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Old 05-19-2007, 02:34 PM   #131
ravenfish
 
Join Date: May 2007
Default Re: Munchkins ahead ! ! !

Quote:
Originally Posted by nik1979
humph... one of the reasons I play realistic. :))
I don't need to elaborate what is not allowed, maybe just what is cinematic.

Of course, not everybody plays historical fictions.
If you are referring to the serpentine powder the person above you mentioned, I don't think that is cinematic. Gunpowder does appear a good bit before most of the other TL4 benefits.
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Old 05-22-2007, 08:46 AM   #132
nik1979
 
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Join Date: Oct 2004
Location: Philippines, Makati
Default Re: Munchkins ahead ! ! !

Quote:
Originally Posted by Verjigorm
Ordendenier Stefan De Metz, Mark III
I just realized against that if Stefan and the Foederatii fought, it would be like the fight between Oberyn Martell and Gregor Clegane. The Red Viper vs The Mountain that Rides, in George RR Martin's Song of Ice and Fire.

Although, what is notably different is that Oberyn was a noble and the Foederatii is a professional warrior.

here are the Foederatii's tactics
One on One.
Speed: 5.5 + combat reflex + tactics
1. Ask GM for a Tactics roll to gain favorable terrain.
2. Size up opponent, ask for a Physical Description of build and equipment.
3. If mobile keep close range and AoD with shield, if heavy keep distance up 13m
To keep mobility advantage vs fast but less mobile foes.
..a. Note terrain and use create “buffer” zones against charging/AoA.
..b. AoD turn keeping shield side forward and move at max. Next turn sprint for distance..
..c. Always keep the opponent 4 seconds away.
..d. Test the opponent for weaknesses at ranged and start thinking of your strategy.

Engagement in close quarters.
You have to make the opponent close in for melee attacks.
..a. On your turn, choose a wait maneuver and tell the GM your going AoA, when your opponent is withing striking reach.
..b. At striking reach of 3 spaces, make a determined attack at the opponent's feet (-4 to hit, +4 AoA). if your opponent made an AoA, use mighty attack and spend 1FP. If you have a 3 move advantage move away, turning at every step to move behind the opponent in a far and large arc. If you have a 2 or less move advantage, move away, turning at every step to move perpendicularly away to the direction the opponent is coming from.
..c. repeat till opponent's mobility is cut. When the opponent has worse mobility then you, move around to attack from behind. Whittle him down by attacking extremities and neutralizing attack or mobility to zero. At zero, finish the job.

* this tactic uses long spear 1 handed at reach 3.
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Last edited by nik1979; 05-22-2007 at 08:52 AM.
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Old 06-02-2007, 06:29 AM   #133
Der Wanderer
 
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Join Date: Nov 2004
Location: Switzerland
Default Re: Munchkins ahead ! ! !

Ok, ok he has allies, but they are more like equipment...

Richie Rich

Advantages [92]
Wealth (Multimillionair I) [75]
Ally Group (25 CP; Group Size 20 x8; All the time x4; Unwilling (Slaves) -50%) [16]
Slaves: Slave Mentality [-40]; ST +6 [60]; Lifting HT+1 [4]
Weapon Bond (Bow) [1]

Disadvantages [-40]
Things like Fat etc…

Skills [48]
Throwing DX+5 [20]
Bow DX+6 [24]
Spear DX+1 [4]

Equipment
Tower made of Steel 5x5 meter at base; 2x2 meter at the top; 15 meters high, Weights a lot!!!
Long Spear; Reach 2,3 thr+3 (two handed)
Composite Bow thr+3
Food and drinks (Starving the death is deadly)
A trumpet (for his confident in the audience who will sound it in case the enemy needs Richies attention)
Fine Bodkin Arrows
Tar/Oil Pots, heavy Stones etc…

Strategy
Ok, his 20 slaves haul the heavy tower into the arena... from there on he is on his own, throwing all the not-nice things he has stored at his enemy (tar or oil pots, heavy stones) or just shoots with his bow, aiming at the eyes... granted he will not kill his enemy easily but nevertheless time should bring victory...



Ahh... just figured out a strategy that would even beat Rev's high TL superdude...

Equipment
1x copy of GURPS MA
One heavy Item

Strategy:
Drop GURPS MA into arena, chop heavy item on enemy head repeatetly while he is drooling over the book...
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Last edited by Der Wanderer; 06-02-2007 at 06:40 AM.
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Old 06-03-2007, 04:48 AM   #134
Der Wanderer
 
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Location: Switzerland
Default Re: Munchkins ahead ! ! !

Warning, Munchkin ahead!!! Though this one is more serious than the previous... And besides this guy prooves that burte force rules... Ok he also has skillzzzzzz.....


David "TwoBeat" Gemmell (101* + 45 CP)

Attributes [60]
ST 25 (SM -20%; NFM -40%) [60]
DX 10; IQ 10; HT 10

Gigantism [0]
Massive [0]

BS 5; BM 6

Attack: 26 (Staff); 14 (Shield)
Parry: 16+3
Dodge: 9+3
Block: 10+3
Damage: 9d+2 cr (Staff); 2d+3 cr (Shield)
Reach: 1,2 (Staff); 1 (Shield)

Advantages [18]
Weapon Master (Sword; Only Blunt Weapons -20%) [16]
Weapon Bond (Heavy Arm Club) [1]
Weapon Bond (Large Shield) [1]

Disadvantages [-45]
No Fine Manipulators [-30]
Bloodlust (12 or less) [-10]
Quirks [-5]

Skills [68]
Broadsword DX+15 [60]
Shield DX+3 [8]

Equipment
Iron Rod attached to his forearms (= Heavy Club (Light Club equivalent in the size of the Katana) scaled up to MinST 25 using Revs scaling rules, Prize ~500$) (25 lb)
Large Shield with Spikes (30lb)

Description: TwoBeat is a laaarge man who has lost his hands in combat and therefore has a heavy (25 lb) iron rod attached to his right arm, and a large shield straped to the other... Think of the executoner in 300...

Strategy: Due to his high skill he does not fear attacks overly much (and feints are a quick contest of skill, so no problem either), due to the weight of his weapon he can also parry shield rushes effectively, and ranged attacks are blocked...
In the offense he will use Rapid Strike (-6) on the Skull hit Location (-7) for an effective skill roll of 13/13, any weapon lighter than 3.5 lb cannot even attempt to parry his heavy weapon so the foe can only Block (though that shield would not last long either, and usually a foe will wear only one shield) or Dodge (Which is for most fighters low due to armour). On average he deals 33 (11-65) damage, which is after reduction by Greathelmet and Skull 24x4=96 enough to drop any enemy...
Should the enemy have exceptional high dodge (like Oswaldo), he would trade the Rapid Strike/Skull Attack for a Deceptive Attack -12 reducing his foes dodge by 6...

*Ok, one CP to much, that could be fixed by changing Shield to DX+1 (-6 CP) and buying Enhanced Defense Block (5 CP, though that one is a mental (forbidden) ability)

Edit: Weapon Breakage was wrong...
Weight / Chance of Breaking
3 lb or less / weapon breaks, parry does not count
3.5lb / 6/6, weapon breaks but parry counts
4lb / 5/6
5lb / 4/6
6lb / 3/6
8lb / 2/6
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Last edited by Der Wanderer; 06-03-2007 at 08:23 AM.
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