10-04-2015, 02:01 PM | #41 | |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: GURPS Action 4: Specialists
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For 'zero-G training', refresh and take a gander at Space Operations. Free-fall thrusters are covered by Free Fall or High-Performance Spacecraft according to Ultra-Tech, so I didn't add Flight Pack. |
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10-04-2015, 02:11 PM | #42 | |
Join Date: May 2008
Location: CA
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Re: GURPS Action 4: Specialists
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I don't think the Pilot skill is really appropriate for Space Ops; zero-G thrusters are used with Free Fall skill, not Pilot. I'd probably increase Free Fall skill, remove Pilot and the ST bonus, and put the final point into Spacer. |
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10-04-2015, 02:16 PM | #43 | |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: GURPS Action 4: Specialists
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I figure, if you want Soldier you can take Infantry Training. Piloting covers things bigger than a thruster pack, like the ship-to-station "broomstick" seen in many gritty sci-fi novels (or for an example from Ultra-Tech, the Zero-G Worksuit). Little more than a stripped-down frame with a rocket strapped to it, but it wants Piloting (High-Performance Spacecraft) skill to get you from point A to point B — think of it like a space bicycle. It also, in the Aerospace flavour, covers getting that escape pod from the station to the ground in one piece. |
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10-04-2015, 02:26 PM | #44 | |||
Join Date: May 2008
Location: CA
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Re: GURPS Action 4: Specialists
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10-04-2015, 02:33 PM | #45 | |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: GURPS Action 4: Specialists
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I'm not too caring about whether or not Aerospace is on there, frankly, I just figured that choice was good. I don't really have a strong argument for it, so... |
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10-22-2015, 04:09 PM | #46 |
Join Date: Dec 2012
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Re: GURPS Action 4: Specialists
One thing I just noticed about Specialists is that the disadvantage section of the BAT makes it reaaaalllyy easy to generate random NPC personalities.
I just assigned a number to each of the categories and roll randomly for two sets. Then I pick out the fun ones and go from there. This is going to make all of the random people that my players interact with actually be different. I am excited. Also, I made a chart for all the skill sets so that I can roll up random NPC hirelings/mooks or even a random extra skill set for allies/enemies. Now I just need to equip them. Anyone have a method for giving equipment to enemies/allies? |
10-22-2015, 05:00 PM | #47 |
Join Date: May 2009
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Re: GURPS Action 4: Specialists
Is my math bad, or does the BAT only add up to 95 points instead of the stated 100?
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10-22-2015, 07:16 PM | #48 |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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Re: GURPS Action 4: Specialists
Did you take into account the points for the Slush Fund? I just counted and I get a 90 points spent and 10 points in the Slush Fund, I almost missed the 5 points for +0.25 to Basic Speed.
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10-22-2015, 07:22 PM | #49 |
Join Date: May 2009
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Re: GURPS Action 4: Specialists
And I missed those 5 points as well. Thanks for the assist!
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11-03-2015, 09:49 PM | #50 | |||
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: GURPS Action 4: Specialists
So a fellow member of my gaming group and I have gotten into an argument about the description of Sure-Footed in Action 4 as it pertains to Terrain Adaptation and Perfect Balance.
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The opposition also has support from a couple of posts Kromm made several years ago. Quote:
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action, action! |
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