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Post by malifer on Jan 5, 2014 4:57:31 GMT -8
I have posted my idea for character concept in the OP forum. Lemme know your thoughts. It sound good Remember that while it is 100 points, there is a potential extra 50 from disads. GURPS language is a bit funny like that. You can also apply limitations to advantages like medium to make them cheaper. Now that's two strangers from foreign lands D.T. Pints - you could definitely be from Russian-Alaska, the purchase happened in 1867, but Dwarves live a long time. You could be anywhere between 80 (just come of age) and 300 (Middle aged) years old. Medium is only 10 points so I think that it's worth. Where as other things that looked neat like Gunslinger I'm not sure are really worth the cost. I think what I'll end up doing is making a wishlist of skills, advantages and such then figuring out the best blend on the character creation session. From a brief read through since it appears most of the skills I'm looking at are IQ based it's better to pump up IQ then buy the skills at Ability+0 or 1.
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D.T. Pints
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Post by D.T. Pints on Jan 5, 2014 8:33:26 GMT -8
It sound good Remember that while it is 100 points, there is a potential extra 50 from disads. GURPS language is a bit funny like that. You can also apply limitations to advantages like medium to make them cheaper. Now that's two strangers from foreign lands D.T. Pints - you could definitely be from Russian-Alaska, the purchase happened in 1867, but Dwarves live a long time. You could be anywhere between 80 (just come of age) and 300 (Middle aged) years old. Medium is only 10 points so I think that it's worth. Where as other things that looked neat like Gunslinger I'm not sure are really worth the cost. I think what I'll end up doing is making a wishlist of skills, advantages and such then figuring out the best blend on the character creation session. From a brief read through since it appears most of the skills I'm looking at are IQ based it's better to pump up IQ then buy the skills at Ability+0 or 1. Munchkin.
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maxinstuff
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Post by maxinstuff on Jan 5, 2014 11:40:58 GMT -8
Depends on the difficulty of the skills. The "skill stats" DX and INT both cost 20 points per level in 4e GURPS. I believe this is a key point of difference with prior editions (where it only cost 10 points). A base stat of 12 is above average, and 14 is immediately apparent to the casual observer. Mathematically, You need lots of skills to make pumping the base stat up too much worth it. You might find it is a six in one, half a dozen in the other proposition. As for Gunslinger, all that does is give you an accuracy bonus (albeit a tasty one). Maybe all you want is some points in the quick draw skill Remember a revolver will fire THREE SHOTS PER TURN if you want it to. Take ambidexterity and pick up another pistol and you are creating a hail of gunfire.
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Post by malifer on Jan 5, 2014 13:21:28 GMT -8
Medium is only 10 points so I think that it's worth. Where as other things that looked neat like Gunslinger I'm not sure are really worth the cost. I think what I'll end up doing is making a wishlist of skills, advantages and such then figuring out the best blend on the character creation session. From a brief read through since it appears most of the skills I'm looking at are IQ based it's better to pump up IQ then buy the skills at Ability+0 or 1. Munchkin. Wait...I thought you were playing the dwarf?
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Post by malifer on Jan 5, 2014 13:31:28 GMT -8
Depends on the difficulty of the skills. The "skill stats" DX and INT both cost 20 points per level in 4e GURPS. I believe this is a key point of difference with prior editions (where it only cost 10 points). A base stat of 12 is above average, and 14 is immediately apparent to the casual observer. Mathematically, You need lots of skills to make pumping the base stat up too much worth it. You might find it is a six in one, half a dozen in the other proposition. As for Gunslinger, all that does is give you an accuracy bonus (albeit a tasty one). Maybe all you want is some points in the quick draw skill Remember a revolver will fire THREE SHOTS PER TURN if you want it to. Take ambidexterity and pick up another pistol and you are creating a hail of gunfire. Yeah I kind of figured the Gunslinger thing is neat, but probably just as good to spend those points of skills. Two pistols one named fire and the other named ice... Ha! I'm strictly going to be a one gun cowboy. Most of the points will go towards investigating and socializing?
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maxinstuff
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Post by maxinstuff on Jan 5, 2014 15:05:40 GMT -8
In GURPS terms, the magic numbers for being above average at something is 12, 14 if you're an expert in the field, and 16+ is a serious master - and might come with a reputation (or quickly cause one).
Knowledge skills are a bit more open ended, with uber-specialised scientists probably having 20+ in a narrow field of expertise.
So in terms of degrees of specialisation - you could go anywhere from above average at lots of things, to super-specialised.
Regardless of how specialised you are - if you have the books and those points are burning a hole in your pocket, try to allow about 10 to 15 or so points for a selection of background, knowledge and utility skills. Even the most specialised physicist probably once had a job. Maybe he has a couple of points in cleaning? He might also have studied abroad and knows a second language?
etc.
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Post by ayslyn on Jan 5, 2014 15:26:53 GMT -8
Is there a Fanning style skill? That might help your one-gun character put some serious lead in the air if you want it.
