GURPSnet-Digest Wednesday, January 8 2003 Volume 04 : Number 3762 In this issue: Re: Tl 7-9 fussion bomb ??? Re: Tl 7-9 fussion bomb ??? Re: Tl 7-9 fussion bomb ??? RE: Tl 7-9 fussion bomb ??? RE: Tl 7-9 fussion bomb ??? Job Tables Re: Job Tables addition to the custom spells thread Re: Job Tables Character Sheet Fun Cyberpunk/Transhuman Space concept Stargate? Stupid question that needs answering. Re: Stargate? Re: Stupid question that needs answering. Re: Stargate? Re: Stupid question that needs answering. Re: Stupid question that needs answering. Makechar & Char Builder (was Re: Stupid question that needs answering.) [VEHICLE] of the week 428 - TL7 RC car Re: Tl 7-9 fussion bomb ??? Re: Question about enchantments Re: Question about enchantments Harn stuff for GURPS RE: Stupid question that needs answering. Combat examples I need a pirate ship... RE: Tl 7-9 fussion bomb ??? Re: Stupid question that needs answering. Re: I need a pirate ship... Speed of Gravity revisited ORIGINS RPG Event Check Re: Speed of Gravity revisited See the end of the digest for information on subscribing to the GURPSnet-L or GURPSnet-Digest mailing lists. ---------------------------------------------------------------------- Date: Fri, 03 Jan 2003 14:12:50 -0800 From: Steffan Thomas Subject: Re: Tl 7-9 fussion bomb ??? OK, I'm not sure what you're asking for. A Fusion bomb fuses hydrogen into helium. An H-Bomb is a fusion bomb. Often, H-bombs use fission bombs to compress the hydrogen to the required pressure. A powerful enough explosive could do this as well, I suppose. I presume that you want to have a macGuffin that destroys the entire planet, not just civilization, humanity, or the biosphere. (in order of least destructive to most destructive) Creating a black hole: Removing the electrons & protons from something will create neutronium. This is not the same thing as a black hole, and I'm not sure (and seriously doubt) that the earth is massive enough to hold itself in as neutronum. A chunk of neutronium on the surface of the earth will probably sink into the core, but expand outwards from the lack of pressure. A better physicist than I, with access to books & time, would be able to tell you the pressure required to sustain neutronium, and if it will slowly absorb the earth. Creating neutronium by ripping out the charged particles seems like a ultra-tech device, possibly in the TL12-14 range. Creating a black hole by matter compression could also be done. Hawking commented in his book that all the hydrogen on earth could make an H-Bomb big enough to compress some matter into a black hole. I would seriously doubt that the black hole would be large enough to be stable. (My physics training is about 10 years out of date. Back then, they believed that small enough black holes would lose mass over time by "hawking radiation." Ask a more current physicist if that still is the theory.) Magnetic compression to create a black hole is probably in the realm of possibility in TL9 worlds. This will not require an earth-shattering kaboom, just a lot of electrical power. (100x or more the magnetic field strength required for commercial fusion plants. bet on more, lots more.) Anti-matter enhanced bombs might also take the place of the huge H-Bomb. Creating a self-sustaining reaction where matter converts to neutronium is definitely a Ultra-TL tech. (again, TL13-15) - -s benjamin kitiyakara wrote: > to get down to it im running special ops campain (tl7-9)where the pcs have > to stop a a terrorist group from blowing up earth from space and to give it > a truley sci fi feel i decided create a new type of nuke for them to stop > unlike nukes of the past this one will realiy on fussion rather than fission > wich in theory create a mini black hole heres how it will work in theory > take a matirial and remove all the electrons and protons but how to do this > in practice dont be so quick to say this is imposable they said the same > thing about the h bomb ------------------------------ Date: Fri, 3 Jan 2003 17:15:21 -0500 From: "Sam Vilsmeier" Subject: Re: Tl 7-9 fussion bomb ??? > to get down to it im running special ops campain (tl7-9)where the pcs have > to stop a a terrorist group from blowing up earth from space and to give it > a truley sci fi feel i decided create a new type of nuke for them to stop > unlike nukes of the past this one will realiy on fussion rather than fission Been done, in 1952... what do you think a "Hydrogen Bomb" is? It's a Thermonuclear or Fusion bomb. > wich in theory create a mini black hole heres how it will work in theory > take a matirial and remove all the electrons and protons but how to do this > in practice dont be so quick to say this is imposable they said the same > thing about the h bomb O.o' Now that's just