies, somehow keeping them from exploding which is the usual result of his powers. Nyx pokes them experimentally then rushes to assist the screaming Wirerat.
Threshold is summoned, stops Nyx from killing the patient with kindly but poorly executed First Aid, and gets Wirerat to the hospital, luckily MedEvac is on scene and heals him up.
Wirerat demands to be taken back to base but Threshold gets a promise he wont use his powers before doing so. The team learns about Mia a nascent AI that Wirerat was working on and it just woke up.

Up Next and Afterthoughts

Whispers player was absent so we skipped that part of the activity. Threshold and Wirerat discussed communication and surveillance protocols and some options. Threshold decides the entire team needs to have some training as soon as everyone of the new people are on board.
Everyone needs to learn First Aid training if they do not already have it and be  reviewed regardless of what the dossiers may say. Also everyone needs to learn police codes and basic response (PS: Law Enforcement) to enable better coordination within the team and with first responders.
Threshold and Wirerat discuss a few things while watching Mia, both are worried that someone seems to be targeting the team and not minding a lot of collateral damage. Threshold asks him to try and track down any connections between the bombing, maintenance, deliveries, crime (reported vandalism or break in), location, ownership, etc. Both he and Nyx will try and work the chemist shop angle, see who might be supplying or making the explosives.

Personal Thoughts

I remarked that Wirerats pretty much going to single handedly be responsible for Threshold learning Spatial Surgery. This lead to some frustrating conversation that was fairly quickly resolved but is important to think about.
Players and GMs need to be on the same page in an RPG, and I feel this is especially important in a Supers campaign. The genre tropes are all over the place and not everyone even knows or uses the same definitions Silver Age, Golden Age, Iron Age, Four Color, Anti-hero, etc. Supers allows and often encourages a lot of creativity and that can create conflict, confusion, and take people in different directions.
In this case the GM didnt want Threshold having Healing because as he said it wasn't his niche. The GM also assesses UB costs for different niches as well as certain abilities. Something I hadn't really figured out yet, I knew certain powers got a UB tax but hadn't realized it was in part a "niche" thing.
However, I am a tinkerer and analyst in nature and a large part of what I enjoy in a game (and a big part of why I love GURPS) is taking a power set and figuring out interesting things you can do with a "special effect". An ideal character to me has a clearly defined special effect (usually just one) that can be used in different ways. Fire powers can give Innate Attack, Temperature Alteration, and brighten an area. But they may also allow Flight (rocket, lighter than air, or updrafts), welding or cutting torches. How do you breath if your on fire? The special effect needs to take these things into account (or multiple power sets that help each other).
Threshold spatial manipulation lets him bring things closer together or father apart and sense the distance between things and their velocity and orientation. This includes large objects or even subatomic particles and the primary uses are movement (Enhanced Move with Second Nature and Warp), disintegration (pulling objects apart, Innate Attack with Corrosion), sensing things (Para-Radar, Microscopic and Telescopic Vision, Parabolic Hearing) and more exotic tricks like stretching or shrinking by making things appear longer or shorter by altering the distance.
Healing seems pretty obviously off the table, you can't recover HP by just teleporting blood into them or making a limb longer or shorter. But if you can teleport bullets out of the body, remove or disintegrate foreign substances (Using Para-Radar with Microscopic, Penetrating, and Bioscan to sense what your doing) you can do a limited form of surgery (Healing with a bunch of modifiers, including no HP recovery). Basically its like using laser surgery and radiation treatment to treat cancer. Not nearly as good as full Healing but useful (removing a bullet without worrying about infection or lack of tools) but needing regular things like bandages instead of regenerating tissue or even stitching (like TK could do).

Now those details are a bit long for most of you dear readers and the GM already approved it. But I wanted to share this as a worked example of possibilities people may come up with in a Supers game. Not everyone enjoys that kind of thinking, much less the math or putting in the work to make it work. But for some people that is an important part of the game and it can make things more complicated.
Supers is a great genre, just communicate and know your group so you are all on the same page. Dungeon Fantasy typically has more narrow tropes like Scout, Warrior, Cleric, Mage, Thief, etc. What to expct to and from everyone is usually much easier, though GURPS allows a lot more variety here than most other games so communication is still valuable.




Monday, March 6, 2023

Steve Jackson Games new webstore based on Shopify

 The company moved from its old web store to a new system. Its still got some bugs and content with missing or errant tags but shows regular improvement. The thread on the forums asked for feedback and people have been giving it. I like that customers are being listened to and feedback is being implemented.

For example ago or so I asked for categories such as Settings and Adventures to be listed. Low and behold they now are! Mind you I dont know if my suggestion was the reason they did it or if it was already planned so not taking credit here.

Settings is still missing some such as Casey and Andy and Girl Genius that I do not see in this search query.

Supplement Type has the following options 

  • Rules Expansions
  • Campaign Settings
  • Adventures and Scenarios
  • Abilities
  • Items and Technology
  • NPCs and Creatures
You can filter by multiple categories such as Format (Digital, Physical, both) (another suggestion someone made and several supported) Collections for a quick but broad sort, product type, or edition.

Steve Jackson Games has one of the longest lifespans of a gaming company around and that comes with a huge backlog.  So it will take awhile to get everything properly migrated and recategorized but overall I am pleased.
Take a look for yourself! 

