04-03-2016, 03:04 AM | #191 | |||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
None in the first two books, though I'm open to adding a "supernatural apocalypse" book later.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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04-03-2016, 04:41 AM | #192 | |
Join Date: Mar 2013
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Re: GURPS After the End 1: Wastelanders
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That said, a cryogenic survivor template could be a good addition. Maybe I should have said formal systems of education, but the point that they're very skilled in areas I expect there to be little ability to trained people. For the Doc I think a version of Esoteric Medicine covering both versions of Pharmacy, and maybe a few other things, this is someone used to dealing with day to day stuff, but when the PCs loot a medicine cabinet he's not going to be more help then anyone else. For the Tech anything beyond TL4 or very useful to survive should be gained by the Dabbler Perk, exceptions like Mechanic for engine types, but limit them to stationary use most of the time; I could probably go on at length about this sub-point. But the thing I get is you want people coming from communities that normally top out at 150, or even 1,000. Those sorts of settlements aren't going to be teaching people at lot about the higher TL stuff unless they NEED it. From that template and a few other things I get the feeling that finding a car in working condition, or close enough to make repairing it worth while, is a common thing. Cars are large, complex vehicles made possible by there being a society to support them, absent that and they don't last long. Maybe it's a nomenclature thing, but something like the Model T or earlier, a horse cart or carriage with a ethanol engine, should be the norm. That's fine. Again it could be nomenclature, but what I'm getting from the write-ups is that TL7 or 8 weapons are the norm. Possibly add a table with some sample weapons. And did TL5 guns use brass cartridges? |
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04-03-2016, 07:28 AM | #193 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS After the End 1: Wastelanders
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 04-03-2016 at 07:32 AM. |
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04-03-2016, 12:05 PM | #194 | |
Join Date: Mar 2008
Location: Mission Tx
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Re: GURPS After the End 1: Wastelanders
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I suspect this had something to do with the flexibility of the templates. You can remove some of the advantages, skills or even an entire specializations if you want. You can redefine what a skill means to fit the campaign style you are looking for. I am planning custom racial templates. I am going to see if I can pull off creating a custom mutation system for my game.
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Thank You, Torg Smith |
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04-03-2016, 01:47 PM | #195 |
Join Date: May 2007
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Re: GURPS After the End 1: Wastelanders
According to Barnes "Cartridges of the World" the first brass cartridge was the .22 BB (?) Cap -- basically a small lead bullet propelled by the fulminate in a glorified percussion cap. Good for mice & sparrows, if at close range. Date 1845.
First rimfire cartridge that could actually have a real chance of hurting an adult human -- the .22 Short, 1857. First centerfire cartridge in the mid-1860s. |
04-03-2016, 03:04 PM | #196 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
Pretty close, yeah. Where I had to make a setting assumption, I definitely shaded toward the middle ground of Max Mad or Fallout -- though I did my best to ensure that people who wanted to run The Road or Aftermath on one end, and those who preferred Tank Girl and Gamma World on the other end, could make a few simple tweaks to fit their own vision. There's even some advice in ATE2 on this particular matter.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
04-03-2016, 03:16 PM | #197 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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People raised in the wasteland are not raised in "a TL4 environment." They're raised in an environment in which homemade TL0-5 gear coexists with plenty of scrounged, repaired, and repurposed TL6-8 (or 6-9 or 6-11 or whatever you set for your game) equipment. This isn't a fantasy or historical game; it's the post-apoc wasteland. Quote:
Frankly, it sounds like the actual issue here is just that you want different assumptions in your personal campaign. You want fewer technical skills to exist and want people to have far less pre-apocalypse knowledge than they should realistically know. And that's fine, but please recognize that this is your setting preference, not absolute statements about what a post-apoc world would actually look like. (And, for what it's worth, I've done my best to ensure that ATE will be useful even to such a bleak view, though you'll need to tweak a few things.)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} Last edited by PK; 04-03-2016 at 04:14 PM. |
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04-03-2016, 03:30 PM | #198 | ||
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: GURPS After the End 1: Wastelanders
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04-03-2016, 03:43 PM | #199 | ||
Join Date: Oct 2010
Location: earth....I think.
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Re: GURPS After the End 1: Wastelanders
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FYI I do agree with your overall point though. |
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04-03-2016, 03:48 PM | #200 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 1: Wastelanders
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after the end |
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