Welcome to the second year of GURPSDay, and here’s the morning pull for you guys.

We’re currently drawing content from 76 blogs. Only 24 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity from the last seven days as of about 810am CST. 45posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.
Continue reading “GURPS Day Summary Feb 17 – Feb 23, 2017”

Dramatis Personae

  • The Commander (Doug) – telekinetic super-soldier with a really angry dog (Yukio). The dog is a powerful ally (250-300 points) and very intelligent and very, very aggressive.
  • Zephyr (Merlin) – Real name Murui; Shaolin Kung Fu expert and super-speedster.
  • Eamon Finnegan (Kyle) – smooth talking gravity-master; a lawyer so good he can actually prove a negative.
  • Ezekiel (Christian) – Techno Master, Genius, Esper, Super Archer

Zephyr’s Driving School

We start off in media res, having flown to Egypt to track down the trail of dead bodies left by the last crystal skull. The Commander is asleep (because nothing exciting was happening), when suddenly a gang of thugs with three motorcycles and one jeep pull up behind us and move in to attack. One of them shoots the Commander in the shoulder – just a flesh wound – before he wakes up. This causes him to roll over before he starts snoring again.

Zeke fires four tangler arrows and three of the three motorcycles go down hard. The jeep is hurtling towards us. The Commander does not wake up. Eamon does a TK attack at the engine to try and make the thing throw a rod or burst a cylinder or something else vaguely non-powered. And the jeep goes down. Continue reading “Aeon Campaign S4E8: Where’s my mummy”

Welcome to the second year of GURPSDay, and here’s the morning pull for you guys.

We’re currently drawing content from 76 blogs. Only 24 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity from the last seven days as of about 720am CST. 45posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.
Continue reading “GURPS Day Summary Feb 10 – Feb 16, 2017”

Dramatis Personae

  • The Commander (Doug) – telekinetic super-soldier with a really angry dog (Yukio). The dog is a powerful ally (250-300 points) and very intelligent and very, very aggressive.
  • Zephyr (Merlin) – Real name Murui; Shaolin Kung Fu expert and super-speedster.
  • Eamon Finnegan (Kyle) – smooth talking gravity-master; a lawyer so good he can actually prove a negative.
  • Ezekiel (Christian) – Techno Master, Genius, Esper, Super Archer

Metahuman Politics

The situation evolves after we take down Blue Skies. As their use of metahumans to wreak havoc and do nefarious things comes to light, Senator Blackwell – a known anti-metahuman activist, uses that platform to become President Elect (and yes, the in-game date straddles the election of 2016).

Senator Blackwell

Blackwell is a freshman republican senator in the United States Congress from South Carolina with a military background who pushes strongly for the registration and regulation of metahumans. He is a gifted public speaker and negotiator. Former 82nd Airborne medic. Actively competitive shooter with both rifles and handguns. Senator Blackwell is a part of the National Security Caucus and is on friendly terms with the HPA (Human Pride Association – a group pushing for marginalization or eradication of metahumans). Senator Blackwell was elected in 2014 to the senate from South Carolina after challenging and defeating Lindsey Graham in the primary. Blackwell has dark hair, hazel eyes and a wide build. He walks with a faint limp from a bad landing during training at Fort Bragg.

We were in and out of hearings being debriefed and, in no small part, manipulated despite our best efforts into the various plans of the politicians. We keep our district in tip-top shape while we’re doing it, with no super-villainy of note happening. Eamon is doing everything can to leverage his metahuman rights foundation to counter the machinations of the HPA and their goals. He’s more or less creating a legal crapstorm that will try and angle multiple cases into the supreme court to circumscribe their actions.

The Commander spends some of his downtime studying magic and the occult with Zephyr. He’s been leveraging the power of his tatoo without the proper knowledge for too long.

The testimony eventually draws to a close, and there’s enough proof of criminal wrongdoing that we were able to wrap up and identify most of the “bad guy” aspects of the Blue Skies organization. Many go to jail, but many were just cogs in the machine or subcontractors. The higher-ups go away for a very long time, because our investigation was just too thorough. The data from their own servers was particularly damning, and there was a bit of fratricide and ratting-out and deal-making. The CTO, in particular, is now on probation for life working foe AEGIS.

No good dirty rat.

On the other hand, all of the metahuman-related malfeasance enables Blackwell to come to power, leveraging the absolute certainty that Blue Skies was, in fact, using metahumans, many willingly, to gain power and influence and money. Continue reading “Aeon Campaign S4E7: Executive Disorder”

Welcome to the second year of GURPSDay, and here’s the morning pull for you guys.

We’re currently drawing content from 76 blogs. Only 24 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity from the last seven days as of about 720am CST. 51 posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.
Continue reading “GURPS Day Summary Feb 3 – Feb 9, 2017”

Dramatis Personae

  • The Commander (Doug) – telekinetic super-soldier with a really angry dog (Yukio). The dog is a powerful ally (250-300 points) and very intelligent and very, very aggressive.
  • Zephyr (Merlin) – Real name Murui; Shaolin Kung Fu expert and super-speedster.
  • Eamon Finnegan (Kyle) – smooth talking gravity-master; Ultimate Fighting Lawyer, to borrow a phrase.
  • Ezekiel (Christian) – Techno Master, Genius, Esper, Super Archer

S4E5 – A Plan Came Together!

