[OOC] A Stranger Land
The Stranger Land game has come to an end. But I hope to reboot it in the future in a new thread and with a new name. Many thanks to all who played.
The player roster so far -- currently not seeking players, but ya never know, ya know? Lamech as Martel Skullcrusher as Rorik momothefiddler as Astrid Poonbahbah as Lom Footwo chronus as Kiernan Wynter inactive: jmurrell as John Kenner Hemlock -- in reserve due to technical difficulties zoncxs as Gale -- left at a tavern somewhere Dragyn as Siri -- left at the guild doing something mysterious Stix4armz as Artemis Gemini as Marcus A Stranger Land - - a semi-realistic (as in not-too-cinematic) swords & sorcery GURPS4 game wherein the adventure is to figure out the new universe you find yourselves in and, possibly, return home. Here's the setup: your characters are an intrepid band of veteran adventurers doing the hero thing on a world of swords & sorcery (Banestorm if you wish, or perhaps just Generic Fantasy World #47/d). You have set out today to knock heads with yet another batch of baddies and take their stuff. But suddenly, an utterly preposterous plot contrivance hurtles you through time and space onto an exactly similar yet completely different world of swords & sorcery. You will have to come to grips with not only different beasts, but different cultures, moralities, and even magicks as well (hint: social skills are unlikely to be wasted). A note on how I run a game -- The events and features of this world are not there just for your benefit; I try to run living worlds in which NPCs live their lives and pursue their ambitions regardless of what the PCs may be doing. I do not do scenarios, I do not write plots; that is your job. I will railroad you into position on the new world, but after that, you're on your own. There is a way home to be found; it is not terribly secret, but neither is it common knowledge -- there will be no bread crumb trail to follow. I don't want to give too many spoilers, but I do want to be fair enough so you have the information you need to make a character. First, this new world may be full of magic & mystery, but it is what some may call low-magic, or perhaps a low implementation of magic – magic is known to few and cannot substitute for technology. In short, any spell or object that even suggests words like "enchantment" or "permanent spell" or even "magic item" will not survive transition to the new reality. Secondly, this new world is a part of a multiverse, but it is not the IW setting. My worlds share a multiverse that is based on literary inspirations that predate IW, and operates under different rules. Your characters may start out with some knowledge of a multiverse, but it will not aid them in finding a way to navigate this one. |
Re: [OOC] A Stranger Land
Character Building
My apologies, but I am limiting all characters to humans only. The published racial templates are incompatible with the much more extreme biological and sociological differences that separate the species on this new world. As veteran characters who will have to rely on their own skills to survive, I propose a somewhat different character guide: you have 200 points to build with, but a minimum of 100 points must be spent on skills (for by-the-book wizards, this is negotiable). The Disad limit is 4 ...as in no more than four disadvantageous traits (unless you convince me that you need more to roleplay your character according to your vision). Disad limit does not include reductions to attributes/characteristics. Perks & Quirks are limited to the usual 5 each. Considering the setup, social traits like Status, Allies, Dependents, and even Wealth are just null & void. Points spent on languages, however, may not be wasted; according to the rules of interdimensional transport, they may be morphed into the nearest local equivalents. Also, the new world is not so alien as to change the survival skills; those will still apply normally. I'm not a stickler for backstory, but it might be helpful if you included enough of a background to define your motivations for returning home (or not). As for starting gear, simply take whatever your character would reasonably be carrying on a reasonably dangerous outdoor expedition; this is all you'll start with. Characters with a weapons skill of 14 or better may start with one Fine quality weapon for one of those skills. I will assume that you have some coins in pocket. They won't be legal tender where you're headed, of course, but at some point they could be assayed for their metal content and converted into the local currency -- what that amounts to is down to sheer luck. Also, this world has its own price list based on early medieval precedents; you will find it has a wider range than GURPS standard. For instance, things like clothing and food will be very much cheaper, but swords and horses will be a LOT more expensive. About wizards... as for any fantasy adventure, magical help could certainly make some things easier. However, spell-casters face a few difficulties. To simplify things, I will allow almost any RAW system from Magic or Thaumatology, but there will be some subtle (or not so subtle) mutations to how things work in a new reality. Still, your magic may be seen by the natives to violate known laws of magic; this may create some unique challenges. If someone is up for the role, feel free to negotiate :) |
Re: [OOC] A Stranger Land
SO you are limiting us 2 only 4 disadvantages not 4 points of disadvantages correct.
|
Re: [OOC] A Stranger Land
will post character soon, I was thinking of using imbuements (I love them) as a form of my magic. it would be called "Iron Dragon magic". Imbues his body with magic and turns it into metal to attack with (telescoping reinforced cutting strike is 3 imbuement skills combined that could be colored as a sword). even though it is magic he is a hand to hand fighter. or I can go Fire dragon style.
|
Re: [OOC] A Stranger Land
Would that be TL 3?
|
Re: [OOC] A Stranger Land
Yes, TL3 -- sorry for omitting that.
