05-26-2011, 06:05 PM | #1 |
Join Date: Aug 2005
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[MH]Comando's with Imbuments
Is this just cool or a bit overpowered? Turning your guns damage into dispelling ghosts or fire damage would seem like it might encroach on others domains.
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05-26-2011, 06:45 PM | #2 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [MH]Comando's with Imbuments
Hell, if you can find the points for it, I'm down. I'd love to see the character posted whenever you're done. :)
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05-26-2011, 06:52 PM | #3 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [MH]Comando's with Imbuments
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Other than that, no, I wouldn't. Though it occurs to me that a imbuement skill with the Mysticism modifier might be cool, I might even allow it to make such weapons so imbued to count as a 'holy' weapon if it wasn't one already. Ghostdancer
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05-26-2011, 07:08 PM | #4 | |
Join Date: Aug 2005
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Re: [MH]Comando's with Imbuments
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05-26-2011, 07:11 PM | #5 | |
Join Date: Aug 2005
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Re: [MH]Comando's with Imbuments
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Name: Character 1 Race: Human Attributes [230] ST 13 [30] DX 16 [120] IQ 13 [60] HT 12 [20] HP 13 Will 13 Per 13 FP 12 Basic Lift 34 Damage 1d/2d-1 Basic Speed 7 Basic Move 7 Ground Move 7 Water Move 1 Social Background TL: 8 [0] Cultural Familiarities: Languages: Advantages [128] Acute Vision (1) [2] Combat Reflexes [15] Danger Sense [15] Destiny (Great) [15] Gunslinger [25] Hidden Advantage [36] Luck [15] Quickshot [4] Signature Gear (rifle) (1) [1] Perks [6] Gun Sense [1] Gun Whisperer [1] Off-Hand Training (Gun!) [1] Quick Reload (Gun!) [1] Tracer Eyes [1] Weapon Bond (Guns (Rifle)) [1] Disadvantages [-65] Divine Curse (Monster Magnet) [-15] TBD [-50] Quirks [-5] _Unused Quirk 1 [-1] _Unused Quirk 2 [-1] _Unused Quirk 3 [-1] _Unused Quirk 4 [-1] _Unused Quirk 5 [-1] Skills [106] Acrobatics DX/H - DX-2 14 [1] Brawling DX/E - DX+0 16 [1] Computer Operation/TL8 IQ/E - IQ+0 13 [1] Driving/TL8 (Automobile) DX/A - DX-1 15 [1] Driving/TL8 (Motorcycle) DX/A - DX-1 15 [1] First Aid/TL8 (Human) IQ/E - IQ+1 14 [2] Forced Entry DX/E - DX+0 16 [1] Gun! DX/WC - DX+2 18 [48] Hiking HT/A - HT+0 12 [2] Holdout IQ/A - IQ+1 14 [4] Housekeeping IQ/E - IQ+0 13 [1] Knife DX/E - DX+0 16 [1] Knot-Tying DX/E - DX+0 16 [1] Observation Per/A - Per+3 16 [8] includes: +1 from 'Acute Vision' Occultism IQ/A - IQ+1 14 [4] Search Per/A - Per+0 13 [2] Stealth DX/A - DX+0 16 [2] Tactics IQ/H - IQ+2 15 [12] Ten-Hut! IQ/WC - IQ-1 12 [12] Wrestling DX/A - DX-1 15 [1] |
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05-26-2011, 07:24 PM | #6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [MH]Comando's with Imbuments
Neat. But wouldn't that mean they are IQ skills, not DX skills for your character below?
Ghostdancer
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05-26-2011, 07:33 PM | #7 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [MH]Comando's with Imbuments
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If Acrobatics, Forced Entry, or Holdout are intended to be used primarily with firearms, you can lose them; Gun! replaces them. Brawling at 1 point is pretty weak; you're not much worse off just attacking with DX. I'd free up some points that way and spend then on a second melee weapon skill and/or at least one skill from Know Thy Enemy.
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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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05-26-2011, 07:37 PM | #8 | |
Join Date: Aug 2005
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Re: [MH]Comando's with Imbuments
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05-26-2011, 07:38 PM | #9 |
Join Date: Aug 2005
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Re: [MH]Comando's with Imbuments
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05-26-2011, 07:44 PM | #10 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [MH]Comando's with Imbuments
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Ghostdancer
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imbuements, monster hunters |
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