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More Ultra-Tech Melee Weapon Options (by Cdru)

Hey-ho! We are back!  Have you  ever looked at a melee weapons section in GURPS: Ultra Tech  and wondered "and that's all?", hm? Because we sure did! It certainly seems that higher tech levels could benefit from more melee weapon modifications. So we did the next logical thing and came up with extra melee modifications ourselves.  One of the main things that bothered us (especially Cdru), is very low number of  modifies for crushing  weapons. Swords are, generally, fine (to my immense delight), but those hammers and staves and all the other things could really benefit from an Ultra-Tech upgrade. So... Here they are! Ultra-Tech Weapon Options (Extra) "Elemental" Weapons: Some Ultra-Tech weapons can be improved with additional damage from an "elemental" effect. Electrified, Burning, Freezing, etc. With tech progress, such weapon modifiers can move from the realm of fantasy to actual weapon improvements. They work by superheating contact parts or covering...

Buy Big with Capital - an alternate mechanic for grand purchases (by Cdru)

GURPS does not provide proper guidance on how to handle large-scale purchases by characters without either GM fiat or giving them a large pile of cash (which they may end up spending on personal gear instead, and can otherwise involve extremely large, hard-to-track numbers). It also doesn't properly emulate situations in fiction where a characters can own certain extremely expensive assets (such as a spaceship), yet still struggle to make everyday purchases. While a few Pyramid articles handle it via advantages, the issue is that this requires spending character points, poorly handles purchases made after character creation, and also puts plot protection onto the asset. Here, a ruleset is presented for an alternate pool of resources just for these purchases, which runs parallel with normal money spent for personal equipment, but is kept entirely separate. This allows GMs to control purchases by player characters (so that they can't spend resources for large-scale purchases to...

Close Quarters Combat - an MGS inspired style (by CDRU)

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Here is a style compiled by Cdru based on Metal Gear Solid videogame series.  Close Quarters Combat (CQC) is a style developed by the Boss and her pupil, known back then as Jack, who would go on to become Big Boss. Initially, it was developed from the Boss's WW2 experience with snatch missions that didn't allow killing anybody. Later on, it was developed into a full-fledged style for use in sneaking missions, with Big Boss going on to teach it to his allies and subordinates, including Solid Snake and Ocelot. Although it died off for several years after Solid Snake has killed Big Boss, as the former refused to use or teach it afterwards, and all the other practitioners died or were acting in secrecy afterwards, it was later revived after the files on Operation Snake Eater were declassified, which reignited interest in the style and caused many soldiers to learn it on their own.  The style assumes that the practitioner dual-wields a handgun and a knife (shorter ones being prefer...

Vastellian Arrest Techniques - a Martial Art of Vastellian Police

 (Created wholly by Cdru) Vastellian Arrest Techniques                                                                                                                    4 points   This style represents the standard melee combat training of police officers in Vastellia. Unlike most police services, Vastellian Police uniquely uses superfine edged rapiers (along with their sheaths), all of them custom-fitted to the officer's hands, instead of electric stun wands, making it a very distinctive style. Training is heavily based on the use-of-force continuum, officers using their presence and verbal commands to make suspects surrender, wit...

The Slicing Strings: Monowire and Martial Arts

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    "Okay, I know it's FILTHY RICH coming from me... but your powers are bullshit!"                                         (c)  Alucard, "Hellsing Ultimate Abridged"   Monowire from GURPS Ultra-Tech offers many options in combat, but most of them are either passive (using spools of monowire to set up traps) or don't really use the wire  part, like making a sword out of it. And what published material is there on monowire itself in combat or Martial Arts, puts it at best into a secondary role. Which doesn't really fullfill the "fantasy" of using monowire as a weapon.  You know, things like actively entangling your foe with deadly strands, rapidly placing nets to slow down or even kill opponents - the good stuff. This is were I come in, with new combat options and even martial styles for Monowire. These use Monowire Whip as a core...

Tech Thrown Forward

Written with help from Cdru Reading through UT and pyramid articles (Arrow of Progress, in this case) I kind of noticed an interesting problem with UT thrown weapons. The problem is – there’s very-very few of them. Grenades are one thing (and even they are quite limited) – but If one wants to use more “exotic” thrown weapons, their hands are tied. Sonic Shuriken is the only actual throw weapon in Ultra Tech, and its barely on par with any other weapons in its niche (which seems to be some kind of a theme with UT). We have Arrow of Progress for UT Bows, but nothing for thrown weapons! And so, I thought “let’s make some more fun stuff to throw in sci-fi settings”. And so, I did. Here are some thrown weapon options for Ultra-tech!   General Ultra-Tech developments      All of general Ultra-Tech improvements involving targeting aids, can be applied to throw weapons. This means that someone throwing their weapon can get +1 from HUD, +3 from laser rangefinder and +2 from a...