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Old 11-18-2020, 12:31 PM   #121
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Default Re: DreadStormers (OOC)

I am working on my next character iteration. I’m writing this in case it is of help for you when I get the stuff ready.

On vibration sense
I understand, I will get a skill for vibration sense. No problem! I had doubts about it because in the book you roll perception. I am going to create the "PSI observation" skill. It will work as the observation skill, but it will also activate the power when required.

My idea is behind vibration sense is using it to detect people or items from afar, move and fight in the dark, etc.

On several skills
Alright, I will avoid "Enthrallment skills".

I will take note about mental ST/mind block; normally you get access to them with the "master" advantages that's why I did not include them in the PSI suite.

I picked navigation land because I conceived the ship as a dungeon; if I ever have to hide in the ship (for whatever reason) I can make sure I won't end in a dead end. My character with eidetic memory, absolute direction and vibration sense is probably going to be capable of moving around the ships using the ducts and getting to interesting places.

Regarding skill levels and the "many advantages"
Since I improved the character's skills in comparison to my previous build, I had the impression I would be right with the character as is now; I have seldomly played with skill levels above 13 and budgets above 200 CP in average, I am wrapping my mind around it. Reading the IC thread and your comments has been helpful! Danger sense is there to ensure survival, I will try my best to improve the character to lower the “reliable” levels, but I feel it is vital for the character. I appreciate all of your comments.

On Anti-psi
I really like the anti-psi perks "gaze into the abyss" and "personal awareness", I would like to keep them as a matter of personal taste; however, It is not my intention to cripple the party/setting or anything, I can gladly remove the perks if you insist.

On resistant
I will improve the resistant advantage (drugs/poisons) as you said.

On Trained by a Master

I employ GURPS character sheet (GCS) to build my characters; I knew of the modifier from other threads, but then I found it available in the program and considered applying it.

About the PSI modifier

The book GURPS Psionic Powers features a -10% modifier for PSI abilities; if it is not available that is OK.

Regarding the cutting attack
I started with an impaling attack, but when I was tweaking the abilities, I changed it to cutting while "testing" my build. I decided to keep the impaling attack but I did not change the name of the attack. Hence you noted that the ability was more expensive than expected.

Regarding striking ST
It has the modifier one attack only -60%. My GCS does not display modifiers unless I open the details editor; perhaps I missed adding it because here I write them manually. This is the reason I missed some notes in the first draft.

Regarding the job
If asked, Pacifica would be happy in charge of the food and all the vital supplies. As a player I would insist on working in the morale section, were the character could exploit her super memory and acquire a great deal of valuable information from doing paperwork and listening to co-workers.

I will update A2's profile, thanks for the details about HITDDAR and Jakorbi.

Finally, thanks GnomesOfZurich for your suggestions. By the way, I found the “Very positive, lots of handshakes and high fives” quirk very fun!
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Old 11-18-2020, 03:14 PM   #122
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Default Re: DreadStormers (OOC)

Do you have another spot open? I think I am in a better state than I was earlier now
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Old 11-18-2020, 04:49 PM   #123
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Default Re: DreadStormers (OOC)

Here´s the character update:

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Old 11-18-2020, 05:59 PM   #124
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Default Re: DreadStormers (OOC)

Quote:
Originally Posted by Hide View Post
On vibration sense
I understand, I will get a skill for vibration sense. No problem! I had doubts about it because in the book you roll perception. I am going to create the "PSI observation" skill. It will work as the observation skill, but it will also activate the power when required.
I note in your most recent draft you haven't actually put any points into this skill.

Quote:
Originally Posted by Hide View Post
Reading the IC thread and your comments has been helpful! Danger sense is there to ensure survival, I will try my best to improve the character to lower the “reliable” levels, but I feel it is vital for the character. I appreciate all of your comments.
There is an alternative to the reliable trait to improve this, which would be Acute Danger Sense [2/level]. The other way, of course, is to improve your Per attribute.

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Originally Posted by Hide View Post
About the PSI modifier

The book GURPS Psionic Powers features a -10% modifier for PSI abilities; if it is not available that is OK.
Psionic Powers has ESP, -10%, Psychic Healing, -10%, Telepathy, -10%, etc. I believe ericthered was saying that you couldn't just take Psi, -10%, it has to be part of a power.

