GURPS Delta Green

General Adaptation Guidelines
More GURPS Books
Tech Level Discussion
GURPS VtM Discussed (Various Posts)
Places of Mistery
Vehicle Designs
On-Line Vehicle Design System
Sanity handling in GURPS
... and Options


Date: Wed, 13 Jan 1999 20:01:49 -0500 (EST)

From: The Man in Black

> It's called Warehouse 23 and don't forget it was written for their
> GURPs system which if Black Ops is anything to go by is a more tongue
> in cheek game.

GURPS is all things to all people. Humorous products are vastly outnumbered by well-researched historical and technical sourcebooks. Page through GURPS Ultra-Tech, Creatures of the Night, and CthulhuPunk for books most applicable to DG.

ObGURPS/DG: I put the Mi-Go at TL14. Mostly because I view the Brain Cylinders as on par with Ghostcomps. The standard sidearm is a Gamma-Ray-Laser pistol. My explanation of why they don't all have force-fields and the such is that the vast majority of Mi-Go are Dead-Broke. Interstellar societies which worship the mythos don't have much use for an economy. A good rule of thumb in equipping Mi-Go is maybe 1d-3 x $1000 per Mi-Go worth of goodies. Mi-Go who roll zero or negative don't get equipment. For each additional Mi-Go beyond the first add 1d x $100 to each Fungi's total.

I usually buy drugs and small-arms. Occasionally, a suit of cheap armor (like the bioweb). So the Mi-Go come across as ultra-tech thugs if you happen to be a Bad-@$$ 200 point Interstellar Smuggler.

Delta Green is a 40 Point patron. Majestic is a 30 point enemy. DG requires a -10 Extremely Hazardous Duty on a 9 or less, and a -15 point secret. NET POINTS = -15 points to be a DG Agent or friendly. Which neatly pays for Federal Law Enforcement powers or three levels of military rank (about O-3, Lt. CMDR, Captain).

I rule that agents get the package above and beyond their point quotas, while friendlies do not. I find that 100-150 points is the best range for PC's. A problem is the stiff requirements for Special Ops, which recommends 300-400 point super-soldiers. I'm still not sure how to handle that one.

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Date: Thu, 14 Jan 1999 00:55:22 -0600 (CST)

From: Tenebrous Technologies

>GURPS is all things to all people. Humorous products are vastly
>outnumbered by well-researched historical and technical sourcebooks. Page
>through GURPS Ultra-Tech, Creatures of the Night, and CthulhuPunk for
>books most applicable to DG.

*cough* GURPS Illuminati & High-Tech..also possibly handy for a GURPS DG game.

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Date: Thu, 14 Jan 1999 19:45 +0000 (GMT Standard Time)

From: rik kershaw

>GURPS is all things to all people. Humorous products are vastly
>outnumbered by well-researched historical and technical sourcebooks.

Very true. It is a good system and makes giving something different a  quick whirl especially when you consider you can get GURPs VTM. I can  see you've put a frighteningly thorough amount of cogitation into this  material...

Anyone for a DG versus the Company bash?

>ObGURPS/DG: I put the Mi-Go at TL14.

Only TL14? I would have put them slightly higher myself. Considering  some people are ranking other 'advanced' civilisations at around 20.

>A problem is the stiff requirements for Special Ops, which
>recommends 300-400 point super-soldiers. I'm still not sure how to
>handle that one.

Well when you are up against swarms of giant cockroaches you need  someone who can stop 100 of these monsters.

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Date: Thu, 14 Jan 1999 15:43:45 -0500 (EST)

From: The Man in Black

> Very true. It is a good system and makes giving something different a
> quick whirl especially when you consider you can get GURPs VTM. I can
> see you've put a frighteningly thorough amount of cogitation into this material...

I hate GURPS VTM, the conversion is vastly inferior to Storyteller's relatively smooth system. Storyteller breaks down during crossover games, but works fine if you take each WoD seperately. GURPS works much better in Crossovers.

Actually I have only vague ideas about DG in GURPS.

> Anyone for a DG versus the Company bash?