Wednesday, March 1, 2023

AEON Season 7, Session 5

 

Cast

  • Amie-Belle T. W. Lee aka Whisper (Played by Curtis): Cold War era super-soldier/spy that got put in the Freezer, because she got poisoned. After getting thawed out and cured she tried to back to work, and was given an “adjustment period”. Uncle Sam called 2 years later, with work… because once you’re in, you’re in for life. Tagline: “In and out without a whisper.”
  • Beauregard K. “Bo” Ratnam aka Wirerat (Played by Brice): Technopath, inventor, and hacker. He specializes in co-opting enemy systems and tech assets. Tagline: “Nice tech – I’ll borrow that.
    • Stainless Steel Rat aka “Sir” (NPC Ally): Bo’s best friend and assistant. A sentient drone in the shape of a stylized shiny metal rat mindlinked to Bo. Specialties are rapid repair construction and modifications. Imagine if K-9 and R2D2 made a baby and it looks a bit like a rodent. Tagline: “Repairs and upgrades in progress”
    • Derrick K. Ratnam aka Ledgerdemain (NPC Ally): Spin doctor and media liaison for Project VANGUARD. Twin to Bo. Tagline: “Well, actually that’s not how it happened.
  • Rafe Hanlon aka Nyx (played by Chris D.): An umbrakinetic petty thief still on work release several years later, on his way to becoming a true agent and hero. Tagline: “We are what we pretend to be, so we must be careful about what we pretend to be.”
    • Layla A. de Blackburn aka Nox (NPC): CIA-trained child assassin all grown up to be Daddy’s Little Monster. Maybe a little mad. Argues with her shadow often. Tagline: “No, we shouldn’t do that…should we?”
  • Vincenzo L. dePrezzo aka Threshold (Played by Rory): Doctor, Mathematician, and Scientist (yes, capitals) and Spatial Manipulator. Threshold can bend space like a pretzel, teleport, obliterate things, and has extraordinary senses. He’d rather be in a research lab than fight. Better known for his work with Doctors Without Borders, the United Nations, and disaster relief than famous battles. Tagline: “I can be there in a snap!”
    • Nawang Sonam aka Wan Shi Tong (NPC): Martial Artist with a mysterious past. Thresholds mentor, experienced and highly capable, indeterminate age.
  • June B. O'Neill aka Prodigy (NPC): Savant with hyper-intelligence that may have cracked the universal power-dampening conundrum. Fresh out of the Meraki Institute for the advanced and gifted. Extremely intelligent, but young (she's 16).
  • Rudy A. Coldwater aka Gimmick (NPC): Mildly hyper-intelligent savant. Stutters. Makes very accurate guesses. Typical nerd, not yet 20. Wants to make a difference, assigned to support duties.

The Trap

Using the information Nyx got from the pawnshop fence who sold the captured phones Wirerat, Nyx, and Whisper all contributed to finding out the technopath who worked on them. A haphazard plan is created .
Wirerat goes to StacksOverflow and posts the bad guys code with some modifications. He gets mad then calls Whisper under a fake identity they pretty much made up that afternoon. Whisper vamps him with a bit of help from a psych profile Threshold made up. The guy takes the bait and meets Whisper at the pizza joint across the street.
Whisper decides to have some fun and has the bad guy "m0le_tr0ll" hack Legerdemains records and destroy his credit rating, social life, and other things. Still annoyed at how he takes care of his brother aka Wirerat. Eventually she gives the signal and Threshold who has been waiting across the street teleports in and asks him to come with him.
The guy panics, apparently not recognizing Threshold. Despite Threshold being extremely recognizable, recently in the news, having 6 PhD's an MD, and numerous other degrees, and among the best spatial manipulators on the planet. Oh and ruggedly handsome and charming as well, if he does says so. Threshold is understandably confused and thrown off by this but gives him his name (what still not recognized? Thought this guy was supposed to be smart.)
Threshold again tells him top come with him, a little less patiently this time and asks if the goons coming to help him or robots and safe to disintegrate or should they just stand down.
Moldy Troll, still seemingly slow on the uptake doesn't quite get it and so calls Wan Shi Tong to take care of them. Threshold dodges a punch by Moldy Troll and grapples him using his modest Judo skill. Then frog marches him out of the diner, across the street, and into the firehouse. Wan Shi Tong carries the other two whom he knocked unconscious.

The Interrogation

Having determined that Moldy Troll can somehow make copies of himself or is a large family of identical siblings the team questions him on his activities. Threshold leads the interrogation, Wirerat tries to hack his laptop but the firewall delays him, Nyx and Whisper mostly watch.
Threshold tries the "Bad Cop" routine, but really is not very good at it. The y guy has to see Threshold disintegrate a cup before he even believes Threshold has any powers. Mentioning that he is not yet under arrest but that he is being investigated for the incident at the Brooklynn Bridge finally gets him talking.
Its mentioned how the real bad guy may opt to clean up any loose ends and the faster we catch him the safer the troll will be. He elects to take us to his "lair".

Aftermath

A decent length session. Several of us were having computer problems and we did more stepping on each other than usual. Also Threshold got a new nickname "Bureaucracy Guy" and called out for being the most boring super hero ever.
Hey, someone has to handle the paperwork and manage things!
Seriously though, Thresholds primary motivations involve him in the lab or out on patrol. Need to work on that a bit more.