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Old 09-01-2010, 02:07 PM   #21
Captain-Captain
 
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by Davies View Post
General Notes (For Everyone):

Okay, when you make your character, replace the word "Common" on your sheet with the word "Thyatian".

Specific Notes (For Captain-Captain):

Pretty neat character! Just a few things ...



First of all, what's his Distinctive Feature? Secondly, I don't think being Incompetent at Philosophy is likely to be even a minor problem for your character, so I'm inclined to disallow it.
Dueling scar on face. Sorry about that. GCA doesn't have a convenient window pop up to describe the scar so I clicked it ok and went to the next item.

The original idea was that Maas had the understanding of Interplanar metaphysics that his uncle taught to him. Which was such utter and total garbage he'll never understand the real deal. But inventing Hidden Lore (Interplanar Metaphysics) just to make him incompetent at it struck me as cheesier than using Philosophy, Supernatural in a way D&D 3.x used Knowledge Religion for this sort of thing.

Make it Incompetence Theology.


Quote:
Saber isn't on the Knight template, last I checked.



Okay, I would suggest, STRONGLY, that you take the point you spent on Saber and put it into $500 of extra gear. You're going to need better armor than this.
Fair enough, the idea here was he'd be familiar with it as a Weapon Master, but Armor does sound good. Admittedly Saber gives him defaults to the other fencing blades. (Only Sword! and Force Sword default to all swords in the book. So with points in Broadsword and Saber he can default to every single sword available.

Point into Cash, not sig Gear. No free replacement traded off for the ability to spend it without 'giving up' the unspent amount.

$650 with the current armor's cost. (I shall return with adjusted encumbrance.)


Quote:
Interesting background! A bit more elaborate than I was expecting. Some world specific notes.

Maas is originally from Bronsdale in the Republic of Darokin, to the northwest of Karameikos. (So the soldiers who arrived too late would have been from the Legions, rather than King's men.) When he finally left his uncle to find his own fortune, he joined a caravan travelling south from Selenica, and so heard about the rumor that starts this adventure before most people in Karameikos.
I used to run an AD&D Campaign in the mid 80s. I just got so tired of seeing PCs brought in 'because they wanted to be adventurers' that I tend to ask WHY would my allegedly sane PC go off to adventure. The actual survival rate of the 'profession' is scarily low. As a general rule I figure social inertia.

You had some emergency that put you into an adventure or two initially and for a variety of reasons the opportunity to get out into a saner occupation were missed or not taken and now you're stuck.
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Last edited by Captain-Captain; 09-01-2010 at 02:22 PM.
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Old 09-01-2010, 02:19 PM   #22
Davies
 
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by Kuroshima View Post
I was mostly thinking about the Shield Wall training (see the above character sheet), that seems to fit a Holy Warrior of Petra.
Okay, I see your point. <reviews rules>

Revised ruling: Your characters can have General Power-Ups from Dungeon Fantasy 11, but neither Racial nor Professional ones, and also not Hero.

Also, please no more pdf character sheets; I do not have a swift or stable internet connection and that took me ten minutes to download.
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Old 09-01-2010, 02:35 PM   #23
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by ErhnamDJ View Post
Cultural Familiarities: Atruaghin Clans (Native) [Free!]
Languages: Thyatian (Native) [Free!]
Okay, for your character, that native language should be the language of the Clan group your character is from. (I'm guessing Children of the Elk?) I'd suggest lowering your Literacy to Broken [-2] or None [-3] in order to get some proficiency with spoken Thyatian.

Interesting character. Has a lot of potential.
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Old 09-01-2010, 02:36 PM   #24
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by Davies View Post
Okay, I see your point. <reviews rules>

Revised ruling: Your characters can have General Power-Ups from Dungeon Fantasy 11, but neither Racial nor Professional ones, and also not Hero.

Also, please no more pdf character sheets; I do not have a swift or stable internet connection and that took me ten minutes to download.
Ok, here's the character sheet, in text format:

Name: Melchior Kohler
Race: Human

Attributes [65]
ST 12 [10] (ST includes +1 from 'Extra ST')
DX 12 [40]
IQ 10
HT 11 [10]

HP 12
Will 13 [15]
Per 10
FP 11

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 5 [-15]
Basic Move 6 [5]

Ground Move 6
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages: Thyatian (Native) [0].

