05-31-2009, 04:58 PM | #141 | |||
Join Date: Sep 2004
Location: Medford, MA
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Re: New to GURPs; not sure where to start
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1. An item the PC owns but did not say they were carrying. 2. An item you probably own, fits in the character concept, but is minor enough to leave unspecified. 3. An inexpensive device widely available at your tech level. So...in order to answer your question, I'd have to know a couple things. Does the character with the Gizmo already own some batteries? Then yes. Is the item in the character concept and minor? Well that depends. If it is the Ninja who has the Gizmo advantage, I'd probably say yet. If it is a different character? Maybe not. Is it an inexpensive device widely available at your tech level? Well...that's up to you. In a regular techno game world, I'd probably say yet. In Star Wars, I'd say no. In your game? I don't know...if it is some sort of post apocalyptic thing...maybe not...maybe with the break down of civilization nothing is really widely available anymore. So it depends, but in a post apocalyptic game? My gut feeling is...if the character with the Gizmo advantage is the ninja, yes. If not...maybe not. Sort of depends on the character concept of the character with the Gizmo advantage and how long the Gadgeteer and the Ninja have known each other, how close their relationship is...etc. Quote:
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http://gcs.trollworks.com/Welcome.html |
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05-31-2009, 05:04 PM | #142 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: New to GURPs; not sure where to start
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I was basing my understanding of a force sword on a lightsaber...I think that's what it's suppose to be anyway... At TL9 I am seeing it as being similar to a light saber, but the "blade" is partially laser, and partially electricity and magnetism. The best way I can explain it is a weaponized version of a Jacob's Ladder. (I think that's what the things are called with which you can watch the electricity move between the two metal rods.) That also seems to explain how a force sword can be used to parry another force sword as well; the magnetic/electrical charges from one blade would resist the charges from another blade. I don't see them being able to set things on fire either. |
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05-31-2009, 06:09 PM | #143 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: New to GURPs; not sure where to start
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05-31-2009, 06:53 PM | #144 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: New to GURPs; not sure where to start
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Another plus of GCS, all your players, if they get really excited can download the program for free as well. |
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05-31-2009, 11:28 PM | #145 |
Join Date: Jul 2007
Location: One Mile Up
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Re: New to GURPs; not sure where to start
Me Too, on a thrusting attack. On the damage multipliers, however: X2 to Vitals, yes, but only X1 to eyes and the normal X4 that everything except Toxic gets if it penetrates to the brain (same page ref).
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06-01-2009, 01:31 AM | #146 | |
Join Date: Jan 2008
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Re: New to GURPs; not sure where to start
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Obviously on price Character Sheet has the advantage. :p |
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06-01-2009, 12:47 PM | #147 | |
Join Date: Nov 2005
Location: Seattle, Washington
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Re: New to GURPs; not sure where to start
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Other than that, I have no problems with it at all. It's easy to noodle around with character concepts, or create a standard NPC sheet and add twenty different weapons skills to it to simulate all the possible weapons they might have without regard to character points. It's also extensible. I was able to easily convert the High-Tech Weapons data into a GCS equipment library, remove anything not available before 1880, and distribute it to my players. Everything is stored as xml files, so you can crack into them with a text editor and tweak values, prerequisites, etc. as much as you like.
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06-02-2009, 12:34 AM | #148 |
Join Date: Nov 2008
Location: Pennsylvania
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Re: New to GURPs; not sure where to start
A handful of unrelated questions:
I'm somewhat confused about armor. Is it possible to wear more than one suit of armor? Specifically, can I wear a mail coif under a leather helm? This is an issue which came up while making a character. I've already found an alternative way to try to do what I was doing armor-wise, so at this point I'm not changing it back. I just want to know if it's possible, because I don't fully understand some of the armors yet. ----------------------------------------------------------------------- What information is relevant for an NPC? Specifically, in the game I'm going to run for a few of my friends, the ninja guy is on the run from the Yakuza. I rolled to see if they would show up during the intro part of the campaign, and, yes, they will. I rolled randomly, and 17 Yakuza at 50% of the PC's power will show up. On a side note: I'm interested to see how it will play out because one of the other PCs also has an enemy which will show up at the same time. The one guy is playing a female character on the run from the US Gov't; from what I can tell the character is similar to the main character from Mirror's Edge. So there will be the Yakuza, whatever I had originally planned, and the US Gov't. Right now the party consists of: Mirror's Edge-esque Femme Fatale; force sword wielding ninja; Tony Stark/Iron Man inspired character. ------------------------------------------------------------------------- I have a pretty good grasp on creating templates. I'm unsure how to mimic some of the traits of races inspired by other games I play. An example would be the trait which Dwarves have in D&D; they always move the same speed regardless of how weighted down they are. To give myself some practice, I've been trying to convert some of the stuff I'm familiar with in D&D. Dragonborn seem fairly easy; the breath weapon would be an innate attack I think. Elves are fairly straight forward. I was trying to figure out how the 'shifty' trait which D&D's Kobolds have would work, but that's one which stumped me too. I was thinking perhaps it would be some sort of special option which allows them to spend a FP to take a step or perhaps some sort of special option which allows them to take a step in a situation where it's not normally allowed. For those who aren't familiar with what 'shifty' is, in D&D 4E you have three types of actions: standard, move, minor. Standards are usually used for attacking, casting spells, etc. Moves are for...well, moving. Minors are similar in scope of time to a GURPS Ready. One of the move options is to take a single step; this -in D&D- prevents you from provoking an opportunity attack. Kobolds are able to take a step with a minor action instead of needing to use a move action. ...now that I've generated some interest with my friends, I wanted to show them what some of the D&D creatures would look like as GURPS creatures. I thought perhaps this would also be a good way to introduce some of the new terminology to the group. They already understand what the creatures can do; seeing the new terminology being used to explain concepts they are already familiar with will -I hope and think- give them a stepping stone into learning more of the system. |
06-02-2009, 06:29 AM | #149 | |||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: New to GURPs; not sure where to start
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Depends on what the NPC is likely to do. You'll want basic attributes for most NPCs If they're just going to fight, you'll need fighting skills, and advantages/disads relevant to combat (DR, Combat Reflexes, etc., rather than, say, Patron, Reduced Consumption, and so on). If they're just going to talk, you'll want to know their social traits but probably ignore combat-related ones. Quote:
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06-02-2009, 06:47 AM | #150 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: New to GURPs; not sure where to start
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Can you wear a mail coif under a leather helm? No. The inner layer of armor must be flexible and concealable. A mail coif is flexible (it has the * by its DR listing), but it isn't concealable (it doesn't have the [1] note). Note also if you layer armor you are at -1 to DX and DX-based skills. |
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Tags |
gurps recruitment, gurps revival, introductions to gurps |
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