Pyramid #3/65: Alternate GURPS

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Pyramid #3/65: Alternate GURPS Stock #37-2665 CONTENTS I N THIS FROM THE EDITOR . 3 ISSUE BUCKETS OF POINTS . 4 Pyramid is the home for great new GURPS options, but by Sean Punch sometimes we pull out all the stops to take the system to new and interesting places. These issues we call “Alternate EAM P T U !. 9 GURPS. ” Buckle up; you’re in for an amazing ride! by Christopher R. Rice and Antoni Ten Monrós Are you looking for a new take on character creation – one ALTERNATE GUNS that accommodates power-gamers and varied heroes with oddball flaws? The Grand Master of GURPS, Sean Punch, SPECIALTIES AND TECHNIQUES . 16 gives you Buckets of Points to work with, and walks you by Hans-Christian Vortisch through how to design perfect character-creation budgets and post-adventure rewards. EIDETIC MEMORY : SOCIAL POINTS . 20 by David L. Pulver Don’t go it alone; save the day with Team Up! These two new advantages, four new skills, eight perks, and plenty of GURPS NATURAL WEAPONS . 24 rules tips let you replicate action-fiction group dynamics, turn - by Ítalo G. Gonçalves ing your collection of adventurers into a highly effective outfit. GURPS Tactical Shooting expert Hans-Christian Vortisch EVERYMAN TASKS . 27 turns his sites on the Guns skill, using his know-how to by William H. Stoddard deliver Alternate Guns Specialties and Techniques. With this simplified system of three specialties, six familiarity penal - BY DEFAULT . 30 ties, and two techniques, shootists can more accurately by Douglas Cole reflect real-world experiences. When you want your campaign to rely heavily on interper - A F ULL COMPLEMENT . 32 sonal interactions, consider character creation with Social by Sean Punch Points. In this month’s Eidetic Memory, GURPS Basic Set co-designer David L. Pulver explains how he did it and the ANDOM HOUGHT ABLE R T T : interesting side effects – including increased interest in THIS ONE GOES TO 11 . 34 Secret Advantages! by Steven Marsh, Pyramid Editor Not everything natural is healthy! Natural Weapons offers a new GURPS advantage for making heroes and monsters with ODDS AND ENDS . 36 innate weaponry. In addition to game mechanics and special featuring an article by Jason “PK” Levine modifiers for the titular trait, you’ll get 11 sample abilities. Sometimes it’s useful to have an idea of things that anyone ABOUT GURPS . 37 can do. William H. Stoddard, author of GURPS Fantasy, describes dozens of Everyman Tasks, divided by attribute default and offering modified GURPS skills for each one. When you want your campaign to focus more on skills than Article Colors on attributes, you should consider changing how things are Each article is color-coded to help you find your done By Default. GURPS Technical Grappling author Douglas favorite sections. Cole reveals the benefits and pitfalls of altering how skills default to attributes. Pale Blue: In This Issue Make your skills even more useful with A Full Complement! Brown: In Every Issue (humor, editorial, etc.) Sean Punch winds down the issue with a GURPS discussion of Green: Columnist complementary skills, which rewards teamwork and promotes Dark Blue: GURPS Features obscure skills. Purple: Systemless Features This month’s Random Thought Table turns the “average” into some extraordinary, while Odds and Ends wraps up with tiny bits we couldn’t fit elsewhere, including a new option for GURPS COVER ART Powers: Divine Favor from its author, Jason “PK” Levine. John Zeleznik Whether your game has shooters, talkers, clawers, loners, or comrades, this issue has alternatives for you! Editor-in-Chief T STEVE JACKSON Art Director T SAMUEL MITSCHKE Chief Operating Officer T PHILIP REED e23 Manager T STEVEN MARSH Assistant Art Director T Marketing Director T LEONARD BALSERA GURPS Line Editor T SEAN PUNCH BRIDGET WESTERMAN Director of Sales T ROSS JEPSON Assistant GURPS Line Editor T Production Artist & Prepress Checker T Page Design T PHIL REED and JASON “PK” LEVINE NIKOLA VRTIS JUSTIN DE WITT PYRAMID MAGAZINE 2MARCH 2014 FROM THE EDITOR It’s common on the SAY , Y OU KNOW GURPS forums, when countless new ideas WHAT ’S AWESOME ? spring into life each As I write this, The Lego Movie is still performing strongly in month for how to use this the theaters. One of the things that struck me about it is how Generic Universal Role - genuine it seemed to me. It was a movie that doesn’t feel like it Playing System: “Looking could have existed (say) 20 years ago; even a film that flirted to convert some near-for - with a