Advantages [65]
Born War-Leader (1) [5]
Extra ST (1) (Affects displayed ST score) [10]
Holiness (2) [10]
Holy Might Blessed (Heroic Feat; DX) (Holy) [9]
Holy Might True Faith (Holy; Turning) [24]
Holy Warrior Higher Purpose (Slay Undead) (1) [5]
Signature Gear (Morning Star and Shield) (2) [2]

Perks [4]
Foes slain personally can't rise as undead [1]
Shield-Wall Training [1]
Weapon Bond (Flail) [1]
Weapon Bond (Shield (Shield)) [1]

Disadvantages [-40]
Honesty (12 or less) [-10]
Intolerance ("Evil" religions) [-5]
Selfless (12 or less) [-5]
Sense of Duty (Good entities) [-10]
Stubbornness [-5]
Vow (Chastity) [-5]

Quirks [-5]
Alcohol Intolerance [-1]
Broad-Minded [-1]
Horrible Hangovers [-1]
Speaks very loudly [-1]
Staid [-1]

Packages [0]
Holy Warrior - 150 (Dungeon Fantasy) [0]

Skills [61]
Brawling DX/E - DX+1 13 [2]
Climbing DX/A - DX-1 11 [1]
Esoteric Medicine Per/H - Per-2 8 [1]
Exorcism Will/H - Will+0 13 [4]
First Aid/TL3 (Human) IQ/E - IQ+0 10 [1]
Flail DX/H - DX+2 14 [12]
Gesture IQ/E - IQ+0 10 [1]
Hidden Lore (Undead Lore) IQ/A - IQ+0 10 [2]
Hiking HT/A - HT+0 11 [2]
Interrogation IQ/A - IQ+0 10 [1]
Intimidation Will/A - Will+0 13 [2]
Leadership IQ/A - IQ+0 10 [1]
includes: +1 from 'Born War-Leader'
Meditation Will/H - Will-2 11 [1]
Physiology/TL3 (Dragon-kin) IQ/H - IQ+0 10 [4]
Psychology (Dragon-kin) IQ/H - IQ+0 10 [4]
Religious Ritual (Petra) IQ/H - IQ-2 8 [1]
Shield (Shield) DX/E - DX+3 15 [8]
Strategy (Land) IQ/H - IQ+0 10 [2]
includes: +1 from 'Born War-Leader'
Tactics IQ/H - IQ+0 10 [2]
includes: +1 from 'Born War-Leader'
Theology (Petra) IQ/H - IQ-2 8 [1]
Thrown Weapon (Axe/Mace) DX/E - DX+2 14 [4]
Wrestling DX/A - DX+1 13 [4]

Stats [65] Ads [65] Disads [-40] Quirks [-5] Skills [61] = Total [150]

Hand Weapons
1 Large Shield LC:4 $110 Wgt:30
Dam:1d cr Reach:1 Block:14 ST: Skill:DX-4, Shield-2, Shield (Shield) Notes:[2,4]
1 Morningstar LC:4 $880 Wgt:6
Dam:1d+5 cr Reach:1 Parry:11/14 ST:12 Skill:Flail, DX-6, Axe/Mace-4, Two-Handed Flail-3 Notes:[6]
1 Throwing Axe LC:4 $60 Wgt:4
Dam:1d+4 cut Reach:1 Parry:8/11U ST:11 Skill:Axe/Mace, DX-5, Flail-4, Two-Handed Axe/Mace-3 Notes:[1]

Ranged Weapons
1 Throwing Axe LC:4 Dam:1d+4 cut Acc:2 Range:12 / 18
RoF:1 Shots:T(1) ST:11 Bulk:-3 Rcl: $60 Wgt:4