totally technobabble on the level of Star Trey Voyager. If you want a semi-plasuable in the realm of science fiction Big-ass bomb then try a ZPE warhead or if you want to be a little more fancy a "Dimentional Bomb" that opens up a rift to something like a dimention of pure energy, or if your relly set on the black hole a Gravaton (AKA Implosion) Bomb. Pleanty scifi and totally undoable with normal modern tech, but they sound more possible then an H-Bomb making black holes. ------------------------------ Date: Fri, 3 Jan 2003 15:54:55 -0800 (PST) From: Anthony Jackson Subject: Re: Tl 7-9 fussion bomb ??? benjamin kitiyakara writes: > do this in practice dont be so quick to say this is imposable they said the > same thing about the h bomb Well, as others have noted, fusion bombs are perfectly normal; call this a neutronium bomb. Does it really matter if it wouldn't work in reality? It's a plot device. ------------------------------ Date: Sat, 4 Jan 2003 01:29:52 -0000 From: "McCarty-Eigenmann" Subject: RE: Tl 7-9 fussion bomb ??? > > do this in practice dont be so quick to say this is imposable they said > the > > same thing about the h bomb > > Well, as others have noted, fusion bombs are perfectly normal; call this a > neutronium bomb. Does it really matter if it wouldn't work in reality? > It's a plot device. And we all know physics works differently on the planet Plaht. Contact with their spaceships could lead to villains trading for super weapons. Although a Plaht planet buster is the size of a packet of smokes and weighs several tons. I use Plaht technology in many one-off games. mce ------------------------------ Date: Sat, 4 Jan 2003 17:12:50 +1100 (EST) From: =?iso-8859-1?q?Alan=20Atkinson?= Subject: RE: Tl 7-9 fussion bomb ??? --- McCarty-Eigenmann wrote: > > > do this in practice dont be so quick to say > this is imposable they > said > > the > > > same thing about the h bomb > > > > Well, as others have noted, fusion bombs are > perfectly normal; call > this a > > neutronium bomb. Does it really matter if it > wouldn't work in > reality? > > It's a plot device. > > And we all know physics works differently on the > planet Plaht. Contact > with their spaceships could lead to villains trading > for super weapons. > Although a Plaht planet buster is the size of a > packet of smokes and > weighs several tons. > > I use Plaht technology in many one-off games. > > mce > Alternatively, make it an antimatter nuke. Antimatter is marginally doable here&now, and the effects of a large fissible chunk of antimatter going boom in a matter environment is something that can be fudged to a large degree. Besides, say "nuke" and the average roleplayer can trot out stats off the top of his head. Say "antimatter bomb" and people should go "uh oh". At the very least, they should look wary and say, "What sort of antimatter bomb?" (To which the correct answer is, "You don't know, do you?" accompanied by an evil grin). GURPS-Nut http://movies.yahoo.com.au - Yahoo! Movies - - What's on at your local cinema? ------------------------------ Date: Fri, 3 Jan 2003 22:47:33 -0800 (PST) From: Erik Holmes Subject: Job Tables Hey all, Anyone know where I can find some good job tables on the web? I'm mainly looking for ones for a fantasy setting. I don't have my copy of GURPS Fantasy anymore, and that seems like one of the only few books that has one. __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com ------------------------------ Date: 4 Jan 2003 11:15:27 -0000 From: "Volker Bach" Subject: Re: Job Tables On Fri, 3 Jan 2003 22:47:33 -0800 (PST), Erik Holmes wrote : > Hey all, > > Anyone know where I can find some good job tables on > the web? I'm mainly looking for ones for a fantasy > setting. > > I don't have my copy of GURPS Fantasy anymore, and > that seems like one of the only few books that has one. There's one in Imperial Rome and one in Middle Ages I (at least, the first edition) that should help. As to the web, I don't know. However, why would you want one? The Job Tables I have seen to date were invariably of limited usefulness, questionable in their data and clinging perilously to a modern balance of prices. I think a better idea would be to say "THis is a lower-class job, you make enough to stay alive", "This is a middle-class job, you can support a family in decent comfort or live alone in modest wealth" and "this is a well-paid job, yopu own whatebver status signs are prevalent in this setting (slaves, a horse, a sword, a chariot, an S-class Mercedes...)" Exact money figures just get in the way here IMO Volker Volker ------------------------------ Date: Sat, 4 Jan 2003 15:55:10 +0100 (MEZ) From: Johannes Trimmel Subject: addition to the custom spells thread You could also make spell combinations. A combo spell consists of subspells, Time to cast is the maximum fatigue cost is the sum of all spells. Cost 1cp per spell inclueded. Additionally you have a skill level in that spell. You need to know the prerequs for all included spells but not necessarily the spell in "pure form". Prereqs can be part of combo spells as well. Example: a start combat spell. We take Blur,Flash and 2 Lightening bolts. Time to cast would be 2 sec. (both from Blur and Flash) or 3 if we want at least one 3d-3 lightening bolt. Cost would be 7 - 15 depending on the sizes of Blur and the lightening bolts. After the total casting time is over the mage makes a flash, gets a blur and holds 2 lightening bolts. