Friday, February 7, 2020

Library Access in GURPS

Over on the SJG GURPS forum there is a thread about buying a Library as an advantage.
Like anything in GURPS there are multiple ways to build something, each with their own trade-offs.

Unusual Background Type

This assumes libraries are in the setting and accessible to those meeting qualifications.
  • Public Library card: This is a feature as anyone can get one, though these libraries will be limited. Feature
  • University Library: University libraries tend to be pretty large and have a lot of scholarly works, but are more limited in access.  This is a perk, 1 point.
  • Specialty or Secret Library: Few people may even be aware of, much less have access to these, often obscure and specialized libraries or information warehouses. This is an Unusual Background advantage. Cost varies.
  • Government Service: Typically requires a level of Security Clearance (p. B82). Cost varies.

Contacts Advantage

Contacts are in one way an obvious solution, ask a librarian! Having to go to a location rather than phoning a person is usually a feature, and GURPS Social Engineering: Keeping in Contact has some useful ideas and ways to tweak Contacts and Contact Groups. Generally they wont do Favors, just provide information so should be cheaper. Also consider using alternative ability pricing, the precedent for this was set in Monster Hunters Power-Ups 1, specifically the I Have a Friend power up (p. 16).

Talents

Talents provide a skill bonus.  This can simulate a bonus to one or more skills representing a lab or research facility, including a library. For this approach apply modifiers such as Gadget (portable computer, to entire buildings) or Accessibility and Preparation Time Required.

Visualization

This advantage is often used to represent the ability to plan ahead, so seems like a solid candidate. It takes a minute to use, IQ roll, and is in your head so portable.  Adjusting it to a Library concept requires some tweaks.
Library
You have access to a library, storehouse of books, computer database or network, or maybe consult spirits or the collective unconscious. Statistics: Visualization, typically with the Preparation Required modifier (needs to be modified a step from the 1 minute base).
  • AI, Memory Palace, or Supernatural assistant for extremely fast access, 1 minute (Base time) +0%
  • Very well organized and method to quickly get to the right material, possibly a very efficient computer user interface, 10 minutes -20%
  • Well organized, quality user interface, or specialized library, 1 hour -30%
  • Typical large library, 8 hours -50%

Apply to general IQ or 1 specific skill, +1 point per additional skill it can be rolled against. When rolling against a skill the bonus applies to that skill or actions that could result from that skill only! This is basically the skill substitution perk.
  • Results of a successful IQ or skill roll.
    • Full MOS would apply for building from a schematic, or knowing the exact ritual you want to use.
    • Half Bonus if researching plans for a very specific situation or task and it works almost exactly as expected.
    • General Guidance with wildly different events than expected gain 1/3 bonus.

Tuesday, February 4, 2020

Evil Doll

Session 2 B-Team Recap - The Evil Doll

This s one players perspective of the session, to see the GMs recap go over to RavensNPennies
Last session Henry met the group and they retrieved a cursed ring from his client. That night Henry had a dream and an old client he had did some body guarding for awhile back appeared to have a cursed doll in the families possession. In the morning after breakfast and morning prayers and his morning 5 mile run with Bishop (pet falcon) so he could eat, he cleaned up and prepared for the day.

He did a background check on the two people he had just met. Amos seemed to have several properties, some recently acquired and had earned some money from writing some books. Lorenzo was a volunteer fireman and squeaky clean. He then checked on Mr. Kudrow from yesterday and door was already replaced and he and hs wife were very happy and off to vacation in the islands.  Checks in the mail.  Wished them the best and was happy they seemed to have confused the events a little but are happy.  Next he checked records on the Childress family, nothing overtly suspicious so he headed over to meet his new associates (not yet friends) to get some background and let them know about his lead. Henry simply had no idea how to handle a cursed doll and wanted to see if it was possible to extricate it without danger to the family.
'
As he was bout to knock on the door the couple headed out, apparently Amos was really hungry. They went to a nearby diner (great food by the way!) where Lorenzo put away a truly impressive amount of food. Henry explained about the doll and when asked for a description he made a sketch for them. Unfortunately it appears there are a LOT of cursed items floating around and Amos said he could not give any real info without seeing the doll.  They agreed to head over to the Childress residence.