I wasn’t feeling like transcribing last Monday for some reason, so let me sum up:

We completely dominated the takedown of the executive Montemayor. We came up with a ridiculously effective plan and executed it flawlessly. We pulled our target out in the elevator she was coming down in, used all of our powers effectively to maximize knockout values and take down scads of folks at once, and found out we got a bonus prize: the Chief Information Officer or something like that. We wrapped it up like the professionals we’re supposed to be.

The only one left is the founder. He’s holed up with dozens of metas and no small number of regular folks. We had infiltrated the bad guys main base, Eamon was going to try and do his diplomacy thing . . . and all of a sudden the Angel of Death – a guy that was bad, bad news, showed up and started killin’ folks.

We ended there because we outpaced the GM’s planning; we dealt with Montemayor obscenely fast.

S4E6 – A Plan Falls Apart

As we arrive, a scene of blood and death. Four or five dead metahumans, a baker’s dozen of completely slagged humans. And two decloaking mechas about 7yds tall. Who ordered ED-209 and his brother?

They have acquired a target: us. Hrm.

“Um, we’ve got a dude on top of our mechas”

Naturally Zephyr does something crazy – he runs up on top of one of the mechs. Ezekiel looses an EMP arrow to no effect. We hear “Target acquired” as the turret swivels towards Zeke.

The Commander stunts a forward-placed shield, and rolls a natural 3. I can redirect it with my mind as a bonus. Zephyr gets electro-zapped by a power cage. He makes his HT roll, but needs to spend a point of karma to not get scrambled. ED and his friend fire at my shield, but thanks to my shield, no problem – the .50-cals bounce. Yukio drags Katana behind a convenient rock.

Eamon hits the mech with a 51-point gravity sledge, stunting in a (3) armor divisor. It does a very nice bit of damage to one of the EDs. Zephyr waits until after Zeke goes – Zeke shoots an arrow at Zephyr, who is supposed to catch the arrow and shock out ED.

The Commander detects a flaw in this plan, since he just got hit with an electric attack, indicating the outer shell is already reinforced with this kind of thing in mind.

He catches the arrow, spends a life point and two fatigue for awesome potential, and then slams the electro-zap arrow into the thing. It . . . rolls a 4 for Dodge. This has turned into a mechanical bull. Murui crits on the third attack, finally hitting. And then pulls a hundred-handed strike, which pretty much makes it the “Go to sleep go to sleep go to sleep” scene from Age of Ultron. He does 324 ponts of damage with the strike, which is knockback and damage, against chinks in armor. He takes 18 points of damage to each hand, but has DR, so took a single point of damage per hand.

The commander moves up a bit, taking his really cool shield with him, and hits five times with a 6dx3 double knockback attack; the thing gets thrown 14 hexes, and is out of commission.

The other ED209 fires antipersonnel missiles – like 84mm gyroc rounds, so this is seriously beefy guided grenades. Eamon power parries with his very wide radius gravity slam and swats all the missiles out of the air. then follows up on his own turn to gravity punch the power cell with armor divisor (5). He destroys the second one, but regrettably Murui’s still on it, and crit fails the DX roll and winds up in a tree. We take a picture of him for posterity.

Legend wants us to distract the Big Evil Guy. Now. We go right in the front door, and move in.

Power Dampeners, Oh My

We come up the stairs, and come upon a fight in progress: “The Devil” vs four metas with our quarry in the corner. The Commander fires at the ground with his 15d concussion rifle, and the devil falls through the hole in the floor. Our quarry gives up, and Kyle grabs him, jumps out the window. When the house is exited, the powers come back (we suspected this), and Kyle flies away with the founder of  Blue Skies, our primary mission. Most of the Cavalry exit the building through the window, regaining their powers in the process, and taking Blue Skies metas with him.

The Commander runs downstairs, and is about to be surprised by The Devil, when Zeke shoots him with an arrow in the hand, crits, and scores 33 points of damage (he’s got a really strong bow) and the crit table doubles it. 66 points . . . “you actually hurt him.”

The Commander tries to kick him and then hit him with a sword, as either one would allow him to trigger his TK attack, which is substantial. Both are dodged or defended against. A shot to the foot misses by dodge again. The Commander scampers to the door, joining his teammates outside, where we can hopefully gang up on him.

Zeke runs towards the fallen mechs, probably intent on animating them again.

We do the analysis stuff – we’re going to need new charts to figure out how much sorcery this guy has. He’s that powerful.

The founder triggers a building implosion, with the house collapsing in on itself, pulling The Devil with  him. We go for sense magic – he’s not there anymore. But we know he’ll be back. There are lots of spatial distortion, like black hole type stuff, and we hear a scream come from Katana. She’s pouring blood from her eyes and ears; we get her stable, but she needs surgery immediately.

Three Kestrels land and like 30 guys come out. And the house kinda re-inflates. We get Katana on a Kestrel and off to a real hospital with real good doctors.