DG would get crushed utterly. Besides, the company is under my orders to leave DG to me...

> Only TL14? I would have put them slightly higher myself. Considering
> some people are ranking other 'advanced' civilisations at around 20.

20? I really got to get Ultra-Tech II. I thought the GURPS scale only went up to 16. Maybe you're thinking Traveller? TL 14 is cosmic engineering territory. Ringworlds, Dyson Spheres and such show up around TL13 and are a mature tech by TL14.

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From: "Jimmie Bise, Jr."

Date: Thu, 14 Jan 1999 16:15:02 -0500

> I hate GURPS VTM, the conversion is vastly inferior to Storyteller's
> relatively smooth system. Storyteller breaks down during crossover games,
> but works fine if you take each WoD seperately. GURPS works much better in
> Crossovers.

And, in my experience, GURPS WTA lets you make a more powerful beginning Garou; perhaps more powerful than you might want. I do agree about the crossover potential. That's the biggest reason I love GURPS..you can do *anything*!

> 20? I really got to get Ultra-Tech II. I thought the GURPS scale only went
> up to 16. Maybe you're thinking Traveller? TL 14 is cosmic engineering
> territory. Ringworlds, Dyson Spheres and such show up around TL13 and are
> a mature tech by TL14.

Though I only scanned a copy, I don't think Untra-Tech 2 creates any new TLs, and I think 14 is pretty much the top limit. I just think UT2 puts all the cyber-goodies in the same place, and adds and expands the weapons and armor stuff available.

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Date: Fri, 15 Jan 1999 19:36 +0000 (GMT Standard Time)

From: rik kershaw

>I hate GURPS VTM, the conversion is vastly inferior to Storyteller's
>relatively smooth system. Storyteller breaks down during crossover
>games, but works fine if you take each WoD seperately. GURPS works
>much better in Crossovers.

Really? It's that bad? I've only ever seen it in a shop and never  had either the time or inclination to pick it up.

> Actually I have only vague ideas about DG in GURPS.

What you posted was vague?

>DG would get crushed utterly. Besides, the company is under my orders
>to leave DG to me...

Fair enough.

>20? I really got to get Ultra-Tech II. I thought the GURPS scale only
>went up to 16. Maybe you're thinking Traveller? TL 14 is cosmic
>engineering territory. Ringworlds, Dyson Spheres and such show up
>around TL13 and are a mature tech by TL14.

There is some serious talk about redefining the tech levels going on  at the moment.

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Date: Fri, 15 Jan 1999 18:24:48 -0500 (EST)

From: The Man in Black

> >I hate GURPS VTM, the conversion is vastly inferior to Storyteller's
> >relatively smooth system. Storyteller breaks down during crossover
> >games, but works fine if you take each WoD seperately. GURPS works
> >much better in Crossovers.

> Really? It's that bad? I've only ever seen it in a shop and never
> had either the time or inclination to pick it up.

It's not that it's bad. It's fairly mediocre as far as GURPS goes. It's just that Storyteller does a much better job. I would rather play and GM Vampire with WW rules than GURPS rules.

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Date: Sat, 16 Jan 1999 13:32:21 +0100

From: Jesper Anderson

>> Really? It's that bad? I've only ever seen it in a shop and never
>> had either the time or inclination to pick it up.

>It's not that it's bad. It's fairly mediocre as far as GURPS goes. It's
>just that Storyteller does a much better job. I would rather play and GM
>Vampire with WW rules than GURPS rules.

If Gurps VTM is medicore, I don't ever want to see something you consider *bad*. It's the single worst GURPS supplement I ever read.

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Date: Sat, 16 Jan 1999 14:40:52 +0100

From: Davide Mana

[Note: I never was a GURPS estimator till I saw and played "GURPS Goblins"]

A GURPS supplement that's not half bad - in a lightweight sort of way - and that has not been mentioned so far is "GURPS Places of Mystery". Comes in handy when you can't carry the whole reference library with you - nice for designing adventures while on vacation.  I've also read marvels of the latest "GURPS Egypt", but have been so far unable to track down a copy here in Italy (where GURPS is considered a "silly game" by the only importer, so they do not import it anymore).