And yes, Skullcrusher, 4 distinct disad traits -- I was hoping that would provide more freedom and less temptation than a flat point limit. To zoncxs: hm... martial arts are good, but something a tad more subtle perhaps. Magic weapons popping out of your hands probably violates the not-too-cinematic guidelines :) I do allow martial artists with chi power techniques -- stuff like iron fist, quivering palm, etc., and maybe even some of the subtler supernatural abilities (the sort of thing that doesn't frighten the livestock & gentry). You could also pursue tai-chi wizardry stuff, but keep it to things that wouldn't require elaborate special fx. If your abilities focus on imbuements/advantages, we can negotiate on the "100-points for skills" guideline. Alternately, I can allow the movie-kung-fu skills without the TbaM prerequisite. And a clarification for all -- the 100-point skill requirement comes from my own experience at creating characters that I think would work (in my games :P ). I have always favored skill-based systems and trained skills count for more with me than innate traits. You know, default-level swimming rolls are just tragic... For further suggestions... http://forums.sjgames.com/showpost.p...8&postcount=21 |
Re: [OOC] A Stranger Land
Quote:
that's who I was thinking about for use with imbuements. though not as strong. :D (though now I am thinking not so much in this world). Quote:
Quote:
Telescoping reinforced cutting strike: Iron blade Telescoping reinforced impaling strike: Iron Spear/spike Telescoping reinforced forceful blow: Iron Hammer Reinforced Weapon: Iron skin thats the only 4 Imbuements he would know (maybe plus penetrating strike to get pass DR better) so those plus imbue advantage makes a minimum of 44pts (40 for imbue 4 for the 4 skills) Quote:
|
Re: [OOC] A Stranger Land
Hmm... looks cool. Depending on what happens with that Gate game, I might like to play. Mage character maybe? For making a mage, what about Monster Hunter magic? Or perhaps modular abilities?
|
Re: [OOC] A Stranger Land
Quote:
If you have Martial Arts, peruse the adaptation of advantages there, particularly the chi-based innate attacks. There is also the Striker enhancement for a limbs, Regeneration, and Enhanced Dodge, etc. Even a simple adjustment can have you doing impaling damage with a spear-hand thrust. And Power-Ups 2: Perks has some nice ones for martial artists: Combat Vaulting perk Focused Fury perk Huge Weapons perk Improvised Weapons perk |
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
imbuements also give me the greatest versatility. the telescoping reinforced cutting strike (which cost 3FP to use) can be used with a punch or kick (or elbow or knee). I see in most anime and cartoons with "powers" that most of it is the same thing with different names (dragon ball ki blast are just project blow + some other imbuement skill to give it a different effect, project penetrating annihilating strike + power blow = kamehameha wave) I always forget about focused fury perk ^,^ the other character I was thinking of would be a gaint sword user. and I mean a really big sword. (ST18+ needed lol) |
Re: [OOC] A Stranger Land
Quote:
P.S. Out of curiosity what scale? (Balance, cinematic-ness, different things to deal with, all three, something else entirely) Just confused by what you meant. |
Re: [OOC] A Stranger Land
Another question, what will we use for armor? are you using LT or basic?
|
Re: [OOC] A Stranger Land
Hi guys just putting in my interest to play a generic warrior perhaps a barbarian. Will have a character soon.
|
Re: [OOC] A Stranger Land
I've got an idea for a character:
Donovan Skain (GCA file) Donovan Skain (text) He's a bard, but he's more of a talker and a thief than a singer. Name: Donovan Skain Race: Human Attributes [110] ST 10 DX 12 [40] IQ 13 [60] HT 11 [10] HP 10 Will 13 Per 13 FP 11 Basic Lift 20 Damage 1d-2/1d Basic Speed 5.75 Basic Move 5 Ground Move 5 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Western (Native) [0]. Languages: Elven (Accented) [2]; English (Native) [0]; Orcish (Accented) [2]. Advantages [38] Appearance (Attractive) [4] Charisma (2) [10] Language Talent [10] Voice [10] Perks [5] Alcohol Tolerance [1] Convincing Nod [1] Disarming Smile [1] Gangster Swagger [1] Haughty Sneer [1] Disadvantages [-45] Overconfidence (12 or