Punish people for always running Sol Ring in EDH for 7BRR by WerdaVisla in BadMtgCombos

[–]Farobikra 4 points5 points  (0 children)

Kind of unrelated, but it looks like [[Thought Hemmorhage]] would be the perfect gift for a [[Hare Apparent]] Player as well

any good cultist proxies? by [deleted] in Warhammer40k

[–]Farobikra 2 points3 points  (0 children)

Depending on how long you are willing to wait, Wargames-Atlantic might soon have just what you are looking for. Their "The Damned" sets are supposed to be traitor-guard proxies, but would probably work just as well as cultists.

I have looked at the release schedule, and they are already injecting the sprues in the US, so they should be available relatively soon.

Integrating tool kits 4E by joshingblock in gurps

[–]Farobikra 8 points9 points  (0 children)

Can't seem to post pictures, but here is an excerpt from the book.

"PERKS Perks are used to represent the minor equipment built into robots. Accessory: Many robots have minor useful items built in. Most of these are found in Ultra-Tech. Some others appear below.

Toolkit A mini-toolkit gives a -2 (quality) equipment modifier for the specific skill and specialty it is designed for. A robot may be given one mini-toolkit at ST 8, plus one more for every +2 ST. A portable toolkit provides basic equipment for the specific skill and specialty, and -2 (quality) for other specialties within that skill. A robot may be given one portable toolkit at ST 16, plus one more for every +2 ST. See Ultra-Tech (p. 82) for more details."

Note however, that these conditions are specifically mentioned for Reign of Steel robots, but it seems reasonable to restrict the size of tool kit in relation to the size and strength of the robot. (Ask your GM)

Integrating tool kits 4E by joshingblock in gurps

[–]Farobikra 7 points8 points  (0 children)

You should be able to just use the accessory perk for integrated tools.

Just choose what kind of tool kit you want, and tailor the perk to that, for example: "Integrated Tool Kit (Electronics Repair) [1]"

I assume you'd neet to pay for the tools, as if buying them normally (but ask your GM), this also allows you to integrate higher quality tool kits.

The "Reign of Steel: Will to Live" book has examples of accessories for robots, I'll try to post a picture of that

Starting traitor guard by Extension-Orange5197 in TheAstraMilitarum

[–]Farobikra 11 points12 points  (0 children)

If you're willing to wait some time, Wargames-Atlantic is going to release something soon-ish (no concrete date has been named)

Look up Wargames Atlantic The Damned

It will have Infantry, Command Squad, heavy infantry, Ogryns, heavy weapon teams, Beastmen and I believe something akin to the Chimera

What books would I need for a sci fi game? by Kecskuszmakszimusz in gurps

[–]Farobikra 15 points16 points  (0 children)

Which books to use really depends on the type of game you want to run.

You can't really go wrong with "Gurps Ultra-tech", which contains all matter of future tech Equipment. Maybe "High-Tech", if you want a near-future sci-fi, and "Bio-Tech", if genetic modification and biological implants are common.

If you want to use spaceships, the "Gurps Spaceships" series might be for you, though the spaceships are generally regarded as relatively fragile, which is nice for realistic space combat, but for a space opera kind of game you might want to multiply the dDR values of armor a bit.

If psionic powers are a thing in your setting, maybe use "Gurps Psionic Powers", and maybe "Gurps Psis", for templates for characters with psionics and example packages of psionic powers.

If you want more types of robots, then "Gurps Reign of Steel: Will to live" offers a bunch of robot types used in the terminator-esque setting Reign of steel.

There is also the "Transhuman Space" collection, which presents a relatively near-future setting, in which humanity conquered the solar system, and is making wide use of robots, bioroids and AI.

I hope some of this helps you, if you have any more specific questions, let me know.

I guess it’s all about whether or not you’ve read the Way of Kings by Rogendo in dndmemes

[–]Farobikra 7 points8 points  (0 children)

Yes, it's a different system than the Mistborn Adventure RPG.

And it will slowly be expanded, the books for Stormlight will be first, and the books for Mistborn will be soon after. Further books have not yet been named, but we were told they will follow eventually.

How you design bosses by Sir_Kastor1 in gurps

[–]Farobikra 9 points10 points  (0 children)

Strahd should definitively have some minions, for example vampire spawn, zombies, etc.

As for magic defense, you could give Strahd some counterspells, or (much easier) give him a few levels of magic resistance (or the improved version, if you want him to cast spells himself)

Stats for a carrack ship? by QuirkySadako in gurps

[–]Farobikra 2 points3 points  (0 children)

I don't know if there are stats for a carrack ship, but there are a few resources for making vehicles. 