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Date: Sat, 16 Jan 1999 16:03:09 -0500 (EST)

From: The Man in Black

> If Gurps VTM is medicore, I don't ever want to see something you
> consider *bad*. It's the single worst GURPS supplement I ever read.

You should see GURPS Mage : The Ascenscion, or GURPS Autoduel (1st edition), or GURPS CyberPunk Adventures... Eyuuuh!

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Date: Sat, 16 Jan 1999 16:57:25 -0500 (EST)

To: Delta Green List

> GURPS M:TA gave me a headache, but not one as large as GURPS Vehicles (in
> which it took me *two hours* to design a two-masted pirate ship!!!).

Yes, but GURPS Vehicles is playable (once design is done). The number crunching is a pain in the @$$, but is no surprise to us Car Wars Veterans. For Vehicles to work, one must have access to the Internet and time enough to look through the GURPS Net Vehicles Book. Vehicles without a large number of standard examples and templates is useless. The complicated design also makes conversions (RIFTS, Star Wars etc) from vehicle intensive backgrounds a real nightmare.

I find the West End Games' D6 system has the best Vehicles system ever. I can make up vehicles and conversions on the spot and they feel right. One Day I will modify their scale-based system to GURPS and all will be right with the world.

Now I have to go look up FUDGE Vehicle systems...

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Date: Sun, 17 Jan 1999 14:03:02 -0500

From: William Timmins

Not to be silly, but I have a CoC Vehicle creation system, part of the equipment rules in my Endtime stuff.

I'm not sure it's necessary for many situations, and not sure how well it holds up for specific cases, but anyone curious can check out http://data.club.cc.cmu.edu/~pooh/campaign/etgear.html

Specifically, there is a section on 'robotic bodies' and a section on 'vehicles' which can be used to generate stats of a vehicle.

If people really really wanted me to, I could come up with more examples of vehicles, but I'm not expecting it. ;)

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From: "Jesper Jühne"

Date: Fri, 15 Jan 1999 10:14:44 +0100

I am not sure, if you have touched this topic.
But how do you handle Sanity i GURPS?

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Date: Fri, 15 Jan 1999 15:43:44 -0600 (CST)

From: Tenebrous Technologies

>I am not sure, if you have touched this topic.
>But how do you handle Sanity i GURPS?

GURPS CthulhuPunk handled it through use of the weak will disadvantage and strong will advantages in addition to thier system of Fright Checks (taken from GURPS Horror). For Delta Green you'd obviously have to use the Mythos Fright Check system from CthulhuPunk for the really sanity blasting stuff.

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Date: Fri, 15 Jan 1999 18:21:45 -0500 (EST)

From: The Man in Black

> I am not sure, if you have touched this topic.
> But how do you handle Sanity i GURPS?

I use Fright Checks for wimpy Ghouls, Deep Ones and the such, and Mythos Fright Checks (from Cthulhupunk) for obviously non-terrene creatures and Mythos Lore revelations. This is slightly modified (in the player's favor) from CthulhuPunk's "everything gets the smack down."

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Date: Sat, 16 Jan 1999 01:25:03 +0100

From: "Florian R. Hanke"

> > I am not sure, if you have touched this topic.
> > But how do you handle Sanity i GURPS?

> I use Fright Checks for wimpy Ghouls, Deep Ones and the such, and Mythos
> Fright Checks (from Cthulhupunk) for obviously non-terrene creatures and
> Mythos Lore revelations. This is slightly modified (in the player's favor)
> from CthulhuPunk's "everything gets the smack down."

The Fantasy group I play in used the normal fright checks but then we changed to the Cthulhu sanity rules as sometimes modifications in the GURPS fright check system can be hard to apply and we're used to the Cthulhu sanity rules - the keeper still can throw in heart-attacks and such things from the fright check.

(Starting SAN is: INxD10 / Weak Will: -5D10 / Strong Will: +3D10 / Minimum: 15 / Maximum: 90 / And some differences in gameplay between Weak Will/Strong Will)

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