03-07-2014, 05:33 AM | #21 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Help with a Grim Survival DF Setting
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Also note the possibility that Wizard PCs can be able to simply buy an Energy Reserve with a Gadget Limitation, with experience CP. Then gradually pay more CP to increase the size of the ER. Other caster type might be able to do the same, depending on world metaphysics. |
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03-07-2014, 08:12 AM | #22 | |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Help with a Grim Survival DF Setting
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__________________
My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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03-07-2014, 08:16 AM | #23 | |||||
Join Date: Jun 2013
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Re: Help with a Grim Survival DF Setting
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For the tigers, I'd probably roll 1d3 per PC; this is how many tigers that PC faces. The first tiger shows up as above; if there are more than 1, the next shows up 2d6 seconds later, the final 2d6 seconds after that. Each time a tiger is wounded, it attempts to retreat; if successful, it will be replaced in 1d6 seconds by a fresh tiger. If a tiger is slain, it takes 2d6 seconds for it to be replaced. Once the PC reaches the rest of the group - or dies trying - his contribution of tigers joins those fighting the group (if one character has 3 tigers and another has only 1, the two together will face 4 - and these tigers won't favor any character over the other). Quote:
At least, the above is probably how I'd run this scenario - but I probably wouldn't be running it in the first place. |
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03-07-2014, 08:40 AM | #24 |
Join Date: Dec 2008
Location: Behind You
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Re: Help with a Grim Survival DF Setting
Easiest way to make GURPS grim is take away magical healing or make it very rare. Let people rely on recovery, First Aid, Physician, Esoteric Medicine. That's something that makes combat scary for PCs is when they take 1 point of damage and know healing that is going to be a bitch!
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03-08-2014, 09:45 AM | #25 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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The odd 1-5 point self charging Powerstone as treasure, is what I'm thinking of. -Dan |
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03-08-2014, 09:48 AM | #26 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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03-08-2014, 09:50 AM | #27 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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-Dan |
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03-08-2014, 09:54 AM | #28 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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-Dan |
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03-08-2014, 10:08 AM | #29 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Help with a Grim Survival DF Setting
Non-caster types should perhaps also be able to channel some of their earned experience CPs into Gadgets, e.g. a Gadget sword, or a Gadget shield or mail shirt.
It's just a question of where you start demanding an UB for being able to do that. Maybe Magery-based magic can do it automatically (it's part of what you buy with Magery), but other caster types must have a 5 CP UB, and non-caster types must have a 20 CP UB, except Holy Warriors which are semi-casters anyway and so must only pay a 10 CP UB. Or you can allow earned experience CP to be converted into Energy Points. GURPS Characters suggests two ratios for that, which I both find idiotic. One is idiotically high, the other idiotically low. I strongly suggest that if you go that route, you pick a ratio that is at some point in between those two. |
03-08-2014, 06:31 PM | #30 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Help with a Grim Survival DF Setting
I'd be inclined to decide on a Wealth level equivalent, multiply that by the number of PCs, then buy that total value worth of assorted (but not random) stuff and put it in a pile for the PCs to squabble over.
For "morale" purposes, I'd use a Reaction roll for the white tigers. Reroll when extra mods would get added: lighting up torches, wounding them, killing them, surrounding them/breaking free of being surrounded, etc. Once the roll's good enough, the survivors flee. How well you do in this (and future all-out, everyone's-involved battles) modifies your relations with any NPCs, plus your access to replacement characters. If you keep it together, work in an orderly fashion and keep the NPCs alive, you have a smörgåsbord of choices for a replacement character. If not, your choices are more limited. PS. Enslaving sapient beings is an Evil act. It's not relevant to a GURPS game, but the forces of Light are Lawful Evil, not Good. |
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dungeon fantasy, underdark |
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