Henry escorted Amos in and introduced him as a research assistant, though he had to convince him to clean up a bit and make himself more presentable. Note to self, remember to rep;ace the alcohol wipes in the first aid kid. Lorenzo was a bit behind and followed them in his truck, probably lethargic after all that food. They encountered some gardeners spreading fertilizer and trying to save some white roses that were dying.  Apparently they were sick for no discernible reason, as were some in the back yard.  Amos has a knack for plants (surprising Henry by speaking fluent Spanish) and had a chat about the plants. Hearing the gardeners explanation Henry looked the rose bush over for insects and noticed even the bees were avoiding it. Something odd there.
Henry left them with a nod to indicate he was headed inside and talked with the maid and Mrs. Childress,who was really stressed out and had taken up smoking again. Mr. Childress was on a business trip and Henry gave a vague cover story that he had heard some things and wanted to check on the family. He assured her it was probably nothing but he didn't want to take chances. She explained about the rose bushes (transplanted from her mother) and Henry used that as a reason to look around and that if they were vandalizing plants it was probably just scare tactics, nothing serious like last time. A porcelain horse fell off the mantle, startling her and she told the made it was happening too often so stop placing them on the edge, Amos and Lorenzo came in,Henry introduced them and they went to the backyard.

Once they had some privacy, Henry explained the odd things he noticed and they saw a large dead circle of grass (Amos had already been there) under the daughters bedroom. While they were talking Henry looked through the wall and saw the doll. Unfortunately the doll saw him too and was not happy! She told him the girl was her meat and Henry fainted from fright. Lorenzo woke him up with smelling salts and while they had a hurried discussion the maid brought Amos some tea (odd duck this one) and a rock fell on Loremzo's head, though it didn't injure him. They took that as cue to head inside. Henry headed to Megan's (daughter, 5 year old) room while the others headed to the kitchen.

Megan ran up to Henry for a hug, he lifted her and gave her a little whirl. She was having tea with the doll and introduced them. Henry and the doll had a brief staring contest where this time he did not pass out. They talked for a bit till Amos came in, saw the doll, earned brownie points with a cat he had in his pocket (yes, a real live cat!) that played with Megan before apparently noticing the doll and hissing at it and batting at it,  Good kitty!
Megan didn't like this though but Amos cheered her with a little flower in a glass bubble.
After a bit they left, had a brief conference then went to Amos's place for some research. Henry was not thrilled with the delay, but supposedly these people know what there doing.

Henry continued thinking mean things about that doll, though the others warn him burning it might not resolve the situation.

Saturday, February 1, 2020

Heroes Gate

There are several realms bordering the Shattered Lands, but Heroes Gate is the most accessible and best well known.
Total Area 1,325,014 sq miles. Population 640,000

  • Farmlands 701,478 sq miles. Setback from the front lines and maintained with canals from the inland sea. Primarily food crops, some wheat and corn, but also textiles such as cotton. Animal husbandry is a mix between cattle, horses, and sheep.

History

Heroes Gate was founded centuries ago on the ruins of numerous fortifications as the bulwark against the Shattered Lands and those things that come out of it  It is a major defense for the Commonwealth and was founded in part by revenue from other realms. Between it and the Shattered Lands lies a great river that was shaped to come from the Barrier Mountains and run along the border, till pooling in Deaths Call sea. Since the time of its founding other border realms have grown up out of border fortresses but Heroes Gate gets the most acclaim. Besides being the most easily accessible from the bulk of the Commonwealth it is famous for its high quality training academies in military and magical studies. It is considered the premiere place in all of the Commonwealth to receive combat training and has regular expeditions to the Temple of Thoth of the First Kingdom, a renowned source of magical and spiritual learning.

Landmarks

The land is dotted with watch towers to spot any creatures that may have slipped through the border walls. As that rarely happens, they mostly serve to keep banditry to a minimum and travel is generally the safest in all the realms.
The border itself is a massive cold river flowing from the icy Barrier Mountains with a long well fortified wall on its side and massive bridges crossing the river at key points. This river is enchanted with large glowing rune stones to purify and fortify it against Outsiders and numerous spirits reside within and nearby.
There is a massive inland sea centerward and at the edge of the border called Deaths Call where those who served well are buried with honors. A colony of merfolk live in the sea and maintain the large necropolis as well as trading fish and other goods.

Wednesday, January 29, 2020

Owl Totem

So Owl is a totem in the GURPS Powers: Totem and Nature Spirits book.
A player is considering taking Owl in a Supers campaign I am running and doing some additional research I came across this clip.
The memory map helps reflect their rep for intelligence and insight but also makes a case for adding Edietic Memory to their options,

Tuesday, January 28, 2020

Ceteri-B Team Henry Joins the Team 1/27/2020

So we had our first session with my character this Monday, this is my recap and description. These posts are meant to share some of the experiences possible in GURPS that IMO no other RPG system can fully provide. This is a game session notes from one players perspective - for more details see the gamemasters recaps.