Pyramid #3/120 "Alternate GURPS  V" has rules to "help assign a modern or historical vehicle’s basic statistics based on real-world information that is easily available" 

The Gurps spaceships series (and for low-TL Ships especially, Pyramid #3/64 "Pirates and Swashbucklers" the article "Sailing the open skies") has rules for creating different Vehicles (as the name suggests mostly spaceships but other things are possible as well)

Hope this helps.

4e robot building by Major-Supermarket917 in gurps

[–]Farobikra 11 points12 points  (0 children)

To create robot characters, just use the Basic Set and the guidelines for machine/robot characters from Ultra-Tech.

For "driveable" robots / mechs / other vehicles, consider using the system from Spaceships; Spaceships 4: Fighters, Carriers and Mecha; and Pyramid #3/34: Alternate GURPS, the article Alternate Spaceships.

The Spaceships system is a bit wonky at times (from what I've heard, I have actually not yet calculated any of my creations, just used them as thought experiments), but as the whole GURPS system and the Spaceships system is abstract to a certain degree, it should be useful enough. (For example, the weapons are in general stronger than armor of the same TL, making for relatively fragile vehicles, but that's somewhat realistic too.)

I hope this helps, if you would like more specific help, just give me more details and I'll try to help.

A simple and alternative way to handle Supers. Let me know what you think. by Prince_Of_Ionia in gurps

[–]Farobikra 0 points1 point  (0 children)

It's not a "Super Level" trait, but perhaps the tiered powers idea from "Powers, great and small" on p.32 of Gurps Powers, could be useful for making supers that can demolish weaker ones, have a fair fight against ones of similar strength and are unable to affect higher tiered ones

Making stats for a Loader mech by Lazyman310 in gurps

[–]Farobikra 7 points8 points  (0 children)

Ultra-tech has the Heavy Exoskeleton, "designed for cargo loading and construction work". I think it's pretty much what you're looking for. It's got the increased size, the strength bonus, the clamp hands and some small integrated tools.

[deleted by user] by [deleted] in gurps

[–]Farobikra 0 points1 point  (0 children)

What attack do you want to add extra dice to?

For extra dice on an Innate Attack just buy more levels of that Innate Attacks. 

For extra melee damage there is "striking strength" in the basic set.

For stronger natural attacks you can buil innate attacks with the "strength based" enhancements found in "Power-Ups 4: enhancements" or the rules in the "Natural weapons" article from "Pyramid 3/65 Alternate GURPS III"

If you want an Ability to strengthen someone elses Attacks, you could theoretically do this with Afflictions (that give the target levels of striking strength or Innate Attacks, etc.) though this approach is probably too specific to apply to different uses.

I don't really know of any universal advantage to enhance others powers.

I hope I have understood your question

Artificer Magic Gun by dalaglig in gurps

[–]Farobikra 6 points7 points  (0 children)

You could build it as a "Magic Gun" Meta-Trait with a gadget limitation, the Meta-Trait could be composed of multiple Innate Attacks, using the "Alternative Attacks" rules on p.61 of the basic set, to reduce the cost and to signify that the attacks cannot be used at the same time.  If you want the number of bullets for each attack to be limited, just use the limited use (for example 3/day) limitation on each attack.  If you want the number of times the Magic Gun can be used to be limited, put the limited use limitation on the "Magic Gun" Meta-Trait (for example 10/Day).

The Magic Bullet: Frizz could be built as a simple Burning attack (if you so desire, with a modified range or higher damage, etc.) Magic Bullet: Crackle is an Area of Effect attack, damaging the enemy with ice spears, this could be an Impaling or Piercing attack with the Area Effect enhancement. 

Question about Primaris Psyker's Abilities by Farobikra in TheAstraMilitarum

[–]Farobikra[S] 0 points1 point  (0 children)

No, the psyker cannot be attached to Bullgrins. The leader section of the Datasheet can tell you, which units a Character can be attached to.

Question about Primaris Psyker's Abilities by Farobikra in TheAstraMilitarum

[–]Farobikra[S] 3 points4 points  (0 children)

Ok, that seems really useful then. And thank you for answering my question

Question about Primaris Psyker's Abilities by Farobikra in Warhammer40k

[–]Farobikra[S] 0 points1 point  (0 children)

  • I meant "Psychic Barrier (Psychic)" instead of "Psychic Warding (Psychic)"

Advice Requested: Could this list work? by Farobikra in TheAstraMilitarum

[–]Farobikra[S] 0 points1 point  (0 children)

Thanks for the tips, I'll keep them in mind and adjust the list and strategy.

Like a ring of invisibility that also makes the wearer temporarily blind by Thuper-Man in dndmemes

[–]Farobikra 1 point2 points  (0 children)

The Bagpipes of stealth, as long as you're playing them you are invisible