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Old 09-17-2015, 04:34 PM   #71
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Default Re: Game Geekery - GURPS Content Posts

The basic "New to GURPS" posts come to an end today with "Your First Scene," kind of reviewing all that has come before. Much more to come!

Let me know what you think. Next week, we move past GURPS Lite and into the loveliness of the Basic Set...
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Old 09-24-2015, 05:55 PM   #72
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The first 'intermediate' post is up, which is basically the unveiling of the new example character: Kerna Dallon, a 250-point fantasy warrior/wizard. No more GURPS Lite for us!
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Last edited by mook; 09-25-2015 at 02:46 PM.
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Old 09-27-2015, 02:49 PM   #73
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Just a few blasphemous thoughts on using "Impulse Points" from "Power-Ups 5: Impulse Buys" to enable Fate Aspects as GURPS Advantages.
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Old 09-27-2015, 05:30 PM   #74
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Quote:
Originally Posted by mook View Post
The first 'intermediate' post is up, which is basically the unveiling of the new example character: Kerna Dallon, a 250-point fantasy warrior/wizard. No more GURPS Lite for us!
I would not have given her the Armoury skills. Minimal repairs are included in Soldier, and there is no reason for her to have more than minimal abilities in that line.

I don't think I would have given her Public Speaking. She won't have that many occasions to use it, will she? On the other hand, I would consider Intimidation, for the sake of being able to get the foe to lower their weapons and back off or flee without having to fight them—always a good option in small force encounters. Savoir-Faire (Military) can help with opposing military forces by arranging surrender according to correct protocol.

Does she have any command duties? If so, I would recommend a little bit of Law (Military).
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Old 10-01-2015, 01:39 PM   #75
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Hiya, Bill... no idea how I missed your reply until just now!

I pretty much made Kerna the way I would a PC for a game I was playing in, i.e., "Let's throw in some Armoury skills, she likes to fix things," because... well, that's just how PCs go, I guess.

Intimidate was my second choice, but I went with Diplomacy for her primary social skill to make her just a skootch more cerebral/less brutish.

She's not the perfect soldier template, but definitely passable.
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Old 10-01-2015, 01:40 PM   #76
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Finally, and I think for the first time ever, we scratch the surface of... Magic!

Yep, Kerna, the sample character, has a few useful spells at her disposal, so I try to explain the high points of how they work.
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Old 10-08-2015, 05:07 PM   #77
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This Thursday, we take a look at how skill use can differ from GURPS Lite to the Basic Set in Intermediate Skills and Contests.

Thrill to an adventurer... repairing her armor! :)
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Old 10-08-2015, 08:35 PM   #78
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This Thursday, we take a look at how skill use can differ from GURPS Lite to the Basic Set in Intermediate Skills and Contests.
That's a very good list of the general skill modifiers. Well done.
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Old 10-15-2015, 05:43 PM   #79
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In celebration of GURPS-day, we take a little peek at Kerna chewing up a bandit thug in Intermediate Melee Combat.

Please lemme know if you notice any errors, or just have suggestions.
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Old 10-15-2015, 06:16 PM   #80
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The bandit starts off wielding a thrusting broadsword with two hands, which I believe is not mentioned in Basic. (It's mentioned in Martial Arts.) I would suggest changing the bandit's weapon to a bastard sword or spear, so there's a good reason for the bandit to use two hands.

Also, it appears you forgot the +3 for High Pain Threshold on the bandit's second knockdown/stun roll, which would have made that roll a success.
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