Gurps Denizens....we want more!!!
Steve Jackson Games Team where are the other books in the Denizens collection!!! Especially the Warrior and Martial Artist!!! Guaranteed success.
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Re: Gurps Denizens....we want more!!!
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Re: Gurps Denizens....we want more!!!
Martial Artists, Bards, and Druids are the ones that most need a denizens. Knights and Holy Warriors can manage fine on their own enough to put 4th/5th on the list, Clerics are mostly covered already, and Wizards gain enough variety from the large spells list.
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Re: Gurps Denizens....we want more!!!
I'd personally do either bards or holy warriors next. Maybe martial artists. Those three just...it's hard to be cool for them.
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Re: Gurps Denizens....we want more!!!
Martial artists are in desperate need of an upgrade. Being stuck with crushing thrust damage is not fun.
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Re: Gurps Denizens....we want more!!!
Trouble is that these would be crunch supplements so seemingly are not high on the desired list.
I agree Wizards and Clerics have enough supplemental material that they are a lower priority. If I were to submit one it would probably be Druids first, then Martial Artists. I think Martial Artists have the biggest need but I could pump out Druids sooner. Bards I would like an emphasis on lenses that helped focus them, similar to how Thieves did. |
Re: Gurps Denizens....we want more!!!
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That said, "Natural Weapons" (Pyramid #3/65) can make your unarmed martial artists into monsters. It can get a bit expensive, but consider - as a sort of final version (there are still things that could be tacked on, like Destructive Parry, Good Defense, Increased Damage, etc) of a trait that could be designed to slowly build up - something like Impaling Natural Weapon (Extra Damage Type, Crushing and Cutting +40%; Hidden +20%; Projected +50%; Ranged +100%; Resilient, Indestructible +40%; Swing-Capable, Crushing and Cutting +40%) [31.2], rounding up to [32]. That makes both your hands (or all your hands, if you're a Coleopteran or other multi-armed species) capable of striking for thr cr, thr cut, thr imp, sw cr, or sw cut, in close combat or with range 0.5xST/1xST (and the ranged attack bypasses barriers), with all damage benefitting from your Brawling/Karate damage bonus. The fact you can do so isn't obvious (Hidden is basically Switchable, but with a free action to make it available rather than requiring a Ready), and these "weapons" can't be broken. Buy it again for it to apply to your kicks (which still get their +1 to damage); you could probably buy a modified version with Cannot Parry* -40% and Single -20% - reducing cost to [26.4]. A lenient GM may allow you to buy the kick and headbutt version as Alternate Abilities to the punch version (or just make up a new modifier to let Natural Weapons apply to all striking surfaces). *Arguably, because Karate already gives you the ability to Parry weapons, you don't need to be able to Parry with your Natural Weapons, meaning you could take Cannot Parry -40% anyway. That's up to the GM if it's valid, however. |
Re: Gurps Denizens....we want more!!!
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