Background

Henry H. Norris is a young (very young! at 19) private investigator working for a small firm called the TIP Agency which handles a variety of cases. Hes an orphan from  the Lorna Road Massacre (in game event) who upon maturity inherited and lives in his grandmothers small house. He earns a surprising amount of money working for TIP. Hes a capable athlete and placed 18th in the Boston Marathon last year.

Henry is allowed a lot of autonomy in his work for TIP despite his young age because he has a strong track record of good instincts, taking care of himself, and the ability to get the job done. In fact this reputation is extended to the Boston PD where he is often referred to as "Deadeye"for his uncanny ability to spot things and as an expert shot with a gun.
Referenced Traits: Acute Vision 2, Charisma +1, Clear Sight (Supernatural vision metatrait), Detective! -13, Extra Attack (Multistrike), Guns! -15, Patron "Mountain" Mike (Owner of TIP Agency, so his boss is a Patron), Reputation +1 (local police), Very Fit, Wealth.

Session Date Aug 2001

Sitting in his sedan Henry was staking out his clients house when the wife (whom he was hired to follow for suspicion of cheating on her husband) pulled out a knife and appeared to be ready to stab her husband in the back. Not exactly good for business!
As he thought quickly about whether to shoot through the window or if he had time to run into the house and stop her, two men ran into the house (breaking down the door with a fire axe!).

That decided the issue and he sprinted to the house. Drawing his pistol as he ran he came upon an unexpected sight in the living room. One of the intruders was wrestling the wife while the other watched and his client was freaking out. As soon as he could he drew his gun, told Mrs. Kudrow (the wife) to drop the knife and the intruders not to move. The one watching threateningly snapped and extended his stick (some kind of baton), the two on the ground ignored him, and poor Mr. Kudrow was still freaking out and actually asked Henry "Are you the one shes cheating with?".
The whole thing seemed to be escalating in a very bad way...

Aiming at the heads of both the intruders (Using Targeted Attack, Extra Attack and Enhanced Tracking 2) he again ordered them to stand down and Mr. Kudrow to step away from them and towards him where he could be protected. The one on the ground appeared to be trying to pull a ring off Mrs. Kudrow's finger which appeared somehow wrong giving him pause. 

The guy on the ground pulled the ring off and Mrs. Kudrow changed her demeanor immediately, becoming confused and frantic rather than aggressive. She was let go and ran to her husband and they seemed to reconcile. The intruders seemed all too casual, not standing down, and one even asked her about her coin collection!
They mostly ignored Henry, possibly reasonable since he hadn't shot them yet, though infuriating (luckily he has no bad temper disadvantage) and started talking about cursed objects and such. Mr. Kudrow seemed happy to accept that, and though skeptical Henry asked Mr. Kudrow if he wanted the police called in or not. He said no, stiffed some cash in Henry's hand (and getting between him and the intruders), they offered to replace the door. Henry escorted them outside and questioned them further. After a brief explanation Amos (the one with the baton) suggested they go somewhere to talk instead of on the lawn. Henry agreed.

Henry followed them in his car to a pub, they went around to a back entrance and once inside, well things changed. There appeared to be all manner of supernatural creatures inside all peacefully eating and drinking. Having read and studied a bit about the Occult, but especially owing to his own instinctive supernatural abilities Henry seemed to take this surprisingly in stride. Still skeptical, but getting less so by the minute they talked at a table (elf waitress? pixie camping at the table?) while Henry closely looked them and the place over but could see no hidden cameras or special effects features and no one appeared to be wearing disguises (he can see really really well), at one point even praying for guidance. The Voice that sometimes talk to him in his head said he was in the right place. Henry then offered to join them and they accepted.
After a surprisingly good meal, and exchange of business cards, Henry decided to digest it and clear his head by running a few miles before heading home.

Epilogue

That night Henry had a dream of a little girl and a doll that seemed evil and looked right at him, causing him to wake up. In the morning after reviewing it he decided it was an old clients daughter.
In the morning he checked on the client and all seemed well for the moment but he should talk about this with these cursed object hunters. Also he needs to check on Mr. and Mrs. Kudrow and make sure not only is everything good with them but that there are no bad feelings with his client.