less) [-5] Trickster (12 or less) [-15] Weirdness Magnet [-15] Xenophilia (12 or less) [-10] Quirks [-5] _Unused Quirk 1 [-1] _Unused Quirk 2 [-1] _Unused Quirk 3 [-1] Congenial [-1] Imaginative [-1] Packages [0] Bard (Fantasy) [0] Skills [97] Acting IQ/A - IQ+1 14 [4] Body Language (Human) Per/A - Per+0 13 [2] Carousing HT/E - HT+1 12 [2] Climbing DX/A - DX+0 12 [2] Diplomacy IQ/H - IQ+1 14 [2] includes: +2 from 'Voice' Escape DX/H - DX+0 12 [4] Expert Skill (Bardic Lore) IQ/H - IQ+0 13 [4] Fast-Draw (Knife) DX/E - DX+1 13 [2] Fast-Talk IQ/A - IQ+3 16 [4] includes: +2 from 'Voice' Filch DX/A - DX+0 12 [2] First Aid/TL3 (Human) IQ/E - IQ+0 13 [1] Forced Entry DX/E - DX+1 13 [2] Forgery/TL3 IQ/H - IQ-1 12 [2] Gambling IQ/A - IQ+0 13 [2] Gesture IQ/E - IQ+0 13 [1] Holdout IQ/A - IQ-1 12 [1] Intimidation Will/A - Will+0 13 [3] Knife DX/E - DX+3 15 [8] Leadership IQ/A - IQ+1 14 [1] includes: +2 from 'Charisma' Linguistics IQ/H - IQ-1 12 [2] Lip Reading Per/A - Per-1 12 [1] Literature IQ/H - IQ-2 11 [1] Lockpicking/TL3 IQ/A - IQ-1 12 [1] Merchant IQ/A - IQ+0 13 [2] Musical Instrument (Mandolin) IQ/H - IQ-1 12 [2] Observation Per/A - Per+0 13 [2] Pickpocket DX/H - DX-2 10 [1] Poetry IQ/A - IQ+0 13 [2] Public Speaking IQ/A - IQ+4 17 [2] includes: +2 from 'Charisma', +2 from 'Voice' Rapier DX/A - DX-1 11 [1] Savoir-Faire (High Society) IQ/E - IQ+1 14 [2] Scrounging Per/E - Per+1 14 [2] Search Per/A - Per-1 12 [1] Sex Appeal (Human) HT/A - HT+2 13 [1] includes: +2 from 'Voice', +1 from 'Appearance' Shadowing IQ/A - IQ-1 12 [1] Shield (Buckler) DX/E - DX+0 12 [1] Singing HT/E - HT+3 14 [2] includes: +2 from 'Voice' Sleight of Hand DX/H - DX+0 12 [4] Smuggling IQ/A - IQ-1 12 [1] Stealth DX/A - DX-1 11 [1] Streetwise IQ/A - IQ+1 14 [4] Swimming HT/E - HT+1 12 [2] Throwing DX/A - DX+2 14 [8] Traps/TL3 IQ/A - IQ-1 12 [1] Stats [110] Ads [38] Disads [-45] Quirks [-5] Skills [97] = Total [200] Hand Weapons 1 Large Knife (Fine) LC:4 $160 Wgt:1 swing Dam:1d-1 cut Reach:C,1 Parry:9 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 thrust Dam:1d-1 imp Reach:C Parry:9 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1] 6 Small Knife LC:4 $180 Wgt:3 swing Dam:1d-3 cut Reach:C,1 Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 thrust Dam:1d-3 imp Reach:C Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1] Ranged Weapons 1 Large Knife (Fine) LC:4 Dam:1d-1 imp Acc:0 Range:8 / 15 RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $160 Wgt:1 6 Small Knife LC:4 Dam:1d-3 imp Acc:0 Range:5 / 10 RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $180 Wgt:3 Armor & Possessions 1 (Fortify Costs) $200 Wgt:0 Location: 1 Backpack, Small $60 Wgt:3 Location: 1 Blanket $20 Wgt:4 Location: 1 Gold Coins $157 Wgt:1 Location: 1 Leather Cap (Fortify +1) $32 Wgt:0 Location:skull 1 Leather Gloves (Fortify +1) $30 Wgt:0 Location:hands 1 Leather Jacket (Fortify +1) $50 Wgt:4 Location:arms, torso 1 Leather Pants (Fortify +1) $40 Wgt:3 Location:legs, groin 1 Lockpicks, Good $250 Wgt:.5 Location: 1 Personal Basics $5 Wgt:1 Location: 1 Rope, 3/8'' (per 10 yards) $5 Wgt:1.5 Location: 1 Wineskin $10 Wgt:.25 Location: |
Re: [OOC] A Stranger Land
Quote:
By "semi-realistic" let's say that I'm fine with Hollywood-style realism for this world. Aside from spell-casting, characters should limit themselves to "exaggerated human" capacity. Since your characters aren't actually native to this new world, I'm willing to give a bit of leeway, but this isn't an Anime world, it isn't even a DF world. I won't balk at a few cinematic fighting skills, or even some of the subtler supernatural traits like Medium or Oracle -- but a GM's gotta draw the line somewhere. zoncxs may be able to talk me into something close to Jet Li from The One, but fireball-spitting and weapon-sprouting are well beyond the line this time. Sorry, zoncxs, but your Gajiru character will have to wait for a more appropriate game-reality. If you can tone it down to something approximately human, that'd be cool :) And for armors, I prefer LT myself, but if you'd rather simplify things and go Basic, that's fine, too. |
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
to Lamech -- just glanced through RPM, it does look very cool. Just keep in mind what I said in my first post -- there may be some unanticipated changes in the way your magicks work out.
