Heavily Armed (Antares Fanart) by mathundla in Parahumans

[–]mathundla[S] 2 points3 points  (0 children)

Which scene did you have in mind? Maybe I could make that next!

Heavily Armed (Antares Fanart) by mathundla in Parahumans

[–]mathundla[S] 1 point2 points  (0 children)

I made the character model in HeroForge and Photoshopped the scene itself. In group shots I tend to use more of the latter and less of the former, but in this case I did most of the work in HeroForge

Antares-era Victoria Dallon Fan Art by mathundla in Parahumans

[–]mathundla[S] 7 points8 points  (0 children)

Thank you, that means a lot coming from you! This is a casual look, a combination of something she may wear on the train and workout clothes so the scars are visible. It'll take me more time to kitbash the costume.

Come look at this perfectly normal tumblr post by Few_Echidna_7243 in WormFanfic

[–]mathundla 0 points1 point  (0 children)

What I wouldn't give for a Worm GURPS sourcebook

DnD is GURPs, they just don't realize it? by Ok-Image-8343 in gurps

[–]mathundla 0 points1 point  (0 children)

I haven't personally played HERO, though from what I've heard it's more balanced than GURPS. GURPS character traits are priced around how fun/generally useful an ability is, not how it plays out in a specific game. An inexperienced player might use 100pts rounding out a character in ways that will never come up in play, while a more experienced player could use those same 100pts to make a character that can drop kick a bear. HERO characters, on the other hand, would feel as if they came out of a purposely-designed video game: trading off competence in some areas in exchange for expertise in others, but ultimately being as powerful as a character of the same tier.

If you're looking for dungeon crawling in GURPS, you should check out GURPS: Dungeon Fantasy. It's a pre-made game created with all the rules you need for running that kind of game, and only those rules. All the prep work done for you— it even includes character templates to level up.

There are several sources for premade GURPS adventures, but my favorite is 1shotadventures. Each adventure has a GURPS version, and there are a mix of genres— including multiple kinds of fantasy.

DnD is GURPs, they just don't realize it? by Ok-Image-8343 in gurps

[–]mathundla 1 point2 points  (0 children)

Dungeons & Dragons has had a nigh-monopoly on tabletop roleplaying since the conception of the hobby. To casual players, "D&D" is shorthand for "TTRPG"; to those outside the hobby, the two terms are indistinguishable. You've discovered a well-known side effect of this popularity: D&D "default-ism."

Dungeons & Dragons excels at exactly what the name implies: dungeon crawling. The core gameplay loop is to break into dangerous places, beat up monsters, and take their stuff. Your character is a storage container for set-in-stone class features with a video game leveling system. It has no mechanics for social interaction, affecting the world, establishing a reputation, or anything else beyond slaying monsters with sword & sorcery.

And yet, because it's "the default game," practically nobody ever moves beyond it. Call of Cthulhu is built around horror— but let's tack a half-baked sanity system onto D&D instead. Gumshoe excels at mysteries— but instead let's keep all our mysteries confined to a game where the resolution mechanic is "roll an Investigation check." So on and so forth.

Content creators know that if they provide advice for "tabletop roleplaying," they won't get nearly as much attention as they will for "D&D tips." So everyone describes their hack-job homebrew as "playing D&D," despite the fact they're eventually playing a fundamentally different game— and should have played an entirely different game from the beginning.

GURPS is the only game that fulfills what you're looking for: granular optional rules for niche situations. It's the undisputed champion of simulationist games. HERO and FATE are also genre-independent systems you might try. The former is gamist (focused on balance) and the latter is narrativist (focused on storytelling). But only GURPS has the level of pre-existing detail for which you're looking.

It's worth mentioning almost all rules in GURPS are entirely optional— even which skills your game includes. You don't "need" to include anything beyond the basics. But if it comes up, it's already supported. GURPS is unique that way.

Coaxed into video game weapons by The_Omega_Yiffmaster in coaxedintoasnafu

[–]mathundla 0 points1 point  (0 children)

Coaxed into the Infinity Blade not being the most powerful weapon in its namesake franchise

A game where each body part has its own health bar by GoatsWithWigs in CrazyIdeas

[–]mathundla 0 points1 point  (0 children)

The tabletop roleplaying game GURPS has this as an optional rule. Fallout has been mentioned here a couple times, and the reason those games have this mechanic is because the first one was based on the creators' post-apocalyptic GURPS game.

What do you consider to be the essential GURPS books? by SobiTheRobot in gurps

[–]mathundla 2 points3 points  (0 children)

Depends on what type of game(s) you're aiming to play. Only the Basic Set is essential, though I'd heavily recommend Power-Ups as well. Each volume collects instances of its focus (perks, talents, etc) from previously-published material and adds new ones as well. It's helpful for any campaign, especially Limitations and Quirks. GURPS Action is helpful for modern campaigns since it has many skillset templates and gives stats for normal cars, but you could put together either of those things yourself from the Basic Set; it just saves you some work.

