10-28-2017, 08:53 PM | #1 |
Join Date: Sep 2017
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Moving characters from Banestorm to other dimensions
I am starting a Banestorm campaign.
We will play some adventures there but, at some moment the players will travel to other dimensions and here is where lies the problems. Let's say that they travel to a... TL8 dimension, well, there is already firearms strong enough to destroy any character in the group, even if they are strong. This is because sword and sorcery is weaker than firearms... Is there a way to change this or to make at least possible they survive? |
10-28-2017, 09:05 PM | #2 |
Join Date: Sep 2017
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Re: Moving characters from Banestorm to other dimensions
Putting things straight.
At the moment we have: A Bard with a lot of oratory and the "bard skills", he is the more "safe" character if he can learn the new language in someway (and the have linguistics) Two Mages A Cleric with divine favor. If it can keep the divine powers (and why not) she can be useful because of the healing powers. A pirate Another physical character A banestorm victim from a cyberpunk dimension. She is the chracter with more chances to have a straight use (that compensate the difficulty in Yrth) In order, what is worrying me more is: The pirate and the other physical character, they are limited to meele weapons and things like bows and MAYBE some early gunpowder weapons The mages, because magic can't beat a firearm in most of the cases The cleric, can be useful The bard, social skills are always social skills. You just need to learn the language. The cyberpunk victim have almost no issues here |
10-28-2017, 10:24 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Moving characters from Banestorm to other dimensions
In a straight up gun battle there likely to be in trouble but some spells can protector cause problems for enemy gunners.
Learning how to use Guns wont be too hard (or expensive) so if they can find some training time they can be on par. I would not make them pay points for higher TL to use standard gear for the current setting. So they just have to invest in a P/E skill. not bad. And if magic is unexpected they have a good stealth/surprise bit going for them. The spellcasters should play it smart, dont try to be artillery use the better spells,
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10-28-2017, 10:29 PM | #4 |
Join Date: Mar 2005
Location: Republic of Texas; FOS
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Re: Moving characters from Banestorm to other dimensions
What’s the mana level in the new dimension? This will make a huge difference. Sounds like your Cleric/Healer’s God has powers across all dimensions, so that delver is good to go.
And is the party attacking everyone to tak their stuff? Many adventures possibilities in changed dimensions are exploration or ally-finding, finding out what you can about your new world, deciding what you’d like to do there (get back home? Rule the city? Find a nice farm and settle down?) and going about making those dreams a reality. Actually facing down crazed gunmen should be low on the priority list of desired confrontations. And firing a gun is a fairly simple thing to learn w a bit of practice, so look forward to your Primatives upgrading weapons in short order. A Little time and opportunity will have them being able to shoot back against their enemies. And a HUGE thing to remember about “Spells vs Guns” isn’t that a bullet beats a damaging spell in HP loss, but that Spells are so versatile when you go at the problem differently than a ‘damage per second’ contest. Blind a gunman, put him to sleep, take away the light in a room, cause a mental stun, explode some ammo inside the gun w a pyro spell inside a gun, or a hit of Telekinesis onto a bullet’s primer, or light the dude’s mustache on fire, or trick him w an illusion of his wingman looking just like one of your party... and that doesnt even scratch the surface of how Magic can make an end-run around a TL8 gunman and his projectiles. :) Best way to have your low tech folk survive is to give them opportunities to make High Tech friends before hitting foes with serious firepower. Of course if the party attacks their prospective friend encounter to kill and take their stuff, then they are going to have trouble in This Brave New World!
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10-28-2017, 10:33 PM | #5 | |
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Re: Moving characters from Banestorm to other dimensions
Quote:
And if they have language spells from the Knowledge college, that'd make the transition to other worlds a lot easier.
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10-28-2017, 10:56 PM | #6 |
Join Date: Sep 2017
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Re: Moving characters from Banestorm to other dimensions
Ok, this solve spell vs guns but not "sword and bows" vs guns
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10-28-2017, 11:07 PM | #7 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Moving characters from Banestorm to other dimensions
Quote:
However your archers likely have a high DX so once they learn about guns they can get very good at them very fast with a firing range and instructor. And their knife skills are likely really good so they can be deadly in close combat compared to average modern people who use them as a backup. There in a new world they will have to adapt. Challenging but very feasible if they play it smart.
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10-29-2017, 02:40 PM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Moving characters from Banestorm to other dimensions
Note that leaving the sargasso at all is supposed to be nearly impossible.
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10-29-2017, 02:44 PM | #9 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Moving characters from Banestorm to other dimensions
Impossible via technological, "psychic", or mundane magical means. That still leaves a lot of other possibilities.
Heck, one could have a "natural" reverse Banstorm that just tosses characters out without rhyme or reason. It's not like it would be noticeable as such to anyone but the transported.
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10-29-2017, 02:57 PM | #10 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Moving characters from Banestorm to other dimensions
Quote:
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