Mechanics or Understanding the Game

If your unfamiliar with GURPS the above narrative should still be mostly understandable, but some of the terminology might not. Consider how easy the above is to do in the game systems your used to and please read on.
GURPS uses hit locations (though for simplicity you can just call everything a torso hit) and anyone can try to attack any location they can see. Some body parts are harder to hit than others - in this case the head and inflict a skill penalty to succeed. 
  • Targeted Attack is a technique or limited skill to reduce that penalty, 
  • Aiming is an action where you take a little time to get a bonus to hit (for ranged attacks like bows and guns) instead of immediately shooting.
  • Extra Attack is an advantage letting you make an extra attack, in this case one was used to aim so he could have still shot with the other normal attack.
  • Enhanced Tracking is an advantage that lets you aim or keep an eye on multiple things at once.
All those are really handy for your cinematic gunfighter!

Wednesday, January 22, 2020

Power Frameworks in GURPS

GURPS has a lot of advantages and things like enhancements and limitations to customize them to suit just about any need. However they can get very expensive, especially buying lots of them. To address this it uses what I call power frameworks (GURPS has no overarching term) which provide ways to have or use multiple related abilities with fewer points. This article describes them for the reader in one place.
First a Power is defined (GURPS Powers, p. 7) as A “power” is an exotic or supernatural gift that you can direct in different ways to produce a number of related effects. Further it goes on to say that it must have a source (Magic, psi, mutant, etc) which is the origin or where it comes from and a focus (fire, water, matter manipulation) which is what it manipulates or controls or the concept it revolves around. This is the special effect or narrative description of a power which also has a mechanical description (how you build it in GURPS) which consists of Abilities, Power Modifier, and Power Talent.

Power frameworks are simply a mechanical way to group related abilities so that they are cheaper because they are related, much as skill defaults can be used to buy related skills more cheaply.

  • The Power Modifier (PM) is the basic starting point in that all the powers have it and can be countered in the same manner (such as with the Static advantage).
  • Alternative Abilities introduced in GURPS Basic as Alternative Attack and later expanded upon in GURPS Powers and Power-Ups 8: Limitations allows you to buy other abilities of the same power at 1/5 cost. To get the discount they have to be no more expensive than the primary ability, they are all neutralized together, only one is available at any specific time - usually takes a Ready maneuver to swap them around. It gets a little fancier, read Power-ups 8 for more options. GURPS Powers: Divine Favor, GURPS Powers: Totem and Nature Spirits, and GURPS Thaumatology: Sorcery are all worked examples of this framework.
  • Wildcard Powers (GURPS Supers, p. 41) allow you to have a variable secondary ability while using the ability modified this way. Your paying *4 cost for the privilege of having two abilities at once. This may not seem like a good deal at first since you could buy 4 powers for the same price but for broad powers with many options and uses it can be an effective and simple tool.
    • Originally Posted by whswhs (SJG Forums)

      And that's how wildcard powers should be used, too. They open the door to freeform improvisation, but you have to tie them to a use of the underlying power. But that freeform style of play is meant to be there. If that's not what you want—if you want to spell out what you can and can't do—you shouldn't take a wildcard power in the first place.
    • I think the above quote is a real good case for when these are at their best.
  • Modular Abilities is an advantage that costs a premium in order that the player can swap various related abilities around. Its written up as an advantage but in practice its really a power framework. GURPS Thaumatology: Sorcery combines this with alternative abilities to increase point efficiency.
  • Power Stunts (GURPS Powers, pp. 170-178) is another way to handle multiple abilities of the same power. There are a lot of options here and the utility of this section really escaped me until I read GURPS Psionic Powers which is pretty much built around this section of GURPS Powers. Using Abilities at Default takes a specific ability and swap it for another one with a successful HT/Will or skill roll and paying 3 FP and you can have a variety of abilities for very little cost. Even putting a lot of points into a skill to easily make the rolls (which can have up to -10 in penalties) or Techniques for specific swaps (as done in GURPS Psionic Powers) this can still be cheaper than alternative abilities, though that FP cost can hurt - especially in combat. This section also includes Temporary Enhancements which instead of swapping out one ability for another increases its power or adds enhancements by making a similar roll as Using Abilities at Default but only costs 2 FP. Finally Extra Effort (Powers, pp. which allows boosting the level of a power (capped at +100% - but see Godlike Extra Effort)) by making a roll at a penalty of -1 per +5% and paying 1 FP. GURPS Psionic Powers is the best and most detailed worked example of this type of framework, though GURPS Thaumatology: Chinese Elemental Magic and GURPS Powers: Totem and Nature Spirits also touch on it.
  • GURPS Power-ups 1: Imbuements could be considered another framework. You have a core power costing 10, 20, or 40 points and skills to do various things. If you really look at it its uses something like Power Stunts to enhance mundane weapon or skill use but uses a VH skill for each basic ability with penalties to add enhancements and costs 1 FP.  A key difference here is that you can have multiple abilities at the same time. In this sense its more like GURPS Magic.
    • The exact math never quite made perfects sense to me, I think mostly because with no core ability bought with points it uses a lot of author judgement. Christopher Rice attempts to explain it here in GURPS 101: Designing New Imbuements.
    • In questioning him he replied "I suppose I should have been more specific - you only need a single level. So Deafening Display is Obscure Hearing 1 [2] compared to the "average" cost of damage of 7. So 2/7 = 0.28... or around 30%" So the example of Deafening Display requires Imbue 1 since its a 30% effect.  Much clearer to me.

