03-12-2016, 11:03 AM | #131 | |
Join Date: May 2008
Location: CA
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Re: GURPS After the End 1: Wastelanders
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03-13-2016, 11:33 PM | #132 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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As for armor, I'm not certain that Hard to Use fits at all. Maybe Bulky, but that might be too good in comparison to Cheap armor. Compare suits of DR 1 armor + Bulky to suits of DR 2 armor + Cheap and you'll see what I mean. Quote:
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03-14-2016, 08:56 AM | #133 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 1: Wastelanders
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Thus, in that vein, I'd allow Crude, but only for items the PCs wish to purchase as starting gear. Equipment so shoddy looking no one even wants to buy it for parts... * Also that my Ogre Barbarians's Mace w/Axe Head that cost $320 will return no money when eventually resold... Maybe I can con the GM into letting me reforge it... |
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03-14-2016, 09:02 AM | #134 | ||
Join Date: Aug 2004
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Re: GURPS After the End 1: Wastelanders
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03-14-2016, 09:22 AM | #135 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS After the End 1: Wastelanders
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For other apocalypses, substitute eg from plague stricken areas (other people being convinced that they can catch The Plague from anything touched, which is pretty normal human psychology). For a supernatural apocalypse, it's curses. Whatever your source, instead of a style problem, it's a taint problem. ... what's a good "taint" for a scenario where It All Ended due to ecological collapse due to runaway global warming? Collapse due to nanotech failure or alien bio-warfare gives obvious "taints", but mundane ecological collapse doesn't have an obvious contamination agent.
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03-14-2016, 10:06 AM | #136 | |
Join Date: Aug 2004
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Re: GURPS After the End 1: Wastelanders
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It doesnt even have to be real. Ugly savages use crude weapons, they are clearly dirty, so us noble barbarians wont touch it. And you have no standing with the savages, despite your equipment, so you can not participate in their bigman/gifting economy, so it has no value there, either. Best I can do :). Still noodling on weapon weight and Bulky armor.
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03-14-2016, 11:50 AM | #137 | |
Join Date: Dec 2006
Location: Meifumado
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Re: GURPS After the End 1: Wastelanders
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03-14-2016, 01:18 PM | #138 |
Join Date: Jul 2014
Location: New Zealand.
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Re: GURPS After the End 1: Wastelanders
Algal blooms, non specific infection sources (every scratch gets infection type)
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03-14-2016, 02:01 PM | #139 |
Join Date: May 2009
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Re: GURPS After the End 1: Wastelanders
I don't know what the "Crude" modifier does, but i think it makes the gear cheaper and prevents players reselling it.
With that in mind instead of being infected it could appear to be in such terrible condition that no one will buy it regardless of how good you claim it to be. If you want to clean it up and fix it up so that someone will buy it then you need to spend enough time/money that it would lose the modifier.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
03-14-2016, 02:58 PM | #140 |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 1: Wastelanders
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