to Barna10 -- some initial thoughts: You're a smidgen shy on skill points, but I won't be picky about that because you've got a good selection of practical skills there. You can spend as much as you like on gear enchantments because, um... see my first post :) Finally, those Disad's have a lot of personality and I'm not going to disallow them outright, but I have to say that an Overconfident Trickster seems doomed to a short lifespan. Also, from a GM's point of view, nothing says "Please screw with me!" like Weirdness Magnet; I will probably have more fun with that one than you will :) However, in fairness to the other players who may have to deal with said weirdness, I have to give them the right to vote out Weirdness Magnet if they think it'll be too troublesome (it seems almost to be a 'group disadvantage'). |
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Name: (thinking of one)
Race: Human Attributes [120] ST 13 [30] DX 12 [40] IQ 11 [20] HT 12 [20] HP 13 Will 11 Per 12 [5] FP 12 Basic Lift 34 Damage 1d/2d-1 Basic Speed 6 Basic Move 7 [5] Ground Move 7 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Languages: Advantages [25] Ambidexterity [5] Combat Reflexes [15] Fit [5] Disadvantages [-40] Bloodlust (12 or less) [-10] No Sense of Humor [-10] Sense of Duty (Good entities) [-10] Vow (Never refuse a challenge to combat) [-10] Quirks [-5] Alcohol Intolerance [-1] Attentive [-1] Broad-Minded [-1] Horrible Hangovers [-1] Imaginative [-1] Skills [100] Acrobatics DX/H - DX+1 13 [8] Architecture/TL3 IQ/A - IQ-1 10 [1] Axe/Mace DX/A - DX+1 13 [4] Bolas DX/A - DX-1 11 [1] Bow DX/A - DX+1 13 [4] Brawling DX/E - DX+2 14 [4] Cartography/TL3 IQ/A - IQ-1 10 [1] Climbing DX/A - DX-1 11 [1] Cooking IQ/A - IQ-1 10 [1] Crossbow DX/E - DX+0 12 [1] Diplomacy IQ/H - IQ-1 10 [2] Fast-Draw (Sword) DX/E - DX+1 13 [1] includes: +1 from 'Combat Reflexes' Fast-Draw (Two-Handed Sword) DX/E - DX+1 13 [1] includes: +1 from 'Combat Reflexes' First Aid/TL3 (Human) IQ/E - IQ+0 11 [1] Fishing Per/E - Per+0 12 [1] Forced Entry DX/E - DX+0 12 [1] Gesture IQ/E - IQ+0 11 [1] Hiking HT/A - HT+0 12 [2] Holdout IQ/A - IQ-1 10 [1] Jumping DX/E - DX+0 12 [1] Knife DX/E - DX+0 12 [1] Knot-Tying DX/E - DX+0 12 [1] Lifting HT/A - HT-1 11 [1] Navigation/TL3 (Land) IQ/A - IQ-1 10 [1] Observation Per/A - Per-1 11 [1] Riding (Equines) DX/A - DX-1 11 [1] Running HT/A - HT+0 12 [2] Scrounging Per/E - Per+0 12 [1] Search Per/A - Per-1 11 [1] Shadowing IQ/A - IQ-1 10 [1] Shield (Shield) DX/E - DX+2 14 [4] Spear DX/A - DX+0 12 [2] Staff DX/A - DX+0 12 [2] Stealth DX/A - DX+0 12 [2] Survival (Mountain) Per/A - Per+2 14 [8] Throwing DX/A - DX-1 11 [1] Thrown Weapon (Axe/Mace) DX/E - DX+0 12 [1] Thrown Weapon (Knife) DX/E - DX+0 12 [1] Thrown Weapon (Spear) DX/E - DX+0 12 [1] Tracking Per/A - Per+2 14 [8] Traps/TL3 IQ/A - IQ-1 10 [1] Two-Handed Axe/Mace DX/A - DX+0 12 [2] Two-Handed Sword DX/A - DX+4 16 [16] Wrestling DX/A - DX+0 12 [2] Stats [120] Ads [25] Disads [-40] Quirks [-5] Skills [100] = Total [200] Hand Weapons Ranged Weapons Armor & Possessions |
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
But on to making the character! P.S. IQ and magery will eat up a lot, you mentioned something about mages needing less skill points? (Although I'm sure the character will still end up working.) |
Re: [OOC] A Stranger Land
Is anyone playing a mage? If not I'klaus scrap mine and make a mage. Got a concept brewing:-)
|
Re: [OOC] A Stranger Land
Lol, guess I shouldn't try refreshing browser every once in awhile.
|
Re: [OOC] A Stranger Land
Quote:
So depending on the flavor of mage you want it might not really overlap much at all. |
Re: [OOC] A Stranger Land
Quote:
You can have Gate if you like, no problem. At least not until you cast it. Trust me, attempting to gate out of this world is not going to take you anywhere you'd rather be :) Magery contributes to skills more indirectly in RPM than in standard magic, but it still acts as a skill cap. So, yes, I can see dipping into the skill-point allotment for some Magery. |
Re: [OOC] A Stranger Land
[Enter Name Here] At 200 points.