And with that, Blue Skies is no more.

We’ve got compromising information on all of them, so we fast forward past the trial and whatnot.

****

When we meet again, it’ll be at least a month out. So it’ll be December 2016 or early 2017 when we come back.

The anti-meta leader Blackwell becomes President of the USA.

We’ll need to spend experience points before next game, too. We all get a point for Most Valuable Party, since we all played well and were super in genre.

Welcome to the second year of GURPSDay, and here’s the morning pull for you guys.

We’re currently drawing content from 76 blogs. Only 24 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity from the last seven days as of about 11pm CST. 44 posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. We’ve got two new blogs this week: Karl Gallagher’s Journal (author of Torchship!) and Ra’s Head.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.
Continue reading “GURPS Day Summary Jan 27 – Feb 2, 2017”

Welcome to the second year of GURPSDay, and here’s the morning pull for you guys.

We’re currently drawing content from 74 blogs. Only 26 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity from the last seven days as of about 4:30pm CST.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.
Continue reading “GURPS Day Summary Jan 20 – Jan 26, 2017”

I’ve written before about running in RPGs, and in D&D in particular. The sprinting rule did make it into Dragon Heresy, so there is that.

But as I was pondering a Pyramid article for GURPS on the way into work this morning, I realized that I was ignoring a potentially easy solution to my problem. Not everyone perceives this as a problem, but I’ve been noodling on it for a while.

Kinematically Speaking

The issue is really that in GURPS, despite perceptions to the contrary[1], combatants are ridiculously mobile. Or, more specifically, the typical person can accelerate from a stop to some maximum speed, and then return to a standstill in one second, covering five yards in the process. They can also sprint five yards in one second, but then stay at that speed from there.

Note that these two things don’t necessarily imply the same thing! If you look at the kinematics equations[2],and assume that your final velocity is 5yds/sec, and you covered 5yds in the process, then the average acceleration is V^2/2d, or 5*5 / (2 * 5yds) = 2.5 yds/s^2.

If you assume constant acceleration that takes you five yards, then 5 = 1/2 A T^2, or since T = 1sec, A has to equal 10 yds/sec^2. The velocity at the end of that constant acceleration is not 5yds/sec, but 10.

It’s actually the second one that’s more problematic, since your Move is largely considered to be your acceleration if you use the Enhanced Move advantage. If you have Move 5 and Enhanced Move 2, your maximum speed is 20, but it takes you four seconds to get to that speed. Ergo, your Move is your acceleration. But if you could really accelerate that fast, your speed on the turn after you accelerate is much higher than your basic movement allowance provides.

The upshot: Regular GURPS folks accelerate to top speed really fast. Continue reading “A Sprinter’s Lament”

Dramatis Personae

  • The Commander (Doug) – telekinetic super-soldier with a really angry dog (Yukio). The dog is a powerful ally (250-300 points) and very intelligent and very, very aggressive.
  • Zephyr (Merlin) – Real name Murui; Shaolin Kung Fu expert and super-speedster.
  • Eamon Finnegan (Kyle) – smooth talking gravity-master; Ultimate Fighting Lawyer, to borrow a phrase.
  • Ezekiel (Christian) – Techno Master, Genius, Esper, Super Archer

Contact Lost

We pick up after we’d lost contact with one of my SEAL team – the GM decides it was the team medic, Leonard Spocke. The four PC heroes are gearing up to find and follow him, and we leave the other three SEALs, Onyx, Katana, and Saorice (Soar-sheh) are held in reserve, so they can just be late to save our bacon.

We try and figure out his last known location, Lesko’s safe house. He’d moved, and managed (with a 3) to get us a list of all of the known safehouses for all of the board of directors, but not a name association for each one. Lesko had been staying an an old automotive garage, which we go check out. There are two SUVs in the thing, fully armored and armed, and evidence that a very large vehicle went in and out of the place.

Zephyr and the Commander do ultra-sneak into the place. A surveillance system has been set up for about two days – but the system is very clean, it had been very recently scrubbed, and we have only the last two days worth of data. We also find Spocke’s cot and locker, and a magazine (one with pages, not bullets) with several dog-eared pages, which Spocke would never do. The pages are coordinates to a water filtration plant perhaps 40 miles out of town.

We decide to leave our backup (Katana, Onyx, etc) to watch the garage; Zephyr runs ahead as stealthy recon (speedster plus way stealthy), and Eamon the gravity master has to spend Karma to get we three (Zeke, The Commander, Eamon) reasonably stealthily into place. Speaking of Stealth, Zephyr makes his roll by 20.

Four metahuman villains, five rent-a-thugs with machetes, and about a dozen guys that look like Blue-Skies special forces types (in the words of Albert Gibson, “and a bunch of guys with guns.”)

There is a lot of summoning going on, in ancient German. The water is glowing like a photo negative – there’s something very unnatural coming. We speculate that since they came to a wastewater treatment plant, that they’re summoning an excremental. The B? Yeah, that’s Doctor Spocke. Continue reading “Aeon S4E4 – The Search for Dr. Spocke”