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Post by malifer on Jan 5, 2014 15:44:35 GMT -8
In GURPS terms, the magic numbers for being above average at something is 12, 14 if you're an expert in the field, and 16+ is a serious master - and might come with a reputation (or quickly cause one). Knowledge skills are a bit more open ended, with uber-specialised scientists probably having 20+ in a narrow field of expertise. So in terms of degrees of specialisation - you could go anywhere from above average at lots of things, to super-specialised. Regardless of how specialised you are - if you have the books and those points are burning a hole in your pocket, try to allow about 10 to 15 or so points for a selection of background, knowledge and utility skills. Even the most specialised physicist probably once had a job. Maybe he has a couple of points in cleaning? He might also have studied abroad and knows a second language? etc. I'm in no hurry to fill out the character sheet, the wishlist idea is more so I can keep track of things that are useful with out re-reading the hundred or so Superhero/Sci-fi/Vampire abilities. Because as I have recently learned from finally reading the core rulebook this Gurps ain't no joke. I can have Typing as a skill. Jesus. GURPS the day at the Office. I especially don't want to nail down all my Disadvantages until we get everyone together. Because although some player conflict is fun I don't want to pick something that will be a major wrench in the gears. But I do want to come up with enough of a skeleton framework where I can start to solidify a back story.
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maxinstuff
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Post by maxinstuff on Jan 5, 2014 23:23:58 GMT -8
Is there a Fanning style skill? That might help your one-gun character put some serious lead in the air if you want it. I don't think so. One thing that strikes me is you can empty a revolver in two turns, then take 3 turns PER BULLET to re-load the damned thing. So making it rain lead is risky......
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maxinstuff
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Post by maxinstuff on Jan 6, 2014 3:12:01 GMT -8
There is now some map pr0n on the Maps page on Obsidian Portal (link in the original post).
For those who are interested, it is an actual map highlighted by a wealthy gent in 1889 - who didn't believe that 20% of London lived in poverty. He spent a significant amount of time surveying almost every street in London and even staying with some of the poor families. The result was even worse than purported, with close to 30% of the population living in poor conditions.
I stitched it together from scans I found on the University of Michigan website. It was in LOTS of pieces.
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Post by Houndin on Jan 6, 2014 9:08:17 GMT -8
Just remember about "mundane" skills like Typing. Owen from the MHI series can type and is a CPA, as well as being a bad ass with firearms.
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Post by ayslyn on Jan 6, 2014 9:19:41 GMT -8
Is there a Fanning style skill? That might help your one-gun character put some serious lead in the air if you want it. I don't think so. One thing that strikes me is you can empty a revolver in two turns, then take 3 turns PER BULLET to re-load the damned thing. So making it rain lead is risky...... How long is the GURPS combat round again?
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maxinstuff
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Post by maxinstuff on Jan 6, 2014 10:56:36 GMT -8
I don't think so. One thing that strikes me is you can empty a revolver in two turns, then take 3 turns PER BULLET to re-load the damned thing. So making it rain lead is risky...... How long is the GURPS combat round again? 1 second.
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D.T. Pints
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Post by D.T. Pints on Jan 6, 2014 12:08:32 GMT -8
I really would like to see more of these discussions occurring on HJ forums. Here we are breaking down character gen, system etc...building the world and then it will be translated into an AP. That for me is an incredibly useful tool. I also think it will allow for "guest" players who want to see what the game is about. Stu Venable ? speaking of incredibly useful tools...I was thinking of taking the one arm/hand disad due to loss by frostbite...but then acquiring a clockwork replacement. I was looking in the GURPS Steampunk book and haven't quite figured out how to create this ? Like malifer (munchkin) . I am putting together a "list" that will build off of Vitus's backstory. Finally the dirigibles in the Steampunk book are pretty scant. They leap from hot air balloons to great battle air dreadnoughts. How do you see them in the world ? Like faster steam ships/ocean liners or even more advanced akin to early commercial air flights ? Travel for just the rich ? Or the masses ? I was thinking that Vitus might currently be receiving blame from the Royal Explorers society regarding the failure of the first ever joint Aussie/Brit/Russo (the bloody yanks don't travel) exploration aboard HMAS (His Majesty's Air Ship) Soggy Sao...and has been grounded. So now he just makes sure the trains run on time. And the vodka keeps flowing...
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maxinstuff
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Post by maxinstuff on Jan 6, 2014 12:59:25 GMT -8
I really would like to see more of these discussions occurring on HJ forums. Here we are breaking down character gen, system etc...building the world and then it will be translated into an AP. That for me is an incredibly useful tool. I also think it will allow for "guest" players who want to see what the game is about. Stu Venable ? speaking of incredibly useful tools...I was thinking of taking the one arm/hand disad due to loss by frostbite...but then acquiring a clockwork replacement. I was looking in the GURPS Steampunk book and haven't quite figured out how to create this ? Like malifer (munchkin) . I am putting together a "list" that will build off of Vitus's backstory. Finally the dirigibles in the Steampunk book are pretty scant. They leap from hot air balloons to great battle air dreadnoughts. How do you see them in the world ? Like faster steam ships/ocean liners or even more advanced akin to early commercial air flights ? Travel for just the rich ? Or the masses ? I was thinking that Vitus might currently be receiving blame from the Royal Explorers society regarding the failure of the first ever joint Aussie/Brit/Russo (the bloody yanks don't travel) exploration aboard HMAS (His Majesty's Air Ship) Soggy Sao...and has been grounded. So now he just makes sure the trains run on time. And the vodka keeps flowing... There's some guidance on surgical limb replacements in the core book (near the end of Characters I think). Needing to wind it up would be a limitation, and whether is is actually better or worse functionally than your old hand will determine if it costs points or nets you a few
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