genuine appreciation of the non-mainstream – such as gotten RPG or TV show 1992’s Wayne’s World – wrapped much of its view on life in an into a more active system? ironic detached “not!” mentality. Awesome! An economics- I came away from based simulationist game The Lego Movie realizing set in medieval Europe? that society’s ability to Awesome! A low-level be unapologetically opti - look at the support teams mistic and unironically that keep giant combin - enthusiastic might be at a ing robots operative dur - level unknown since the ing wartime conditions? late 1950s and early 1960s, Awesome!! ” And I hope some of that spirit is in every issue of when running around pre - Pyramid, but especially the “Alternate GURPS ” issues. May tending to be a jet pilot this issue supply a new batch of toys and tools to play with, let - was a normal child - ting you take your gaming to new hood activity, and and awesome areas. educational films on the value of commu - nity were meant to WRITE HERE , be watched without snarky quips from WRITE NOW Mystery Science You know what else is awe - Theater 3000/RiffTrax -style commentators. (I note that some? When you tell us how we’re my choice of this era of enthusiasm may well be a doing! Did some of these tools get reflection of American/Baby Boomer-childhood his - used immediately in your game? tory; I’m honestly not sure what the mindset was in Or did some come broken or oth - other parts of the world at that time.) erwise fall to the bottom of the What does all this have to do with GURPS? (This is one toy box? Let u s know privately at of our “Alternate GURPS ”-themed issues, after all . .) [email protected] , or join Well, as I was sitting in the theater watching The Lego the madcap gaming modders at Movie, I realized I recognized the spirit I was witnessing. forums.sjgames.com . Additional Material: Peter V. Dell’Orto, Jason “PK” Levine, Phil Masters, and Sean Punch Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Pyramid is copyright © 2014 by Steve Jackson Games Incorporated. All rights reserved. Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media. All such submissions become the property of Steve Jackson Games Incorporated and will not be returned. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated. PYRAMID MAGAZINE 3MARCH 2014 BUCKETS OF POINTS BY SEAN PUNCH A strength of point-build systems such as GURPS is that 1. Attributes. Basic attributes (ST, DX, IQ, and HT) and sec - they enable players to bring all manner of interesting charac - ondary characteristics (HP, Will, Per, FP, Basic Speed, ter concepts to life. A downside is that “power-gamers” can use and Basic Move). The GM may judge other traits similar strategic spending to generate unbalanced monstrosities. enough to these to include them here, notably Striking Although some players bridge these categories, that’s rare. Strength (pp. B88-89) and Lifting Strength (pp. B65-66) as Differences between these outlooks are liable to tear apart a proxies for damage and Basic Lift, respectively; Energy gaming group, and few GMs enjoy the balancing act of spar - Reserve ( GURPS Powers, p. 119) as variant FP; and water ring with gamers who want to “win” while entertaining those and air Move (p. B18). This is a complication, however, whose vision of fun accepts dramatic flaws and failures. and strictly optional. The first step in coming to grips with this problem is to exam - 2. Advantages. Everything described in Chapter 2 of the ine its roots. One source of trouble is character abilities the GM GURPS Basic Set – including perks (pp. B100-101) – that has difficulty controlling. Another is capabilities that are under - isn’t called out as part of the previous category, plus all pos - priced, in general or for a specific campaign. Unfortunately, the itive traits under Age and Beauty (pp. B20-22), Social Back - surest way to address these issues is to examine each trait and ground (pp. B22-25), Wealth and Influence (pp. B25-30), decide whether to permit it as written, allow it at a different Friends and Foes (p. B31), and Identities (p. B31). point cost (e.g., by tacking on an Unusual Background), or ban 3. Skills. Everything in Chapter 4 of the Basic Set – including it outright – a laborious process! And as prohibited options wildcard skills (p. B175) and techniques (pp. B229-233) – as might be essential to perfectly good character concepts, the well as “special” skills such as magic spells, the psi skills from must GM also hear player appeals, adding to the workload.
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