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Better a solution that makes the problem worse then no solution at all. Johannes Trimmel ++++++++++++++++ ------------------------------ Date: Sun, 05 Jan 2003 04:13:12 +0200 From: Pauli Hakala Subject: Re: Job Tables Erik Holmes wrote: > > Hey all, > > Anyone know where I can find some good job tables on > the web? I'm mainly looking for ones for a fantasy > setting. > > I don't have my copy of GURPS Fantasy anymore, and > that seems like one of the only few books that has one. Well, I have put together a table of sorts for my homebrew fantasy setting, GURPS:Oceans of Sand. Follow the link below and scroll down to Oceans of Sand players booklet (it is a zipped Excel '97 file) - among other things which might or might not be of interest, it contains a job table. - -Pauli - -- "..Without innocence, the cross is only iron, hope is only an illusion.." - -Nightwish, Bless the Child ------------------------------ Date: Sun, 05 Jan 2003 00:15:47 +0000 From: Timothy Groves Subject: Character Sheet I have created a character sheet for GURPS. It's designed to be printed in landscape format and then folded in half, creating a booklet-type character sheet. If you want it, it can be found at www.geocities.com/groves_ca at the bottom of the page. Oh, and comments or suggestions on the layout would be nice. - -- ICQ#66022322 "Beer is living proof that God loves us and wants us to be happy." - -Benjamin Franklin ______________________________________________________________________ Post your free ad now! http://personals.yahoo.ca ------------------------------ Date: Sun, 5 Jan 2003 06:52:12 -0500 (EST) From: hal@buffnet.net Subject: Fun Cyberpunk/Transhuman Space concept Read the URL for an ice of a New Mini-Ice Age and why it would or could happen any time soon... http://www.whoi.edu/home/about/whatsnew_abruptclimate.html ------------------------------ Date: Sun, 05 Jan 2003 16:44:19 +0000 (GMT) From: beccaelizabeth Subject: Stargate? Is there any RPG stuff based on Stargate SG1? I like the endless possibilities. and the way if you start your PCs on a goa'uld controlled planet instead of Earth they can be playing high fantasy gods and monsters stuff for ages without knowing where they are. Canon includes multiple pantheons, psionics, biotech, and thought controlled weapons that may just as well be described as magic. Plus magic staffs that throw fireballs. And little wiggly things that throw lightning. though the 1,2,3 rule with the zat would be a bit odd in GURPS rules. (stun/kill/disintegrate, instead of just points of damage) anyways, later beccaelizabeth ------------------------------ Date: Sun, 05 Jan 2003 19:10:47 +0000 From: "Sum Bodey" Subject: Stupid question that needs answering. I am very annoyed. I am annoyed because every time I need to write down some new characer, I need to ruffle in my documents for one of my few, poor quality copied char. sheets, or hand-write one if I don't have a copy. My question is this: Are there any "official" char. sheets available from SJ games in some computer file form, simmilar to the free ones from WotC for D&D? _________________________________________________________________ The new MSN 8: smart spam protection and 2 months FREE* http://join.msn.com/?page=features/junkmail ------------------------------ Date: Sun, 5 Jan 2003 20:12:00 +0100 From: "Matthias" Subject: Re: Stargate? > Is there any RPG stuff based on Stargate SG1? > I like the endless possibilities. and the way if you start your PCs on a > goa'uld controlled planet instead of Earth they can be playing high fantasy gods > and monsters stuff for ages without knowing where they are. > Canon includes multiple pantheons, psionics, biotech, and thought controlled > weapons that may just as well be described as magic. Plus magic staffs that > throw fireballs. And little wiggly things that throw lightning. though the > 1,2,3 rule with the zat would be a bit odd in GURPS rules. > (stun/kill/disintegrate, instead of just points of damage) > anyways, later > beccaelizabeth > http://www.johntynes.com/rl_sg0.html ..take