Armor & Possessions
1 Boots $80 Wgt:3 Location:feet
1 Cloth Cap $5 Wgt:0 Location:skull
1 Delvers Webbing $400 Wgt:4 Location:
1 Gauntlets $100 Wgt:2 Location:hands
1 Heavy Leather Leggings $60 Wgt:4 Location:legs
1 Mail Coif $55 Wgt:4 Location:skull, neck
1 Mail Shirt $150 Wgt:16 Location:torso
1 Mail Sleeves $70 Wgt:9 Location:arms
2 Minor Healing Potion (Drinkable) $240 Wgt:1 Location:
1 Personal Basics $5 Wgt:1 Location:
6 Rations $12 Wgt:3 Location:
1 Torch $3 Wgt:1 Location:

Protection:
Skull: 2+1*+4/2*
Neck: 4/2*
Torso: 4/2*
Arms: 4/2*
Hands: 4
Legs: 2*
Feet: 2*

Large Shield strapped on the left hand, DB: 3
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Old 09-01-2010, 02:42 PM   #25
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by Skullcrusher View Post
If there is room I would like to reserve a spot!

I was looking for maybe a human Beast Master type.
I'm reluctant to dismiss a character concept without giving you a chance to come up with stats, but I really don't think this fits. It's also just a bit too powerful for a starting character.
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Old 09-01-2010, 02:45 PM   #26
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Default Re: [OOC] Maas Spector Revised

Name: Maas Spector
Race: Human

Attributes [84]
ST 12 [20]
DX 12 [40]
IQ 10
HT 12 [20]

HP 14 [4]
Will 10
Per 10
FP 12

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 6
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities: Medieval (Native) [0].
Languages: Common (Native) [0].

Advantages [66]
Born War-Leader (2) [10]
Combat Reflexes [15]
High Pain Threshold [10]
Signature Gear ($500) (1) [1]
Weapon Master (Swords) (a small class of weapons) [30]

Perks [1]
Weapon Bond (Backsword) [1]

Disadvantages [-50]
Code of Honor (Soldier's) [-10]
Greed (12 or less) [-15]
Miserliness (12 or less) [-10]
Overconfidence (12 or less) [-5]
Sense of Duty (Nation) [-10]

Quirks [-5]
Bowlegged [-1]
Distinctive Feature [-1]
Incompetence (Theology) [-1]
Nosy [-1]
Proud [-1]

Skills [54]
Armoury/TL3 (Melee Weapons) IQ/A - IQ+1 11 [4]
Brawling DX/E - DX+1 13 [2]
Broadsword DX/A - DX+6 18 [24]
Connoisseur (Weapons) IQ/A - IQ-1 9 [1]
Crossbow DX/E - DX+2 14 [4]
Fast-Draw (Sword) DX/E - DX+1 13 [1]
includes: +1 from 'Combat Reflexes'
First Aid/TL3 (Human) IQ/E - IQ+0 10 [1]
Knife DX/E - DX+1 13 [1]
Leadership IQ/A - IQ+1 11 [1]
includes: +2 from 'Born War-Leader'
Riding (Equines) DX/A - DX-1 11 [1]
Shield (Buckler) DX/E - DX+2 14 [4]
Shortsword DX/A - DX+4 16 [1]
Sling DX/H - DX-1 11 [2]
Strategy (Land) IQ/H - IQ+1 11 [2]
includes: +2 from 'Born War-Leader'
Tactics IQ/H - IQ+1 11 [2]
includes: +2 from 'Born War-Leader'
Targeted Attack (Broadsword Thrust/Vitals) Tech/H - def+0 15 [0]
Timed Defense (Broadsword) Tech/H - def+0 11 [0]
Two-Handed Sword DX/A - DX+2 14 [1]
Wrestling DX/A - DX+0 12 [2]

Stats [84] Ads [66] Disads [-50] Quirks [-5] Skills [54] = Total [150]

