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0

Not only do they not stack, as has been mentioned, but also any defense which is made by only the shield/cloak defense bonus, hits the shield or cloak and can damage it.


0

In addition to what's been said: I have a house rule that defending against small targets gives a defense bonus of half the to-hit penalty, as not only is it harder to hit a small target - it's also easier to get it out of the way of an accurate attack, compared to getting your whole body out of the way. So +2 to defend against hand attacks, +3 versus head ...


3

If you really want to get crazy in GURPS 4e with this, I'm going to toot my own horn a tetch: GURPS Martial Arts: Technical Grappling has you covered, mostly starting on p. 13. You can grab the foe, by stepping into Close Combat with him and attacking the weapon hand at -4, or his arm at -2 (I'll have to reread my own rules to figure out why this grab ...


5

I'd borrow heavily from Night's Black Agents here. What you're running is a thriller, where the PCs are, in a way, in the position of Jason Bourne. Very capable on their own, but outclassed by an enemy that keeps coming out of nowhere, and if they show up with great numbers, it's all over. First piece of advice: have a scene where some capable bystanders ...


1

This is a very difficult kind of adventure to pull off. Players don't like running in the first place, and unless they are confronted with a truly inexorable force they are not likely to do so. And once one PC is downed, or if even one refuses to flee, the rest are extremely unlikely to flee themselves. I've seen this a lot in my games - they say "Run ...


2

I'm working on a similar adventure for my group. What I've found that works well is to create encounters that play to the creatures' roleplaying aspects. For displacer beasts, hit and run tactics, close encounters and seeing the aftermath are often scarier than a straight up fight. Playing up the aftermath of an attack on a settlement can often both raise ...


2

The argument of periapsis is mainly important for calculating the timing of trajectories to shift between one orbit and another. It likely not included in GURPS Space because they opt to express travel terms of delta-vee and largely ignore specific times. In comparison, eccentricity is a useful detail because it generate planets with interesting ...


8

You're pretty much correct there. A hit to the hand is a combat ender, and there isn't a lot you can do about that. However, there are a few things that you can do to help mitigate this, to some degree. One thing to remember, though, is that GURPS combat can pretty easily become a game of rocket tag. At higher point totals, most builds have one or two ...


8

Aiming at a hand that has a weapon, held item, or otherwise makes no difference to the penalties to hit that hand. The only exception to this are shields, which incur an additional -4.(B399) The best way to avoid combat ending too abruptly is to use Parry/Block/Dodge and retreat as needed to avoid being hit all together. If needed, couple this with a ...


0

Rules as written for the Warp advantage allows for a character to carry "up to basic lift, plus any Payload" (B98) No where does it state that when you warp you can choose to not bring something you are carrying with you. But also, no where does it say that you can't intentionally leave things behind. Can you warp right out of your clothes? Can you warp ...


2

Rules as written states that no, magic items will not work. "No Mana: No one can use magic at all. Enchantments and permanent magic effects are suspended and do not function while within a no-mana zone.". -- Magic 6, Mana Sidebar (Emphasis mine) Executive summary Magical items are rendered inert, so nothing magical can ever work in a no mana zone. ...


8

You would use both, but potentially a modified Size Modifier. While Kromm does say that they had intended for SM to apply to melee combat but basically left it out of a number of places making it confusing, the best answer to this may be from this subsequent addendum in the GURPS 4e FAQ (similar to the GULLIVER approach): 3.4.2.23 How do I apply Size ...


3

B370 details how to attempt to take a weapon, but here are a few extra options to help fill that answer out. "Disarming" is a hard technique on MA70 which allows you to use your underlying skill (in this case, unarmed.) Many of the disarming martial arts in this book have disarming paired with Judo. "Hand Clap Parry" is a hard technique that allows you to ...


1

I would handle this by making the whip a power, and give it a made up enhancement like "Can deliver touch spells [+50%]" That way you can have your normal magical wand, and you can extend a whip from it when you need to. Technically, as it's written below, the whip would flash in an out of existence each time you use the power. You can keep it that way, or ...


0

I emailed Kromm, here is his response. It applies to both. See: http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.2.23 Size modifier does matter in melee. "It is a modifier to rolls to hit you in combat and to Vision rolls." (B19, Size Modifier). The warrior would get both a -7 to hit the skull and a plus for the size modifier. If the ...


0

So, it turns out this question was already answered in one of the GURPS books, specifically Transhuman Space - Changing Times. In that book there are rules for creating characters who are artificial intelligences inside various robot bodies (or "cybershells"), one of which is the Microframe cybershell, which is basically a modern computer. The full ...



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