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Old 04-02-2016, 11:34 AM   #181
vicky_molokh
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Default Re: GURPS After the End 1: Wastelanders

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Uh, "drop all fractions" is functionally equivalent to "round down", it's just changing the order of operations. Same net result.
No, drop all fractions produces a different result than rounding down.
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.)
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Old 04-02-2016, 03:21 PM   #182
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Default 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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Old 04-02-2016, 09:36 PM   #183
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Default 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?
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Old 04-02-2016, 09:48 PM   #184
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Default Re: GURPS After the End 1: Wastelanders

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yet I get the vibe that there are still people around who went to school BtE, most importantly the PCs.
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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Old 04-02-2016, 09:55 PM   #185
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Default Re: GURPS After the End 1: Wastelanders

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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?
This is going to vary from apocalypse to apocalypse, but if the end was nuclear in nature. Many of those 40 years were spent in shelters waiting for things to cool down.
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Old 04-02-2016, 10:34 PM   #186
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Default Re: GURPS After the End 1: Wastelanders

OK, some are better then others here are the things that get to me the most:
  1. The lack of illitracy as an option
  2. The Doc and Techie templates, both of these are the sorts of occupations that require large amounts of book learning
  3. The Nomad or anything mention of finding an intact BtE vehicle
  4. The primacy of guns, they would be powerful tools if you have them, but that's unlikely.
Now those last two can be mitigated if the concept is that your character stumbled across the item in something that approaches climate controlled storage and the first two if the PCs come from a settlement large and stable enough to have a school, but that's not really AtE.
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Old 04-02-2016, 11:04 PM   #187
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Default Re: GURPS After the End 1: Wastelanders

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The primacy of guns, they would be powerful tools if you have them, but
Do you have any idea how much those cost?!?!?!

A Browning 9mm pistol would set me back 13 character points and that's not even counting ammo!
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Old 04-03-2016, 01:03 AM   #188
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Default Re: GURPS After the End 1: Wastelanders

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Do you have any idea how much those cost?!?!?!

A Browning 9mm pistol would set me back 13 character points and that's not even counting ammo!
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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Old 04-03-2016, 02:36 AM   #189
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Default Re: GURPS After the End 1: Wastelanders

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Do you have any idea how much those cost?!?!?!

A Browning 9mm pistol would set me back 13 character points and that's not even counting ammo!
2.24 character points for a cheap TL6 9mm by my math. $350 x 4 x 0.4 = $560.
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Old 04-03-2016, 02:39 AM   #190
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Default Re: GURPS After the End 1: Wastelanders

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Do you have any idea how much those cost?!?!?!

A Browning 9mm pistol would set me back 13 character points and that's not even counting ammo!
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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