Spoiler:
For the story, I was going to have the character be a priestess. The religion (in addition to being the generic religion of my characters generic fantasy world), will have put lots of effort into training all their priests to use magic, and making sure they are good at it. It will be better when its fully written up. Also, I'll write up the rituals for the ritual mastery perk, soonish. They need aproval for things like greater/lesser. (Mainly greater/lesser...) |
Re: [OOC] A Stranger Land
I just wanted to get it straight...are we all form the same fantasy world? Or from different worlds brought to this world somehow?
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
On that, how will replacement characters be handled? I like to have one ready and will prep my mage to have in reserve. |
Re: [OOC] A Stranger Land
Here is the mage I will use for a replacement character or as my main character if we need another mage
character |
Re: [OOC] A Stranger Land
Quote:
Quote:
|
Re: [OOC] A Stranger Land
To Lamech -- I just thought I'd clarify that Crossroads might still be useful in the campaign, just not to get home with ;)
To Barna10 -- I confess to being a bit confused by all the various uses of the "path" keyword; it looks like your mage character is based on the ritual magery rules on page 72 of Thaumatology (and not being confused with anything in the Path/Book section), yes? Regardless, I might be concerned that he's heavily dependent on spell-slinging. Outside of some social skills, he has no practical ways to contribute to a combat or a campsite outside of magic. I might invoke the Rule of 20, or you could voluntarily knock Thaumatology down 2 or 3 pips and use those points for some practical skills. |
Re: [OOC] A Stranger Land
ok got a name. he is an outdoorsmen type. hunting creatures and also a bounty hunter of sort. still thinking up the items he has.
Name: Gale Race: Human Attributes [120] ST 13 [30] DX 12 [40] IQ 11 [20] HT 12 [20] HP 13 Will 11 Per 12 [5] FP 12 Basic Lift 34 Damage 1d/2d-1 Basic Speed 6 Basic Move 7 [5] Ground Move 7 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Languages: Advantages [25] Ambidexterity [5] Combat Reflexes [15] Fit [5] Disadvantages [-40] Bloodlust (12 or less) [-10] No Sense of Humor [-10] Sense of Duty (Good entities) [-10] Vow (Never refuse a challenge to combat) [-10] Quirks [-5] Alcohol Intolerance [-1] Attentive [-1] Broad-Minded [-1] Horrible Hangovers [-1] Imaginative [-1] Skills [100] Acrobatics DX/H - DX+1 13 [8] Architecture/TL3 IQ/A - IQ-1 10 [1] Axe/Mace DX/A - DX+1 13 [4] Bolas DX/A - DX-1 11 [1] Bow DX/A - DX+1 13 [4] Brawling DX/E - DX+2 14 [4] Cartography/TL3 IQ/A - IQ-1 10 [1] Climbing DX/A - DX-1 11 [1] Cooking IQ/A - IQ-1 10 [1] Crossbow DX/E - DX+0 12 [1] Diplomacy IQ/H - IQ-1 10 [2] Fast-Draw (Sword) DX/E - DX+1 13 [1] includes: +1 from 'Combat Reflexes' Fast-Draw (Two-Handed Sword) DX/E - DX+1 13 [1] includes: +1 from 'Combat Reflexes' First Aid/TL3 (Human) IQ/E - IQ+0 11 [1] Fishing Per/E - Per+0 12 [1] Forced Entry DX/E - DX+0 12 [1] Gesture IQ/E - IQ+0 11 [1] Hiking HT/A - HT+0 12 [2] Holdout IQ/A - IQ-1 10 [1] Jumping DX/E - DX+0 12 [1] Knife DX/E - DX+0 12 [1] Knot-Tying DX/E - DX+0 12 [1] Lifting HT/A - HT-1 11 [1] Navigation/TL3 (Land) IQ/A - IQ-1 10 [1] Observation Per/A - Per-1 11 [1] Riding (Equines) DX/A - DX-1 11 [1] Running HT/A - HT+0 12 [2] Scrounging Per/E - Per+0 12 [1] Search Per/A - Per-1 11 [1] Shadowing IQ/A - IQ-1 10 [1] Shield (Shield) DX/E - DX+2 14 [4] Spear DX/A - DX+0 12 [2] Staff DX/A - DX+0 12 [2] Stealth DX/A - DX+0 12 [2] Survival (Mountain) Per/A - Per+2 14 [8] Throwing DX/A - DX-1 11 [1] Thrown Weapon (Axe/Mace) DX/E - DX+0 12 [1] Thrown Weapon (Knife) DX/E - DX+0 12 [1] Thrown Weapon (Spear) DX/E - DX+0 12 [1] Tracking Per/A - Per+2 14 [8] Traps/TL3 IQ/A - IQ-1 10 [1] Two-Handed Axe/Mace DX/A - DX+0 12 [2] Two-Handed Sword DX/A - DX+4 16 [16] Wrestling DX/A - DX+0 12 [2] Stats [120] Ads [25] Disads [-40] Quirks [-5] Skills [100] = Total [200] Hand Weapons Ranged Weapons Armor & Possessions |
Re: [OOC] A Stranger Land
Quote:
Light - effective skill 21 Continual Light - effective skill 20 Darkness - effective skill 19 Fireball - effective skill 18 Resurrection - effective skill 12 But I'll rework him. |
Re: [OOC] A Stranger Land
Quote:
Besides, seeing as how 17+ is always a failure, effective skill levels above 16 are theoretical anyway, aren't they? (At least for things that aren't always facing Magic Resistance or something.) |
Re: [OOC] A Stranger Land
What is WAI?