Hand Weapons
1 Backsword LC:4 $550 Wgt:3
hilt punch Dam:1d+1 cr Reach:C Parry:11 ST: Skill:Brawling, Karate, DX Notes:[4, 5]
swing Dam:1d+5 cut Reach:1 Parry:13 ST:10 Skill:Sword!, Broadsword, DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, Two-Handed Sword-4 Notes:[5]
thrust Dam:1d+2 imp Reach:1 Parry:13 ST:10 Skill:Sword!, Broadsword, DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, Two-Handed Sword-4
1 Light Buckler LC:4 $25 Wgt:2
Dam:1d-1 cr Reach:1 Parry:No ST: Skill:DX-4, Shield-2, Shield (Buckler) Notes:[2,3,4]
1 Long Knife LC:4 $120 Wgt:1.5
knife swing Dam:1d+2 cut Reach:C, 1 Parry:10 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
knife thrust Dam:1d imp Reach:C, 1 Parry:10 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
shortsword swing Dam:1d+3 cut Reach:1 Parry:12 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
shortsword thrust Dam:1d+1 imp Reach:C, 1 Parry:12 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3

Ranged Weapons

Armor & Possessions
1 Backpack, Small $60 Wgt:3 Location:
1 Lantern $20 Wgt:2 Location:
1 Mail Armor $645 Wgt:58 Location:all
1 Money ($78) $78 Wgt:1 Location:
2 Oil (per pint) $4 Wgt:2 Location:
1 Personal Basics $5 Wgt:1 Location:
9 Rations $18 Wgt:4.5 Location:
1 Water (per quart) $0 Wgt:2 Location:
1 Wineskin $10 Wgt:.25 Location:

Dang, that armor really slows him down. Downgrading to Leather would improve move by 1 to 4 yds/turn and drops the DR by one pt. I think I'll go with the DR over the move but... I may well regret this choice.

The ease of Reference quote.

Quote:
Originally Posted by Davies
Maas is originally from Bronsdale in the Republic of Darokin, to the northwest of Karameikos. (So the soldiers who arrived too late would have been from the Legions, rather than King's men.) When he finally left his uncle to find his own fortune, he joined a caravan travelling south from Selenica, and so heard about the rumor that starts this adventure before most people in Karameikos.
__________________
...().0...0()
.../..........\
-/......O.....\-
...VVVVVVV
..^^^^^^^

A clock running two hours slow has the correct time zero times a day.

Last edited by Captain-Captain; 09-04-2010 at 11:16 PM. Reason: Added the Armor I chose to the most current character sheet.
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Old 09-01-2010, 02:49 PM   #27
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

I'm running a wizard over in the Talafas game, so I'm reluctant to go spell caster here. However that said, WE REALLY COULD use some magic here!

My suspicion is that slots 4 & 5 are going to go spell caster characters no matter how late they are submitted.
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.../..........\
-/......O.....\-
...VVVVVVV
..^^^^^^^

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Old 09-01-2010, 02:56 PM   #28
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by Captain-Captain View Post
I'm running a wizard over in the Talafas game, so I'm reluctant to go spell caster here. However that said, WE REALLY COULD use some magic here!

My suspicion is that slots 4 & 5 are going to go spell caster characters no matter how late they are submitted.
ˇWell, my character in my FtF game, when we play, is a healing cleric (Am Bulance), and I've always wanted to play a paladin in a system that I don't dislike (so say it mildly, and yeah, I'm speaking of D&D)
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Old 09-01-2010, 03:19 PM   #29
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

I'd like to throw my hat in the ring as well. I'll start working on, probably, a human knight. I would like to point out that I am not familiar with the Mystara setting, so I might have some question here and there as I flesh out my character's background.

An concerning character generation, I already have a question: would you allow a character of "noble" birth? And is yes, what status level would that be?
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Old 09-01-2010, 03:22 PM   #30
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quote:
Originally Posted by Captain-Captain View Post
I'm running a wizard over in the Talafas game, so I'm reluctant to go spell caster here. However that said, WE REALLY COULD use some magic here!

My suspicion is that slots 4 & 5 are going to go spell caster characters no matter how late they are submitted.
That demonstrates a pretty good grasp of the situation. Possibly not both, but certainly one slot is reserved for a caster (ideally a pure caster, not a warrior with a lens). And I'm willing to wait a certain length of time.
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