04-02-2016, 11:34 AM | #181 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS After the End 1: Wastelanders
Quote:
Dropping all fractions is rounding towards zero, as opposed to the towards Negative Infinity rounding of 'down'. (Really, it would be more clear if they just always said towards what to round, since IIRC some schools teach that dropping the fractions from -5½ results in -6.) Last edited by vicky_molokh; 04-02-2016 at 11:37 AM. |
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04-02-2016, 03:21 PM | #182 |
Join Date: Jan 2005
Location: South yorkshire, united kingdom
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Re: GURPS After the End 1: Wastelanders
Just got this and im impressed. Cant wait for ate 2. I going to use this with time of the zombies from zombies day one in my next ftf campaign.
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battlegrounds:rpg edition. A really useful VTT system. Down load the demo at battlegrounds home |
04-02-2016, 09:36 PM | #183 |
Join Date: Mar 2013
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Re: GURPS After the End 1: Wastelanders
OK, what role did Cthulhu etl play in bringing about The End? The reason I asked is that AtE is set at least 40 years after The End, yet I get the vibe that there are still people around who went to school BtE, most importantly the PCs. The problem is that these people would generally be 60 or more by now. There's also the problem that there seems to be a LOT of stuff to loot. Neither of these facts is consistent with 40 years or more having passed.
If however those 40 years date from when a planet wide war BEGAN with it only ending 20 years ago, things make a bit more sense, especially if the war was everyone v. everyone. I figure that as the war dragged on the general TL went down and eventually people lacked the ability to project power across large bodies of water, so you'd have Mexico and Canada fighting against the US and so. The war ended because society collapsed due to so much damage. And Cthulhu waking up is said to bring about that sort of planet wide madness, right? |
04-02-2016, 09:48 PM | #184 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: GURPS After the End 1: Wastelanders
Where do you get that vibe? It's almost explicitly spelled out exactly the opposite, the PCs are supposed to be the fresh young minds of the latest generation, firmly detached from the world Before The End.
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04-02-2016, 09:55 PM | #185 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: GURPS After the End 1: Wastelanders
Quote:
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04-02-2016, 10:34 PM | #186 |
Join Date: Mar 2013
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Re: GURPS After the End 1: Wastelanders
OK, some are better then others here are the things that get to me the most:
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04-02-2016, 11:04 PM | #187 |
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, 01:03 AM | #188 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS After the End 1: Wastelanders
You probably want something like Winchester M1873 or Springfield M1903 if you're feeling rich, not a wonder pistol. Also, what Browning 9mm are we talking about?
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04-03-2016, 02:36 AM | #189 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
2.24 character points for a cheap TL6 9mm by my math. $350 x 4 x 0.4 = $560.
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04-03-2016, 02:39 AM | #190 |
Join Date: Mar 2013
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Re: GURPS After the End 1: Wastelanders
And yet they're still given equal or more time/space/points on the sample builds when they should probably be single point background skills
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