Anyway I do think the rule of twenty is needed for the ritual magic from basic. Otherwise you can cast every spell ever at a high skill level. Which is a little silly. And the bigger problem is that buying a skill gives +1 to all spells, which means you effectively have a 4 point magery advantage. Oh and high skill levels do wonderful things, mainly reduce the maintenance cost. Furthermore each "on" spell you have gives a -1 to all castings. So skill over 16 means you can have more "on" spells and the "on" spells can be more powerful. |
Re: [OOC] A Stranger Land
No problem, I'll just drop the ritual magery. Not going to worry about it too much right now, sticking with other character for start of campaign. When is the start?
|
Re: [OOC] A Stranger Land
Quote:
Quote:
Quote:
It looks like we'll have four . . . Skullcrusher, Lamech, Barna10 & zoncxs -- everybody in? As soon as everyone posts their final CRS with gear & all, I'm ready to start whenever you are. |
Re: [OOC] A Stranger Land
How much gear are we allowed to start with?
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
Spoiler:
Mainly you need to be okay with what I am having the lesser effects doing. As a heads up I do intend to buff the party long term when possible. Edit: The area of effect is intended make the spell grant the advantages to everyone in the area, and then those people get the advantage for the duration NOT make an area where people get certain traits when they enter and lose them when they leave. The character sheet is mostly done, I just need to fill in little details like age, weight ect. |
Re: [OOC] A Stranger Land
If you really want me to make the wizard with ritual magery I will. One thing though, the rule of 20 applies to skills defaulting to attributes, not other skills(basic set p. 344).
I will revise him and repost shortly. |
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
I'll exempt things like Luck or Serendipity from that, because those are the sort of iffy things the "might happen anyway". Also, I'm good with Lesser for Hard to Kill because it is a highly specific buff that (hopefully) won't come into play too frequently. I guess you can talk me into allowing additional DR as Lesser, as well, as long as we define it to mean a mystic layer of protection rather than an actual physical augmentation. |
Re: [OOC] A Stranger Land
|
Re: [OOC] A Stranger Land
Quote:
Having said that, I do have to agree with Lamech about the Rule of 20 thing (Thaumatology p73). Without that, it's too easy to turn ritual magery into a demigod-power for alarmingly low point cost. |
Re: [OOC] A Stranger Land
Check out the new guy, lowered Thaumatology to 20. It's turning into too much work, so I will stick with the bardish guy for now. I'll have equipment posted tonight.
|
Re: [OOC] A Stranger Land
Quote:
And yes, the mystical layer of protection was what I was thinking. Something that would drain energy from incoming attacks. I put a little description of what I was thinking.
Spoiler:
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
I suggest we use "Game Time +0%" from Powers
|
Re: [OOC] A Stranger Land
Quote:
But I feel that fails to take into account the time dilation that occurs with tabletop combat. So how about something a bit more generous: For each "per hour" usage, you get two potential uses per game-day, but one can only be used in-combat, the other can only be used out-of-combat. Fair? |
Re: [OOC] A Stranger Land
Sounds good
|
Re: [OOC] A Stranger Land
I've got a meta-game suggestion that might help ensure the game survives, a weekly character point award. Give everyone that posts at the required interval (I vote for daily) a bonus character point each week and then possibly give out an additional bonuses for stuff like "post of the week".
This incentivizes player participation and keeps the game fresh by allowing character growth weekly like would happen in a table top game instead of having to wait possibly months in the online environment. What do you think? |
Re: [OOC] A Stranger Land
Quote:
Also
Spoiler:
The rituals for the ritual mastery perks
Spoiler:
Equipment Traveling clothes, Holy Symbol, Pack with tent and rations, quarterstaff, shortbow ST8, knife, Lockpicking Tools, quiver and 25 arrows. Also a first aid kit. (Probably not much more than bandages at TL3). Personal Basics 11.72+.24 Back-story
Spoiler:
Physical Description
Spoiler:
Links to spells that might still be active:
Spoiler:
|
Re: [OOC] A Stranger Land
Since we have a few different magic systems going on I might as well through in imbuements :) I will use the mystic Knight template for this character (taking what I had made so far and shifting it)
Character
Spoiler:
Items on person
Spoiler:
and I found a pic of what he looks like! Gale |
Re: [OOC] A Stranger Land
Yeah, I'll let you guys do your magic thing. Bardy is sounding good, but I'm gonna shift some skills around (want to include Bow).