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(2) PSI [80]
Psi: Regeneration [9];
Psi: Innate Attack (Impaling) [8]; ST-BASED (100%); Melee, Karate (-20%); AD 10 (200%); [31].
Psi: Striking ST 4 [20]; One Attack Only, Karate (-60%) [8].
Psi: Vibration Sense [10]; Sense of Perception [100%]; [20]. Vibration Sense of perception works with a PSI Observation (H) roll.
Psi Resistant [30]; All PSI, +3 to all rolls to resist (*.33) [9]
Slow Regeneration is likely part of Pyschic Healing, Innate Attack and Striking ST could be interpreted as some sort of self-directed Psychokinesis or perhaps Psychometabolism (Psionic Powers, p.75), Vibration Sense is Psychokinesis, Psi Resistant seems very much Anti-Psi, which by default is incompatible with other psi powers.

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SKILLS [120]:

(1) Combat [57]; Acrobatic Stand (Acrobatics) +0 [6]-14; Acrobatics DX+2 [12]-14; Fast-Draw (Pistol) DX+2 [1]-13; Fast-Draw/TL (Ammo) DX+2 [1]-13; Guns/TL (Pistol) DX+2 [4]-14; Guns/TL (Rifle) DX+1 [1]-13; Karate DX+6 [28]-18; TA Vitals (Karate) -2 [1]-16; Wrestling DX+0 [2]-12;

(2) Undercover [7]; Acting IQ+3 [2]-15; Disguise/TL IQ+2 [1]-14; Filch DX+2 [1]-14; Holdout IQ+2 [1]-14; Shadowing IQ+2 [1]-14; Stealth DX+2 [1]-14;

(3) Flavor [10]; Computer Operation/TL IQ+1 [2]-13; Connoisseur (Literature) IQ+0 [2]-12; Armory (B-Weapons) IQ+0 [2]-12; Singing HT+1 [4]-12;

(4) PSI Skills [20]: Mental Strength Will+2 [4]-14; Mental Strength Per+2 [12]-14; Precognitive Parry IQ+3 [4]-15; (includes bonuses from enhanced parry).

(5) Complementary [12]; Climbing DX-1 [1] 11; Fast-Talk IQ+0 [2]-12; First-Aid IQ+0 [1]-12; Forced Entry DX+0 [1]-12; Navigation-Land IQ+2 [1]-14 (features bonuses from absolute direction); Scrounging Per+1 [1]-12; Throwing DX-1 [1]-11; Traps IQ+1 [4]-13;

(6) Job [14]
Administration IQ+1 [4]-13; Savoir-Faire (Military) IQ+1 [2]-13; Soldier IQ+1 [4]-13; Writing IQ+1 [4]-13;

[/SPOILER]
You have a large number of points in skills, some of which likely could be better put into attributes. You have taken Mental Strength twice, once based on Will and once based on Per - is the latter supposed to be your Psi Observation skill? You haven't corrected the cost of your TA.
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Old 11-18-2020, 06:33 PM   #125
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(...) You have a large number of points in skills, some of which likely could be better put into attributes. You have taken Mental Strength twice, once based on Will and once based on Per - is the latter supposed to be your Psi Observation skill? You haven't corrected the cost of your TA.
Indeed, I made the changes on the GCS, but missed a few updates while transcribing to the thread.

Thanks for the coaching! I updated the skills and the IQ too (making the amendments right now).

Is there a tool to create these plaint text character sheets or do you also type the data manually?
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Old 11-18-2020, 07:11 PM   #126
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Default Re: DreadStormers (OOC)

Quote:
Originally Posted by Hide View Post
Indeed, I made the changes on the GCS, but missed a few updates while transcribing to the thread.

Thanks for the coaching! I updated the skills and the IQ too (making the amendments right now).

Is there a tool to create these plaint text character sheets or do you also type the data manually?
GURPS Character Assistant allows you to export to HTML.
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Old 11-18-2020, 08:07 PM   #127
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Default Re: DreadStormers (OOC)

Quote:
Originally Posted by Hide View Post
I picked navigation land because I conceived the ship as a dungeon; if I ever have to hide in the ship (for whatever reason) I can make sure I won't end in a dead end. My character with eidetic memory, absolute direction and vibration sense is probably going to be capable of moving around the ships using the ducts and getting to interesting places.
ok, that makes sense. Though you may want to look at the floorplans: dead ends are pretty difficult to run into. The ventilation system is pretty tightly sealed: its a spaceship engineered to keep mostly sealed when giant holes are blown in it.

Quote:
Regarding skill levels and the "many advantages"
Since I improved the character's skills in comparison to my previous build, I had the impression I would be right with the character as is now; I have seldomly played with skill levels above 13 and budgets above 200 CP in average, I am wrapping my mind around it. Reading the IC thread and your comments has been helpful! Danger sense is there to ensure survival, I will try my best to improve the character to lower the “reliable” levels, but I feel it is vital for the character. I appreciate all of your comments.
Gurps has a huge range of gameplay, because it covers so much ground as far as genres go. But, consistency is a big deal in this particular genre, and being able to tank penalties is important.