Summary

Taken together GURPS has quite a few ways to build effective powers based characters, each with their own trade-offs. The primary differences being between point cost, FP cost, time to swap, and skill rolls that may be required.
Another Supers game that I played called Champions (2nd edition I think) had three specific power frameworks. Variable Power Pools (Modular Abilities), Multipowers (Alternative abilities) and Elemental Controls (no match in GURPS, though Wildcard Powers is the most similar).
In my personal opinion GURPS Fourth Edition is not only the best incarnation of GURPS it makes the best powers based gaming which is great for Supers campaigns. I have played Villains & Vigilantes, Champions, Marvel Super Heroes, Heroes Unlimited, and read a few others. Champions is my second favorite and a little simpler to play and build characters with but it felt a little shallow to me and I could not build everything from the comics in it which I can do with GURPS.

Sunday, January 19, 2020

Review of GURPS Disasters: Hurricanes

The GURPS Disasters series are an unusual type of book, part adventure seed and part setting seed.
GURPS Disasters: Hurricanes is the second in this series and focuses on Hurricanes (duh). It is written by an environmental scientist and covers what a hurricane is and its effects, during and after the storm.

Chapter 1 Storm Front

6 pages
Covers the terminology and what defines a hurricane vs. say a tropical storm. This is the basic information, including some historical examples of the effects of a hurricane and what the dangers are. Its good reading, and some surprising tidbits - especially on flooding I was not expecting.

Chapter 2 Riding Out The Storm

5 pages
This chapter gets into the crunch and game mechanics of the effects on a city of a hurricane, It includes discussion of various skills and advantages, as well as equipment that can aid survival and rescue efforts. This is the controversial chapter over on the forums, for two main ideas.

It introduces a new skill Search and Rescue (Per) Hard which has several specialties (Cave, Combat, K-9, Maritime, Mountain, and Urban), Many felt this should be a use of another skill and can lead to skill bloat. Upon reading it however I personally am ok with it. Its similar to an Expert Skill which is already a Hard skill,though this defaults to Per and they usually have no default. It overlaps some with Observation and Survival (both Average) but adds specific knowledge and training in equipment and techniques. The specialties give a short synopsis of equipment and modifiers.
Additionally there are some Perks and Techniques here that fit the life of a seasoned rescuer, or even the survivalist type who has to deal with them too often!

The other thing that got a lot of chatter was the damage table. Some people feel the effects on high winds such as -1 to DX rolls at 13 to 31 MPH; -2 to DX, -1 IQ/ST/Skills,and Move/2 up to 54 MPH, etc. Its in the free preview.  Some think thats harsh but think about being out unprotected in high winds, much less rain and it seems fair.  Despite the chart using Wind Speed in that column it IS talking about storms so I expect its made to include rain.
The building damage starts at 55 MPH for each continuous minute of wind, this may be high but again includes rain and often flying debris. And buildings have a lot of HP and if not built to code suffer very badly in these conditions.  As noted in the notes shingles can be torn off at that speed, plus you may have weight on the roof from water and debris but boarded up windows should be ok till it gets more severe. At 73+ MPH is where it gets really nasty but I have seen devastation from 60 MPH storms so I'm not one to quibble or dispute this.

Chapter 3 Adventures and Campaigns

The final chapter gives some nice adventure and campaign ideas.

Summary

Well written, useful mostly for severe storms and few campaigns are built around a hurricane. However there is great material here for a team that does disaster relief and rescue, an adventure to break things up from the routine, or even ideas for directed weather events.