|
Re: [OOC] A Stranger Land
Quote:
And, of course... I never did allow weekly character advancement anyway :) |
Re: [OOC] A Stranger Land
Quote:
Also, regarding equipment... Might I suggest Personal Basics just to cover your behind? And I never go camping without a knife, but that's just me. And I notice you didn't take any tools to go with that high lockpicking skill... you shifty priestess, you :P And, um... you might wanna pick up some arrows & a quiver to go with that bow. |
Re: [OOC] A Stranger Land
Name: Donovan Skain
Race: Human Attributes [110] ST 10 DX 12 [40] IQ 13 [60] HT 11 [10] HP 10 Will 13 Per 13 FP 11 Basic Lift 20 Damage 1d-2/1d Basic Speed 5.75 Basic Move 5 Ground Move 5 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Western (Native) [0]. Languages: Elven (Broken) [2]; English (Accented) [-2]; Orcish (Broken) [2]. Advantages [26] Appearance (Attractive) [4] Charisma (2) [10] Voice [10] Perks [5] Alcohol Tolerance [1] Convincing Nod [1] Disarming Smile [1] Gangster Swagger [1] Haughty Sneer [1] Disadvantages [-47] Kleptomania (12 or less) [-15] Overconfidence (9 or less) [-7] Trickster (12 or less) [-15] Xenophilia (12 or less) [-10] Quirks [-5] _Unused Quirk 1 [-1] _Unused Quirk 2 [-1] _Unused Quirk 3 [-1] Congenial [-1] Imaginative [-1] Packages [0] Bard (Fantasy) [0] Skills [111] Acting IQ/A - IQ+1 14 [4] Body Language (Human) Per/A - Per+0 13 [2] Bow DX/A - DX+1 13 [4] Brawling DX/E - DX+0 12 [1] Carousing HT/E - HT+1 12 [2] Climbing DX/A - DX+0 12 [2] Diplomacy IQ/H - IQ+1 14 [2] includes: +2 from 'Voice' Escape DX/H - DX+0 12 [4] Expert Skill (Bardic Lore) IQ/H - IQ+0 13 [4] Fast-Draw (Knife) DX/E - DX+0 12 [1] Fast-Talk IQ/A - IQ+4 17 [8] includes: +2 from 'Voice' Filch DX/A - DX+2 14 [8] First Aid/TL3 (Human) IQ/E - IQ+0 13 [1] Forced Entry DX/E - DX+2 14 [4] Forgery/TL3 IQ/H - IQ-1 12 [2] Gambling IQ/A - IQ+0 13 [2] Gesture IQ/E - IQ+0 13 [1] Holdout IQ/A - IQ+0 13 [2] Intimidation Will/A - Will+0 13 [2] Knife DX/E - DX+2 14 [4] Leadership IQ/A - IQ+1 14 [1] includes: +2 from 'Charisma' Linguistics IQ/H - IQ-1 12 [2] Lip Reading Per/A - Per-1 12 [1] Literature IQ/H - IQ-2 11 [1] Lockpicking/TL3 IQ/A - IQ-1 12 [1] Merchant IQ/A - IQ+0 13 [2] Musical Instrument (Mandolin) IQ/H - IQ-1 12 [2] Observation Per/A - Per+0 13 [2] Pickpocket DX/H - DX+1 13 [8] Poetry IQ/A - IQ+0 13 [2] Public Speaking IQ/A - IQ+3 16 [1] includes: +2 from 'Charisma', +2 from 'Voice' Savoir-Faire (High Society) IQ/E - IQ+0 13 [1] Scrounging Per/E - Per+1 14 [2] Search Per/A - Per-1 12 [1] Sex Appeal (Human) HT/A - HT+2 13 [1] includes: +2 from 'Voice', +1 from 'Appearance' Shadowing IQ/A - IQ-1 12 [1] Shield (Buckler) DX/E - DX+0 12 [1] Singing HT/E - HT+3 14 [2] includes: +2 from 'Voice' Sleight of Hand DX/H - DX+0 12 [4] Smuggling IQ/A - IQ-1 12 [1] Stealth DX/A - DX+1 13 [4] Streetwise IQ/A - IQ+1 14 [4] Swimming HT/E - HT+1 12 [2] Throwing DX/A - DX+0 12 [2] Traps/TL3 IQ/A - IQ+0 13 [2] Stats [110] Ads [26] Disads [-47] Quirks [-5] Skills [111] = Total [200] Hand Weapons 1 Large Knife (Fine) LC:4 $160 Wgt:1 swing Dam:1d-1 cut Reach:C,1 Parry:9 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 thrust Dam:1d-1 imp Reach:C Parry:9 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1] 6 Small Knife LC:4 $180 Wgt:3 swing Dam:1d-3 cut Reach:C,1 Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 thrust Dam:1d-3 imp Reach:C Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1] Ranged Weapons 1 Large Knife (Fine) LC:4 Dam:1d-1 imp Acc:0 Range:8 / 15 RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $160 Wgt:1 1 Short Bow LC:4 Dam:1d-2 imp Acc:1 Range:100 / 150 RoF:1 Shots:1(2) ST:7† Bulk:-6 Rcl: $50 Wgt:2 Notes:[3] 6 Small Knife LC:4 Dam:1d-3 imp Acc:0 Range:5 / 10 RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $180 Wgt:3 Armor & Possessions 1 (Fortify Costs) $200 Wgt:0 Location: 1 Alchemist's Matches $15 Wgt:.25 Location: 1 Backpack, Small $60 Wgt:3 Location: 1 Blanket $20 Wgt:4 Location: 1 Cornucopia Quiver $100 Wgt:.5 Location: 1 Gold Coins $157 Wgt:1 Location: 1 Leather Cap (Fortify +1) $32 Wgt:0 Location:skull 1 Leather Gloves (Fortify +1) $30 Wgt:0 Location:hands 1 Leather Jacket (Fortify +1) $50 Wgt:4 Location:arms, torso 1 Leather Pants (Fortify +1) $40 Wgt:3 Location:legs, groin 1 Lockpicks, Good $250 Wgt:.5 Location: 1 Personal Basics $5 Wgt:1 Location: 1 Rope, 3/8'' (per 10 yards) $5 Wgt:1.5 Location: 2 Torch $6 Wgt:2 Location: 2 Torch, Waterproof $24 Wgt:2 Location: 1 Wineskin $10 Wgt:.25 Location: |
