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Old 03-06-2016, 11:50 AM   #81
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by johndallman View Post
Looking at the AtE equipment rules and prices, something jumped out. How come there's any duct tape left at $4/roll? It's so useful in this setting that most of it would get used up fairly fast, and the price for any that's left would surely be higher.
It's possibly still in production. Factories are unlikely to be in the CBD so when a city gets destroyed the factory survives.
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Old 03-06-2016, 12:18 PM   #82
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Default Re: GURPS After the End 1: Wastelanders

PK, on Doc page 5 in advantages, you have Rep +1 with a cost of 2. With the "on a roll of 10 or less" modifier it halves the cost of 5.

Should this cost be 3 with a round up or keep it at 2?
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Old 03-06-2016, 12:37 PM   #83
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by TorgSmith View Post
PK, on Doc page 5 in advantages, you have Rep +1 with a cost of 2. With the "on a roll of 10 or less" modifier it halves the cost of 5.

Should this cost be 3 with a round up or keep it at 2?
Reputation has a specific rule to round costs down. See p28 of the Basic Set.
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Old 03-06-2016, 01:08 PM   #84
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Default Re: GURPS After the End 1: Wastelanders

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Reputation has a specific rule to round costs down. See p28 of the Basic Set.
I was too lazy to read the following line. O.o
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Old 03-06-2016, 02:37 PM   #85
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Default Re: GURPS After the End 1: Wastelanders

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It's possibly still in production. Factories are unlikely to be in the CBD so when a city gets destroyed the factory survives.
Having a factory does you zippty squat when you have no power, no raw materials, and your work force can't spare the time to work in a factory because they're busy trying to find food.

I presume it's 4$ as a result of the "default" TL being 4 - the price is doubled twice for going from TL 6 to TL 5 to TL 4.
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Old 03-06-2016, 03:19 PM   #86
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Default Re: GURPS After the End 1: Wastelanders

I make my duct tape out of cloth and bubblegum. :D
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Old 03-07-2016, 07:17 AM   #87
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Default Re: GURPS After the End 1: Wastelanders

I should know by now never to get new GURPS setting books. I almost didn't get this one, but caved at the last minute. Now I have a physical need to run a post-apocalyptic game.

This is why I can't have nice things.
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Old 03-07-2016, 08:16 AM   #88
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Default Re: GURPS After the End 1: Wastelanders

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I should know by now never to get new GURPS setting books. I almost didn't get this one, but caved at the last minute. Now I have a physical need to run a post-apocalyptic game.

This is why I can't have nice things.
Whatchoo talking about? You'll have a very nice post-apocalypse game.

I too decided not to eat fast-food this week and picked up ATE 1. Very nice... I specially like the way LFP solves a problem I never knew I had and Freakishness and RPs solve one I did have...
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Old 03-07-2016, 08:20 AM   #89
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Default Re: GURPS After the End 1: Wastelanders

PK, what are the chances we'll get some rules on disease in a future AtE book? or at the very least a list of new ones to infect my players with?
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Old 03-07-2016, 08:41 AM   #90
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Default Re: GURPS After the End 1: Wastelanders

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Whatchoo talking about? You'll have a very nice post-apocalypse game.
I would... If I had players willing to play in one/who have time to play another game beyond the ones I'm already running. I suppose I'd need to find the time to play it as well, but I can always give up sleep.
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