a look at this, it was posted on this list some time ago, IIRC - cryzler ------------------------------ Date: Sun, 5 Jan 2003 12:25:17 -0800 From: "Brian G. Vaughan" Subject: Re: Stupid question that needs answering. From: "Sum Bodey" > I am very annoyed. I am annoyed because every time I need to write down some > new characer, I need to ruffle in my documents for one of my few, poor > quality copied char. sheets, or hand-write one if I don't have a copy. My > question is this: Are there any "official" char. sheets available from SJ > games in some computer file form, simmilar to the free ones from WotC for > D&D? There are some available at: http://www.sjgames.com/gurps/resources.html Particularly these two files, the front and back of a character sheet: http://www.sjgames.com/gurps/img/GURPC.pdf http://www.sjgames.com/gurps/img/GURPC2.pdf Also notice Timothy Groves's email from earlier today, in which he specifically asked for impressions of the character sheet he developed, found at: http://www.geocities.com/groves_ca I haven't printed it out yet, but it looked good to me. ------------------------------ Date: Sun, 05 Jan 2003 17:11:32 -0600 From: Robert Gilson Subject: Re: Stargate? At 04:44 PM 1/5/2003 +0000, beccaelizabeth wrote: >Is there any RPG stuff based on Stargate SG1? >I like the endless possibilities. and the way if you start your PCs on a >goa'uld controlled planet instead of Earth they can be playing high >fantasy gods >and monsters stuff for ages without knowing where they are. >Canon includes multiple pantheons, psionics, biotech, and thought controlled >weapons that may just as well be described as magic. Plus magic staffs that >throw fireballs. And little wiggly things that throw lightning. though the >1,2,3 rule with the zat would be a bit odd in GURPS rules. >(stun/kill/disintegrate, instead of just points of damage) >anyways, later >beccaelizabeth http://www.black-tower-of-time.de/GURPS/gurps-sg1.html http://homepage.ntlworld.com/andyslack/stargate.htm The one above is called SG-13 it has a PDF file that is a very good translation of the TV series into GURPS. Bob. ------------------------------ Date: Sun, 5 Jan 2003 19:21:49 -0800 (PST) From: Mark Gellis Subject: Re: Stupid question that needs answering. Another option is to download the free character builder program "GURPS Character Maker" (sorry, I cannot recall the URL). It will let you a) save a character file for later modification and/or b) print it up either in its own character sheet format or as an html file (which can also be printed up), both of which I think look better than the .pdf sheets. GCM is, I think, almost as good as character maker SJ Games publishes and it's free. Hope this helps. Mark - --- "Brian G. Vaughan" wrote: > From: "Sum Bodey" > > > I am very annoyed. I am annoyed because every time > I need to write down > some > > new characer, I need to ruffle in my documents for > one of my few, poor > > quality copied char. sheets, or hand-write one if > I don't have a copy. My > > question is this: Are there any "official" char. > sheets available from SJ > > games in some computer file form, simmilar to the > free ones from WotC for > > D&D? > > There are some available at: > > http://www.sjgames.com/gurps/resources.html > > Particularly these two files, the front and back of > a character sheet: > > http://www.sjgames.com/gurps/img/GURPC.pdf > http://www.sjgames.com/gurps/img/GURPC2.pdf > > Also notice Timothy Groves's email from earlier > today, in which he > specifically asked for impressions of the character > sheet he developed, > found at: > > http://www.geocities.com/groves_ca > > I haven't printed it out yet, but it looked good to > me. > __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com ------------------------------ Date: Mon, 06 Jan 2003 00:09:14 -0500 From: "Coyt D. Watters" Subject: Re: Stupid question that needs answering. The DOS Makechar is a long time favorite of mine, with lots of support modules (including Bunnies and Burrows B^) ). It's small enough to fit on a floppy with room to spare, so it can run anyplace you can access the floppy and get a dos prompt. The "official" Gurps Character Builder is quite good, it's a little easier to handle house rules/ split ht/hits, etc. It's a bit to get used to, but once you have the hang of it, character generation can become pretty quick. > > Another option is to download the free character > builder program "GURPS Character Maker" (sorry, I > cannot recall the URL). It will let you a) save a > character file for later modification and/or b) print > it up either in its own character sheet format or as > an html file (which can also be printed up), both of > which I think look better than the .pdf sheets. GCM > is, I think, almost as good as character