Re: [OOC] A Stranger Land
Quote:
I do admire your creative characters and your use of imbuements, I honestly do. But despite my admiration, you're giving me a Phobia about imbuements :) I'm gonna have to be a hard-ass and just disallow them entirely. Please remember that this won't be a DF game. Stop testing me and come up with the believable and capable character that I know darn well you can make... Pretty Please?? |
Re: [OOC] A Stranger Land
Quote:
Plus, the points wouldn't have to be put towards advancement every week, but they could still be rewarded. |
Re: [OOC] A Stranger Land
Also, just curious, why don't you allow weekly advancement? Character points and advancements reward the player, not the character. Shouldn't a player be allowed some sort of weekly reward for good role playing? What's the downfall of allowing it? Never had a problem with it myself.
|
Re: [OOC] A Stranger Land
Quote:
And just a reminder that most of your gear enchantments (including cornucopia) won't survive the transition (although alchemist matches will work fine). So... you might want to pick up some real arrows :) |
Re: [OOC] A Stranger Land
Question on the limited disadvantages: Would gigantism be counted towards the 4 since it is really a zero point feature?
|
Re: [OOC] A Stranger Land
Ok then lol, just for the record Imbuements is balanced against magery and all the other stuff, its not over powering like you are thinking.
He is now the combat ready spartan! (he is french though) Character
Spoiler:
and I found a pic of what he looks like! Gale |
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Quote:
|
Re: [OOC] A Stranger Land
Ok edited him without gigantism...did not save me too many points to warrant the bonus for his opponents to hit. So he is just normal sized.
|
Re: [OOC] A Stranger Land
Quote:
(Those will be edited in directly...) Edit: Also added the traps default |
Re: [OOC] A Stranger Land
Quote:
Ugh i forgot a knife too. Oh well back to GCA to add it. |
Re: [OOC] A Stranger Land
Also added a first aid kit. Those are important. :)
|
Re: [OOC] A Stranger Land
We may have a fifth player, if no one has a firm objection. She PM'd me yesterday and is a relative newbie (hasn't GURPSed since 3e). If she can get her character up here quickly (nudge, nudge) we can launch this thing in a day two.
Some general thoughts on character details (these don't necessarily apply to everyone, but they occurred to me while reviewing the characters): Review your skills and think about the tools & materials you might carry along with you to go with those skills... bandages or a kit for 1st aid, hook & line for fishing, etc. Don't forget arrows/bolts... I try to be generous when tracking ammo usage, but I do insist on you at least having some :) Remember that the Throwing skill does not cover knives or other weapons; Thrown Weapon (specify) is a separate skill. Skullcrusher: Your Ad's may be messed up -- I'm getting 205 total when I enter Rorik into GCA; what are you getting? Also, I'm reading Temperature Tolerance to state that you should specify where your extra 24 degrees of comfort are distributed. zoncxs: what's the tale behind Frightens Animals? (just want to know if it's supernatural, psychic, or whichever, so I know how & why it works). Also, you have a few 'weapon systems' available; I assume based on your skills that the 2H sword is your default, and the shield is attached to your pack for a backup when using the spear or knife. Is that right? |
Re: [OOC] A Stranger Land
Fifth player sounds good. Also added personal basics (somehow I didn't realize it was a full-fledged item.) I may also look into armor if it doesn't weigh to much...
|
Re: [OOC] A Stranger Land
|
Re: [OOC] A Stranger Land
just read older posts and noticed one about equipment. will revise.
|
| All times are GMT -6. The time now is 11:41 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.