04-10-2012, 09:15 PM | #11 | |
Join Date: Sep 2011
Location: Kansas
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Re: GURPS Dragon Empires Characters
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FWIW, I'd give players access to almost all cinematic skills, techniques, and advantages. Pathfinder is a setting that really calls for outsized heroes. And are you permitting firearms? Early firearms are suitable for Pathfinder (and would make sense in the Asia stand-in). |
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04-10-2012, 09:36 PM | #12 |
Join Date: Mar 2005
Location: Calgary, AB
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Re: GURPS Dragon Empires Characters
My GURPS collection includes the Basic Set, Ultra-Tech, High Tech, Low Tech, Bio-Tech, Martial Arts, Magic, Thaumatology, Powers, Fantasy, Horror, Space, Banestorm, Infinte Worlds and Supers in print versions.
Great call on the firearms too! Hadn't thought of that. :)
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Kevin B. Madison VIVAT GRENDEL! |
04-11-2012, 05:58 AM | #13 |
Join Date: Sep 2011
Location: Kansas
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Re: GURPS Dragon Empires Characters
What are you using for the campaign's technology level? It seems to me like Golarion is either TL4 or TL3 with one level of extra TL available as an advantage (or many levels of extra TL for the folks salvaging technology from the crashed spaceship -- the Technic League, I think is the name).
It might not even matter. Would any of the characters be using TL4 equipment for what they want to do? |
04-11-2012, 07:17 AM | #14 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: GURPS Dragon Empires Characters
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For NPCs and enemies, I have a standard blank stat block that I use but don't always fill in completely (depending on how much detail I need). Basically, it's a table that includes sections for attributes, skills, standard attacks, important traits, etc. It makes it really quick for me to design NPCs. I never count up point totals for NPCs, and often give them abilities that I don't even know how to stat with points. Extra Effort, as mentioned upthread, can add a lot of fun options to combat, especially if you include the stuff from Martial Arts. I like it because it allows fighter-types to use FP as a resource. In high-powered games, FP becomes more important than HP. Extra Effort can also help keep PCs alive, especially if it's not available to NPCs (or only to the important enemies). Healing magic is essential for combat-heavy fantasy games. You may want to give the caster Major Healing, which is a much more powerful healing spell than Minor Healing. In general, the Dungeon Fantasy series of sourcebooks provides lots of support for "D&D"-style GURPS games, although the default options are a little more over-the-top cinematic with all the knobs turned on than you seem to be going for. Still, there's a lot of material in there that could be useful for any fantasy game. |
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04-11-2012, 07:46 AM | #15 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Dragon Empires Characters
Indeed, and parrying is its major use for many mages. Having skill 15 in your combat spells is well worthwhile, since that enables you to dispense with gestures and thus cast while you have your staff ready for combat. Increasing staff skill to 12, for 2 cp, will improve Tadanobu's parry to 11, which improves the odds noticeably.
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04-11-2012, 11:34 AM | #16 | |
Join Date: Sep 2011
Location: Kansas
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Re: GURPS Dragon Empires Characters
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04-11-2012, 11:45 AM | #17 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Dragon Empires Characters
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04-11-2012, 12:03 PM | #18 |
Join Date: Sep 2011
Location: Kansas
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Re: GURPS Dragon Empires Characters
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04-11-2012, 07:11 PM | #19 |
Join Date: Mar 2005
Location: Calgary, AB
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Re: GURPS Dragon Empires Characters
OK, made some revisions to the Nagaji Sohei. Here's the new version:
Ramakai Nagaji Sohei ST 13 HP 13 Basic Lift 34 Ground Move 6 DX 13 Will 11 Damage 1d/2d-1 Water Move 1 IQ 11 Per 11 Basic Speed 6 HT 11 FP 11 Basic Move 6 Combat: Naginata: Attack 17, Parry 12, Reach 1,2, Damage: Swing 2d6+5 cut (cannot parry this turn), Reach 2, Thrust 1d6+5 imp Sweep (Naginata): Attack 16 (attack normally and if Ramakai hits, roll Quick Contest of Sweep vs. target’s ST, DX, Acrobatics or best grappling skill. If target loses, he falls down) Thick Hide: Damage Reduction 3 Dodge 10, Parry 12 Social Background Cultural Familiarities: Nagaji (Native). Languages: Nagaji (Native); Minkaian (Accented/None). Advantages Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Thick Hide: (DR 3), Night Vision 4 (reduce darkness penalties by 4), Weapon Mastery: Naginata (bonus damage and Perk Weapon Bond: Naginata (+1 to effective skill with Naginata) Disadvantages Code of Honor (Sohei), Discipline of Faith (Asceticism), Enemy (Rival Faith Sohei) (Medium-sized group (6-20 people)) (9 or less), Selfless (12 or less), Sense of Duty (The Weak) (Large Group), Stubbornness, Vow (Poverty) (Major). Skills Acrobatics 14, Armory (Melee Weapons) 11, Climbing 13, Fast-Draw (Polearm) 16, Karate 13, Polearm 16, Riding (Equines) 12, Running 10, Scrounging 11, Shadowing 11, Stealth 14, Tactics 9, Theology (Kofusachi, the Laughing God) 12, Wrestling 12 Techniques Sweep 16 Gear: Naginata swing Dam:2d+5 cut Reach: 1,2, Attack 17, Parry: 12 (cannot parry and do swing attack in same round); thrust Dam:1d+5 imp Reach: 2 , Attack 15, Parry: 12.
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Kevin B. Madison VIVAT GRENDEL! |
04-11-2012, 07:19 PM | #20 | |
Join Date: Mar 2005
Location: Calgary, AB
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Re: GURPS Dragon Empires Characters
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I've also put together a quick reference sheet for my players that has all the Maneuvers listed (including a couple from Martial Arts), a list of Extra Effort options the players can use (including use of the TV Action Violence and Shake it Off rules, as well as the Extra Effort in combat options from the Basic Set and Martial Arts), as well as all Attack and Defense options. Hopefully this will help the guys get up to speed on the rules quickly. Next up, a few NPCs for the session.
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Kevin B. Madison VIVAT GRENDEL! |
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