maker SJ > Games publishes and it's free. > > Hope this helps. > > Mark > > --- "Brian G. Vaughan" wrote: > > From: "Sum Bodey" > > > > > I am very annoyed. I am annoyed because every time > > I need to write down > > some > > > new characer, I need to ruffle in my documents for > > one of my few, poor > > > quality copied char. sheets, or hand-write one if > > I don't have a copy. My > > > question is this: Are there any "official" char. > > sheets available from SJ > > > games in some computer file form, simmilar to the > > free ones from WotC for > > > D&D? > > > > There are some available at: > > > > http://www.sjgames.com/gurps/resources.html > > > > Particularly these two files, the front and back of > > a character sheet: > > > > http://www.sjgames.com/gurps/img/GURPC.pdf > > http://www.sjgames.com/gurps/img/GURPC2.pdf > > > > Also notice Timothy Groves's email from earlier > > today, in which he > > specifically asked for impressions of the character > > sheet he developed, > > found at: > > > > http://www.geocities.com/groves_ca > > > > I haven't printed it out yet, but it looked good to > > me. > > > > > __________________________________________________ > Do you Yahoo!? > Yahoo! Mail Plus - Powerful. Affordable. Sign up now. > http://mailplus.yahoo.com > ================================================================ - -Coyt "The Internet, billions of electrons with nothing better to do." ------------------------------ Date: Mon, 06 Jan 2003 00:58:21 -0500 From: "Michael R. Stork" Subject: Makechar & Char Builder (was Re: Stupid question that needs answering.) Coyt D. Watters wrote: >The DOS Makechar is a long time favorite of mine, with lots of support modules (including Bunnies and Burrows B^) ). It's small enough to fit on a floppy with room to spare, so it can run anyplace you can access the floppy and get a dos prompt. > > The best thing about Makechar is that creating new settings and adding info is easy. Everything is a text file, and the genre files tell the program what files to load for any given setting. It's only real drawback is that is only uses the base 640 memory, so if you've added a lot of depth to your game; lots of equipment, various MA manuevers for each style/weapon, you quickly run out of room and crash the program. The other bad part is it doesn't always run smoothly under Windows. >The "official" Gurps Character Builder is quite good, it's a little easier to handle house rules/ split ht/hits, etc. It's a bit to get used to, but once you have the hang of it, character generation can become pretty quick. > > I haven't been very impressed with GURPS Character Builder. When it shipped it claimed to support Basic 3rd ed, Comp I & II, and that just isn't true. Yes, all the data is there, but often with nothing behind it. For example, taking Bad Eye Sight subtracts the points for the disadvantage, but it has NO other effect on the character sheet, you have to do the calculations by hand. ( Makechar does it automatically. ) I've found this to be true with quite a few Ads and Disads in playing with the program. So far, it doesn't appear as if this will be fixed with a Patch anytime soon. Mike Stork ------------------------------ Date: Mon, 6 Jan 2003 08:14:48 +0100 (MET) From: "Onno Meyer" Subject: [VEHICLE] of the week 428 - TL7 RC car This is a weekly posting with GURPS vehicles (and the like) to the GURPSnet mailing list. I grant the permission for all non-commercial redistribution of my work, but I would like to know if you put it on a website or the like. With a slight delay, old vehicles appear at http://gurpsnet.sjgames.com/Archive/Vehicles/Collections/ and http://www.geocities.com/copeab/VOTW.html Onno Meyer, 1/2003 RC Car v1.0 (TL7) Copyright 2003 by Onno Meyer This is a small, remotely controlled car. For most people, it is just a toy, but enterprising characters will find other uses. The car has a plastic body with electric motors, a battery pack and a radio inside. There would be enough room for a small equipment package. The car looks like a popular sports car, but many of the finer details are missing. The RC car is controlled by a simple remote control console (VXii24) with a short range radio (not included in the listed stats). Subassemblies: Body -3; four heavy wheels -4. P&P: 0.1 kW wheeled drivetrain; 650 kWs advanced battery. Occ: - Cargo: - Armor F RL B T U Body: 1/1 1/1 1/1 1/1 1/1 Wheels: 1/1 1/1 1/1 1/1 1/1 Equipment Body: 3-mile radio. Statistics Size: 1.6'x0.4'x0.2' Payload: - Lwt: 8 lbs. Volume: 0.12 cf Maint: 1,523 hours Price: $172.5 HT: 12 HP: 1 [Body] 1 [Wheels] gSpeed: 80 gAccel: 4 gDecel: 10 gMR: 1 gSR: 3 Very low GP. Off-road speed 1/2. Design Notes The 0.1-cf body has an extra-light frame with 0.0425 cf empty space. The 0.02-cf wheels have an