Quote:
On Trained by a Master
I employ GURPS character sheet (GCS) to build my characters; I knew of the modifier from other threads, but then I found it available in the program and considered applying it.
GCS is fan-made... sometimes you should be inquisitive of stuff you find there. I happen to like mygurps, but its not actually official.
Quote:
About the PSI modifier

The book GURPS Psionic Powers features a -10% modifier for PSI abilities; if it is not available that is OK.
The modifier is -10% for all of them, and the power modifier is essentially the same for all of them, but the "power" that is chosen matters. Read start of psionic powers, page 4, under "The Power"

Quote:
Regarding striking ST
It has the modifier one attack only -60%. My GCS does not display modifiers unless I open the details editor; perhaps I missed adding it because here I write them manually. This is the reason I missed some notes in the first draft.
hmm. Four levels of one attack only striking ST feels like its part of the power. Its a little too extreme to be part of the 250 point character.

Quote:
Regarding the job
If asked, Pacifica would be happy in charge of the food and all the vital supplies. As a player I would insist on working in the morale section, were the character could exploit her super memory and acquire a great deal of valuable information from doing paperwork and listening to co-workers.
The morale and officer section were excluded from the starting situations intentionally, in order to increase the challenge, and narrow the scope. It was a scenario creation decision, not just a limitation on what the teams setting up your cover can do.
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Old 11-18-2020, 08:12 PM   #128
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Do you have another spot open? I think I am in a better state than I was earlier now
Yes, we can add you.
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Old 11-20-2020, 07:58 AM   #129
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Ok, Pacifica's overall skill levels are looking much better.


Quote:
(4) PSI Skills [12]: Mental Strength Will+1 [2]-14; Mental Strength Per+1 [8]-14; Precognitive Parry IQ+2 [2]-15; (includes bonuses from enhanced parry).
You've still got mental strength listed twice. Your Psi total isn't adding up to 100, but you've also got advantages that could easily be switched to become in the psi category (danger sense, absolute direction, photographic memory -- which is what the 10 point version is called).



I'm trying to make sense of your power set, condense it down to its essence, and give you abilities beyond the simple power set you're looking at.


The bladed hand is pyschokinesis. The build you have going right now is weird, because its utilizing some fairly robust ability building tricks but not hammering it home. the ST-based build can be done for a quarter of the cost for 1 point of damage, and the missing 3 points of damage added for 6 points of Striking ST. Not that I'm suggesting that. I'm looking at ways to build this power without the ST component, possibly for less, and give some more generic PK abilities.



Vibration sense is either ESP or pyschokinesis. The trick is if you want to have precognitive parry you must have an ESP power.


regeneration is psychohealing or psychometabolism. the character sort of looks like she might have pyschometabolism, but it looks more like engineering and training, and if you have psychometabolism a lot of advantages should be moved into psi.


You're only allowed two powers, and if you want precognitive parry you need one of them to be ESP.



Quote:
(6) Job [7] Administration IQ+0 [2]-13; Savoir-Faire (Military) IQ+0 [1]-13; Soldier IQ+0 [2]-13; Writing IQ+0 [2]-13;
The job skills plus job advantages need to add up to 20, they're not "Free" to put where ever you want.
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Old 11-20-2020, 12:16 PM   #130
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Hello,

I noticed these points you are talking about, GnomesOfZurich helped me noticing some of them. I made changes before you posted this review; I guess the character is better now, but I will elaborate on your comments and post the character again:

Mental ST was duplicated because I missed changing the name of the per based mental st to "PSI-observation".

Since I moved some CP to the skill pool, I overlooked the costs and had the thought my PSI powers added the 100 points, I realized this and changed it already.

After I noticed the missing CP on the PSI powers, I upgraded the PSI attack. I scrapped striking ST and increased the innate attack's damage output. I had to change the type of damage and to remove a "mundane" advantage to do so; but I think it is much better now.

I roughly conceive vibration sense as the ability to scan areas from a safe distance and also to fight in the dark. Something similar would be Halo's promethean vision. On the other hand, precognitive parry is based on the "mundane" trained by a master and danger sense advantages. So, I moved danger sense to PSI abilities and turned it into an alternative ability for vibration sense, it has an enhancement to keep its passive-reflexive nature (details on the character sheet).

Finally, you are right about the points for jobs; I lowered them when I raised IQ and forgot about that fact.

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