03-18-2020, 03:37 PM | #1 |
Join Date: Jul 2006
Location: Sin City
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Fantasy setting 150 points no disads...
Got into a game and the GM has added this criteria for his Fantasy campaign.
No disads. (except -Will, -Perception). No wealth. No status. $1000 starting cash. Extra $500 per character point spent. Max stat 15, Min stat 9. He says it will be just dungeon crawls, but it won’t be DF per se. He has not said which sources are available, so I am assuming Basic and Magic for now. I am thinking a basic sword (or sword and board?) build. I tried a mage but it is really tough with the above criteria. Any suggestions? (Big guy with club may work. I like knife fighters for style but I know they have many cons (parrying big weapons, high DR targets or foes wo vulnerable anatomy). Cheers!
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03-18-2020, 03:43 PM | #2 |
Join Date: Jun 2006
Location: On the road again...
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Re: Fantasy setting 150 points no disads...
Halberdist with backup sword-and-board option. :)
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03-18-2020, 03:53 PM | #3 |
Join Date: Aug 2008
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Re: Fantasy setting 150 points no disads...
Spear/shield build can be good, too.
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03-18-2020, 03:57 PM | #4 |
Join Date: Jan 2017
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Re: Fantasy setting 150 points no disads...
Quick question: How many players will there be?
It would work best to coordinate with the other players to insure that the group would have no weak spots. |
03-18-2020, 04:30 PM | #5 |
Join Date: Nov 2016
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Re: Fantasy setting 150 points no disads...
Get a sling and a long-knife. You will have infinite bullets (stones); the knife is easy to train. Employ the sling against armed enemies, use the knife against unarmed enemies. Make sure you have fast draw and a pouch. If you can, get a large shield.
Get brawling and judo, acquire abilities to fight on unsteady ground and low-light; get a weapon bond (perk) for your weapons. Buy some skills to navigate and find food and shelter (survival). Also, get skills to make knots, throw stuff other than weapons, to swim and also first-aid. Buy a flint-stone and a canteen. Finally (if possible) get combat reflexes, enhanced dodge and weapon master for your weapons.
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03-18-2020, 06:46 PM | #6 |
Join Date: Jun 2010
Location: Dreamland
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Re: Fantasy setting 150 points no disads...
A fully functioning wizard is totally doable on 150pts, especially if you can buy down a couple levels of Will and Per. IQ14 + Magery 4 gives you the 15+ spell level for cheaper spells, which is 120, leaving 30 points for spells and skills.
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03-18-2020, 07:28 PM | #7 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Fantasy setting 150 points no disads...
Here is my take on the limitations you are working on, ignoring how many other players there are. I only used Basic Set. The way this character works is by using stealth when they can. Get within range for their crossbow and fire of the shot to start the battle. They will use evaluate to get the max +3 to attack rolls, defending with their shield (DB 2) an retreating (dodge +3 or parry/block +1) giving them a Dodge of 13, Parry of 14, and a Block of 15. Once they got the +3 from 3 turns of evaluating then they would attack using their axe (skill of 15+3) or large knife (skill of 14+3) to hit the opponents limbs if they are unarmored.
Attributes (90) ST 11 [10] DX 13 [60] IQ 10 [0] HT 12 [20] Secondary Attributes (0) HP 11 [0] Will 10 [0] Per 11 [5] FP 12 [0] Basic Lift 24 Damage: 1d-1/ 1d+1 Basic Speed 6.00 [-5] Basic Move 6 Advantages (25) Combat Reflexes [15] Fit [5] Rapid Healing [5] Perks (0) Skill (35) Acrobatics (H) DX-1 [2] Brawling (E) DX+0 [1] Climbing (A) DX-1 [1] Crossbow (E) DX+2 [4] First Aid (E) IQ+0 [1] Forced Entry (E) DX+0 [1] Hiking (A) HT-1 [1] Knife (E) DX+1 [2] One-Handed Axe/Mace (A) DX+2 [8] Shield (any) (E) DX+3 [8] Stealth (A) DX+1 [4] Throwing (A) DX-1 [1] Wrestling (A) DX-1 [1] Weapons: Axe, $50, 4 lbs 1d+3 cut, reach 1, parry 0U, ST 11 Large Knife, $40, 1 lbs 1d-1 cut, Reach C/1, Parry -1, ST 6 1d-1 imp, Reach C, Parry -1, ST 6 ST 15 Crossbow, $150, 6 lbs (.06 lbs per arrow) 1d+5 imp, Acc 4, Range 300/375, Shots 1(4), Bulk -6 Medium Shield, DB 2, $60, 15 lbs 1d-1 cr, Reach 1, Parry No Total cost: $300 Total weight: 26 lbs Armor: Boots [Feet] DR 2*. $80, 3 lbs. Heavy Leather Leggings [Legs] DR 2. $60, 4 lbs. Heavy Leather Sleeves [Arms] DR 2. $50, 2 lbs. Leather Gloves [hands] DR 2*. $30, neg lbs. Leather Armor [Torso, Groin] DR 2. $100, 10 lbs. Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs. Pot-Helm [Head] DR 4. $100, 5 lbs. Total cost: $420 Total weight: 26 lbs Gear: Backpack, Small [Torso]. Holds 40 lbs. of gear. $60, 3 lbs. Pouch [Torso] Holds 3 lbs. $10. Hip Quiver [Torso] Holds up to 20 bolts. $15, 1 lb. Canteen [Torso] $10, 3 lbs. Crossbow Bolts ×20 [Quiver]. $40, 1.2 lbs. Rations ×6 [Pouch] $12, 3 lbs. Blanket [Backpack] $20, 4 lbs. Personal Basics [Backpack] $5, 1 lb. Rope, 3/8” (10 yards) [Backpack] Supports 300 lbs. $5, 1.5 lbs. Torch x1 [Backpack] $3, 1 lbs. Total cost: $180 Total weight: 18.7 lbs Over all cost: $900 Over all weight: 70.7 lbs (medium encumbrance, BM 3 Dodge-2) Money on hand: $100 Last edited by zoncxs; 03-18-2020 at 07:37 PM. |
03-18-2020, 10:40 PM | #8 |
Join Date: Feb 2016
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Re: Fantasy setting 150 points no disads...
My primary issue is that no disadvantages means no dimensions to the character. It becomes a 2D character, as there is nothing really going on below the surface. Of course, everyone does things differently, but it just sounds like it will be a hack n' slash without any RP potential.
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03-19-2020, 02:50 AM | #9 | |
Join Date: Apr 2019
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Re: Fantasy setting 150 points no disads...
Quote:
This is basically how I start a kids group, though I allow up to 10-15pts in disads just so they can experience them and learn how to incorporate it into game play. GURPS minus disads is that other tombs and big lizards game. Its still playable, just different. |
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03-19-2020, 03:36 AM | #10 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Fantasy setting 150 points no disads...
If you're willing to bring a shield, you might consider an axe instead of a sword. More damage, cheaper, goes well with demolition work (wooden doors, gates, etc.). Don't forget a secondary skill with a simple-to-use missile/throwing weapon. You don't need to specialize as an elven archer, but there will be times when you'll be glad you can hit from a distance.
Always purchase Stealth, Climbing, that sort of general adventurer's skills, even at basic levels if you can't afford any better. |
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