extra-light frame. The surface area is 2 sf. The armor is expensive composite. The TL7 vehicle uses Vehicles [2nd edition, 3rd printing, July '02 errata] and Vehicles Expansion 2. Next Week: A TL7 remotely controlled plane. ------------------------------ Date: Mon, 6 Jan 2003 08:35:11 +0100 (MET) From: "Onno Meyer" Subject: Re: Tl 7-9 fussion bomb ??? The physics of nuclear weapons are pretty well known. Check http://nuketesting.enviroweb.org/hew/Nwfaq/Nfaq0.html for lots of data. If you want a good McGuffin in your game, why not take something that is fishy enough to explain any desired special effect: * Nanotech - self-replicating nanites that will turn the surface of earth into gray goo. Or just the humans of a specific ethnic group. * A non-nuclear EMP bomb. Kills all electronics, even shielded ones if it is built with enough unobtainium. Onno ------------------------------ Date: Mon, 06 Jan 2003 08:50:10 +0100 From: Oliver Schoenwald Subject: Re: Question about enchantments Well, my thanks everyone who gave me some insight to his view about my question. I have descided that I will try out several 'house rules' about enchantments. I hope that these will not unbalance my campaign (due to potential mass creation of potent magic items by my players). Please know that these house rules base on certain characteristics in my campaign. I'm playing a HarnWorld-Campaign using GURPS, where there are quite few mages and those few are mostly organized in a magic guild that follows a certain codex which disallows certain misuses of magic. Also, the magic community is "splintered" into six major convocations that seldom work together. So, the chance for the creation of bigger magical enchantment teams is quite low. House Rule 1: Fading Enchantments When an item is enchanted using the quick & dirty method, its enchantment will loose power by one point after a certain number of days. Exception: if during the Q&D-Enchantment a critical succes is achieved, the enchantment is stable/fixed as in the slow & sure enchanting. I'm still working on a time formula that defines how fast the enchantment looses power. At the moment I think about using something like x^power days to loose one point, which means that the fading is accelerating with the power loss. x would be a value defined by certain circumstances that I have just started to define. These would be the quality and symbolism of the item's base material, leading to factors between 1.0 and higher. A cheap iron ring holding a fireball-enchantment would have a lower factor (1.0) than a ring made of lava-molden mithril. The enchanter or any other skilled mage can prolong this fading by repeating the enchanting at 10% of the original enchantment cost. Doing this he can even bring an item that lost power several times already back to its original power. House Rule 2: Magic Workplaces In my campaign (HarnWorld) mages can create a so called sanctum, where they have their magical power enhanced. Originally, the GURPS/Harn Conversion Rules suggest that these sancti add one or more points to dice throws when casting spells. I add to this that these sancti work like manastones that can be loaded with as much manapoints as the enchanter want. However, this energy can only be used within the sanctum, only for spell effects that take place completely within the sanctum itself. This energy will fade away at 1 Manapoint per day if the sanctum is not loaded within 24 hours after the last loading. To load the sanctum the standard manastone-spell is used. At this time I'm not sure if I should define that the energy stored in a sanctum can only be used up all at once, loosing excess energy not needed for certain spells. Or that the mage can take as much energy from this pool as he wants and leave the rest energy there. House Rule 3: Lesser Time for Slow&Sure-Method The S&S-Method is changed the following way: to compute the number of days an enchanter has to fo through the enchantment ritual divide the necessary energy points by the lesser of the enchanter's effective skill level in enchantment and the spell to be put into the device. At the moment I work on refining these rules and adding some examples for my players. If you see a major flaw in these rules, I would be glad to hear from you. Thank you! Oliver Schönwald ------------------------------ Date: Mon, 6 Jan 2003 03:25:30 -0500 (EST) From: hal@buffnet.net Subject: Re: Question about enchantments Hello Oliver, You might want to consider the possibility of using an alternative magic system: GURPS SPIRITS or GURPS VOODOO has a system that may be what you need for your HARN CAMPAIGN. There, the Mage can make objects that have a built in expiration time. The longer the "enchantement" lasts, the more difficult the spell casting required to get