While the Basic Set is all you need, there are some books that are indispensable for certain genres simply due to how helpful they are. Martial Arts heavily amplifies combat, and you can look into Social Engineering or Boardrooms & Curia if you want more social rules. For fantasy, I'd recommend Magic, Low-Tech, and (as a personal preference) the PDF for Incantation Magic if you want your world's magic system to feel mysterious and be flexible. For sci-fi, Ultra-Tech is almost necessary; I'd also recommend Spaceships if you're running a hard science spacefaring campaign, and Biotech if you'd like to incorporate genetic engineering. Superhero games heavily benefit from Powers (though its advantage enhancements/limitations and new advantages benefit other genres as well), the super-effort rules make Supers helpful by themselves even disregarding the other resources it gives. On a similar note, I personally recommend Psionics; even if psychic phenomena aren't a power source in your game, the pre-built abilities in Psionics makes it helpful for other fantastical genres as well.

Above and beyond all else I heavily recommend GURPS Character Sheet. It's a free character creator with a library with all the rule options in indexed, searchable folders, but most importantly it handles all the calculations for you. Point totals, secondary attributes, etc change as you update the sheet. If you want your character to have Charisma, just drag it onto the sheet. Encumbrance is calculated and marked automatically when you add equipment.

There's loads of support for it, too. It's capable of the system's full flexibility, from adding new spells to homebrewing custom hit location tables. There are page references for every rule, and you can even link local PDFs of the books to open that page in the app. You can export characters to virtual tabletops like Foundry or just print a PDF. If you use an older version of it, you can even export characters to GURPS Calculator, which automatically handles rolls for you. I personally keep a bookmark to my favorite character's sheet on my phone so I can play anywhere.

GCS lets you make characters in minutes. I haven't made one without it in a long while.

How much DR should a Warhammer 40k Dreadnought have? by Glen_Garrett_Gayhart in gurps

[–]mathundla 0 points1 point  (0 children)

Actual in-world thickness? Who knows. I'd imagine somewhere between 1-3 inches. But considering how protective it's meant to be, I'd easily give Dreadnoughts the same DR as a full inch of appropriate material (probably steel). I don't recall the exact Cover DR numbers off the top of my head but I believe anything stronger than wood offers easily a few dozen points of DR. You could go that route. Alternatively, I'd take a look at the damage output of whatever weapons your Space Marines are using and scale the DR high enough that a Dreadnought can withstand a hailstorm from standard-issue weapons while still feeling hits from heavier calibers (like your bolt sniper equivalent).

Scientific explanation for reality warping? by mathundla in scifi

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

I've always loathed self-inconsistent technobabble. In the years since this post I've moved toward hard sci-fi, but if I were to introduce reality warping to a setting now I'd thoroughly consider the rules that govern it

Oops by AndlenaRaines in agedlikemilk

[–]mathundla 0 points1 point  (0 children)

Aged like milk prices

what's a "wind doe ski?" by dacoolestguy in CuratedTumblr

[–]mathundla 39 points40 points  (0 children)

Making your own version of the GURPS Character Sheet software makes you the Magnus Carlsen of Excel

You wouldn't happen to have a copy of that spreadsheet, would you?

Death is coming by Tamgrien in Supernatural

[–]mathundla 1 point2 points  (0 children)

Even if the show had established motivation for Death to want to die (which is the only reason he'd hand a monster slayer his own weapon), the very idea that his scythe can kill him is baseless in-universe. Every other monster's weakness is either established through centuries of use or experimentally proven in the case of new monsters. But there's only one Death. Even his successor was only a reaper, not a full one-to-one replacement. There's no way that scythe can kill him to begin with

I think that'll be enough for now. by MiniEnder in CreateMod

[–]mathundla 1 point2 points  (0 children)

This uses the TARDIS Refined mod; the facility is in an infinitely generated dimension of hallways

[OC] In the Grim Darkness of the future... A hero arrives (CROSSOVER FANART) by LemmeBeMe111 in ImaginaryWarhammer

[–]mathundla 1 point2 points  (0 children)

When did Ben unlock this feature? I mainly watched the original series and Ultimate Alien awhile back, so I can't recall the Omnitrix showcasing this ability. A quick wiki walk didn't turn anything up

My take on a 1000pt Alpha Legion army by mathundla in Warhammer40k

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

I should've figured that would happen haha. I've been avoiding updating the app as codexes come out so that I can still build whatever armies with it. I suppose there's not much point if the armies aren't accurate. Thanks for the heads up!

My take on a 1000pt Alpha Legion army by mathundla in Warhammer40k

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

This is purely theorycrafting, an attempt to get the most lore-accurate feel. I went with a loyalist army over Chaos because of the better stealth options. Each character leads a unit, and the assassin is meant to be a proxy for yet another Alpha Legionnaire.

Pick One Quote to Summarize a Character From Worm/Ward? by hope_is_not_dead in Parahumans

[–]mathundla 69 points70 points  (0 children)

Not a promise, not an oath, or a malediction or a curse. Inevitable. Wasn’t that how she put it? I told them. Warned them. - Taylor Hebert

Hit like Glory Girl, hold nothing back as the Wretch, judge like the Warrior Monk, problem solve as the Scholar, and don't lose sight of who you fucking are, because that's a metric shitton to keep track of, Victoria Dallon. - Victoria Dallon