the enchantment spell off. Using GURPS MAGIC, where an ITEM requires 500 energy to create? My suggestion would be to use 20% of the energy to "fix" the enchantment for a permanent result. The remaining 80% is the energy required to have the Enchantment work on the "focus". For each day, the enchantment, if not "fixed" in, loses 1 energy point per day. The "activation" number required for a magic item is based on the percentage of points remaining in an item. Example: if you have 95% of the energy remaining in an item, the activation roll is a 16 or less. If the energy remaining is 50%, the activation roll is a 10 or less on 3d6. If it drops to 25%, the activation number is an 8 or less (or is it 7 or less?) on 3d6. I would like to point out to you however, that if you use that approach, that magic items lose potency rather often in your P-Harn. As such, Calsten's sword is no longer magical. If you recall, Calsten's sword was stolen and started the Treasure war of Kaldor. Calsten owned that sword roughly 5 hundred years before it was stolen. The war it touched off occurred some 100+ years prior to the "current time" of 720 B.R. Just reminding you that the magics are supposed last a wee bit longer than what it appears you intend to do. As an alternative? Maybe Magic items should be made to mae a "saving roll" every century to retain their magics? Something to think about. If you desire - email me privately, and I can talk with you some more. Hal (aka Alaconius) ------------------------------ Date: Mon, 6 Jan 2003 05:17:05 -0500 (EST) From: hal@buffnet.net Subject: Harn stuff for GURPS Hello Folks, Not that it is important, but it might be of interest to note an *old* post I made to the GURPS mailing list converting some HARNMASTER rules over to GURPS. See the following: http://www.sjgames.com/gurps/articles/harn2gurps.html Add in my houserules for lingering pain, which simply stated, that players are penalized by 1/2 the worst wound they took as a constant pain problem - - and players will do anything they can to *avoid* combat unless they have to... Example: Worst wound taken was a 6 point slash to the leg. Player suffers a -3 penalty to all actions due to lingering pain. If the leg heals to only 4 points of damage, the pain penalty is -2. Once the wound is healed to 1 point, there is no pain... (just discomfort). Of course, with pain rules now come the need for pain blockers to negate some of the pain issues . Hal ------------------------------ Date: Mon, 06 Jan 2003 08:15:06 -0800 From: Mark Thew Subject: RE: Stupid question that needs answering. Not just GURPS but just about all major RPG systems: http://www.rpgsheets.com Mark - -----Original Message----- From: Sum Bodey [mailto:imamowon@hotmail.com] Sent: Sunday, January 05, 2003 11:11 AM To: GURPSnet-L@lists.io.com Subject: Stupid question that needs answering. I am very annoyed. I am annoyed because every time I need to write down some new characer, I need to ruffle in my documents for one of my few, poor quality copied char. sheets, or hand-write one if I don't have a copy. My question is this: Are there any "official" char. sheets available from SJ games in some computer file form, simmilar to the free ones from WotC for D&D? _________________________________________________________________ The new MSN 8: smart spam protection and 2 months FREE* http://join.msn.com/?page=features/junkmail ------------------------------ Date: Mon, 06 Jan 2003 18:59:32 -0500 From: Denis Sarrazin Subject: Combat examples Does anyone know of good step-by-step examples of combat using GURPS which would be available on the net? The purpose of these would be to help people learn how to properly use GURPS combat in various scenarios (starting with the basics and getting into more complex situations)? Tia, Denis ------------------------------ Date: Tue, 07 Jan 2003 18:37:56 -0500 From: blaquepsmith@netscape.net (Blaquepsmith) Subject: I need a pirate ship... Does anyone have a GURPS Vehicles or Vehicles Lite write-up of a Swashbucklers-era pirate ship that I could borrow for an upcoming game? Or does anyone know where I could find one on the web? - -- "No ONE of us is as smart as ALL of us." __________________________________________________________________ The NEW Netscape 7.0 browser is now available. Upgrade now! http://channels.netscape.com/ns/browsers/download.jsp Get your own FREE, personal Netscape Mail account today at http://webmail.netscape.com/ ------------------------------ Date: Tue, 07 Jan 2003 18:47:02 -0500 From: blaquepsmith@netscape.net (Blaquepsmith) Subject: RE: Tl 7-9 fussion bomb ??? Alternately there was some wacko bit on the web a few years back about a top-secret Russian program to build a channel into hyperspace whereby a single nuclear device could be detonated and the explosion spread undetectably to the capitol of every major world capitol simultaneously. Great mad-scientist fodder. - -- "No ONE of us is as smart as ALL of us." __________________________________________________________________ The NEW Netscape 7.0 browser is now available. Upgrade now! http://channels.netscape.com/ns/browsers/download.jsp Get your own FREE, personal Netscape Mail account today at http://webmail.netscape.com/ ------------------------------ Date: Wed, 8 Jan 2003 01:19:30 +0100 From: Thomas Ackermann Subject: Re: Stupid question that needs answering. Yep, for me there is still no better Character tool than MakeChar! See or directly download at Have fun! - -- Thomas Ackermann | Tel. +49-(0)228/631369 | Mobil: 0178-2016033 Email: ------------------------------ Date: Tue, 07 Jan 2003 19:47:36 -0800 From: Dylan Subject: Re: I need a pirate ship... Try the archives: http://gurpsnet.sjgames.com/Archive/ I'm sure Onno's done a couple that might fit the bill. His stuff is under collections, and that includes all of his Vehicles of the Week (the ones he posts here). There are several other collections and some individual stuff under the vehicle type headings. dylan At 03:37 PM 1/7/2003, Blaquepsmith wrote: >Does anyone have a GURPS Vehicles or Vehicles Lite write-up of a >Swashbucklers-era pirate ship that I could borrow for an upcoming game? Or >does anyone know where I could find one on the web? > >-- >"No ONE of us is as smart as ALL of us." > > > >__________________________________________________________________ >The NEW Netscape 7.0 browser is now available. Upgrade now! >http://channels.netscape.com/ns/browsers/download.jsp > >Get your own FREE, personal Netscape Mail account today at >http://webmail.netscape.com/ Dylan Ryall : dylan@dcn.org : dylan@dcn.davis.ca.us : Davis, CA http://www.sacleft.org I don't think I would have been in such a hurry to reach adulthood if I'd known the whole thing was going to be ad-libbed. Calvin's father, "Calvin and Hobbes" ------------------------------ Date: Tue, 7 Jan 2003 21:38:46 -0800 From: "Henry Oliver III" Subject: Speed of Gravity revisited Hey, anyone remember that question I asked back in spring (I think) about what would happen if our sun suddenly disappeared? Like, would the earth fly off into space immediately or whatever? Anyway, a few ppl said it was instantaneous, some said gravity propagated at the speed of light... well, New Scientist has a piece on how the speed of gravity has been measured for the first time. Apparently, it's the same as for light... http://www.newscientist.com/news/news.jsp?id=ns99993232 ...if anyone cares. Heh. I thought it was kewl. - -- Henry J. Oliver III (509) 948 - 5164 ------------------------------ Date: Wed, 08 Jan 2003 02:39:35 -0500 From: "Coyt D. Watters" Subject: ORIGINS RPG Event Check If you submitted an event for ORIGINS in the RPG track, you need to check your email used to submit the event. There was glitch and some information (little things like the date of the event) was lost. If you don't see an email, you may want to contact Scott Bagley via the Origins website to make sure you're OK. Please note this was BCC posted to 3 different mailing lists by me. ================================================================ - -Coyt "The Internet, billions of electrons with nothing better to do." ------------------------------ Date: Wed, 08 Jan 2003 00:06:12 -0800 From: Dylan Subject: Re: Speed of Gravity revisited At 09:38 PM 1/7/2003, Henry Oliver III wrote: >Hey, anyone remember that question I asked back in spring (I think) about >what would happen if our sun suddenly disappeared? Like, would the earth fly >off into space immediately or whatever? Anyway, a few ppl said it was >instantaneous, some said gravity propagated at the speed of light... > >well, New Scientist has a piece on how the speed of gravity has been >measured for the first time. Apparently, it's the same as for light... > >http://www.newscientist.com/news/news.jsp?id=ns99993232 > >...if anyone cares. Heh. I thought it was kewl. > >-- >Henry J. Oliver III >(509) 948 - 5164 Cool. and the article even answers your question: after 8.3 seconds, the Earth goes off in a straight line. probably a tangent to its orbit. dylan Dylan Ryall : dylan@dcn.org : dylan@dcn.davis.ca.us : Davis, CA http://www.sacleft.org I don't think I would have been in such a hurry to reach adulthood if I'd known the whole thing was going to be ad-libbed. Calvin's father, "Calvin and Hobbes" ------------------------------ End of GURPSnet-Digest V4 #3762 ******************************* To subscribe to GURPSnet-Digest, send the command: subscribe GURPSnet-Digest in the body of a message to "Majordomo@io.com". 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