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Old 02-26-2011, 01:16 PM   #481
DouglasCole
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Default Re: GURPS Monster Hunters: what will you do with it?

The easiest way to do a wood bullet is to use a very dense wood like lignum vitae or certain oak species that are very dense, form it into a short arrow-ish shape (fins and all) and fire it out of a 3.5" magnum shotgun slug with a sabot.

If you want "heavier then usual," drill out the wood in the center and fill it with lead so your actual mass is high enough to be fairly stable.
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Old 02-26-2011, 02:13 PM   #482
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Default Re: GURPS Monster Hunters: what will you do with it?

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Originally Posted by chrisjapow View Post
By-the-by, I can't see the "Sage" character being that interesting to play as a PC.
It just goes to show you! To me Sage and Sleuth seem the most interesting, because they get the most information, and it is information that is interesting to me. Presuming that Sage aren't absolute combat crocks I am more than happy to let other players go flashy. Me plus information is usually plenty effectual.
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Old 02-26-2011, 02:37 PM   #483
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Default Re: GURPS Monster Hunters: what will you do with it?

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Originally Posted by Rev. Pee Kitty View Post
The sage is the guardian of knowledge. His awareness of the enemy is unmatched, and his mental pursuits grant him power over the forces of magic (High levels of Lore! skill and some -- relatively slow -- spellcasting ability.)
<Squee>
Part Giles, part Mythos expert. Knowing what you are fighting, or not fighting makes a game for me. Having other players that are happy to play as if they know what Buffy would do helps, but.
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Old 02-26-2011, 02:38 PM   #484
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Default Re: GURPS Monster Hunters: what will you do with it?

Me too. I love playing scholars and I'm also fond of operational spellcasters.
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Old 02-26-2011, 03:34 PM   #485
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Default Re: GURPS Monster Hunters: what will you do with it?

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Originally Posted by griffin View Post
I went back to look at the description:
6. The sage is the guardian of knowledge. His awareness of the enemy is unmatched, and his mental pursuits grant him power over the forces of magic (High levels of Lore! skill and some -- relatively slow -- spellcasting ability.)


I definitely wouldn't want to play such a character either, but I'm sure there are people who will. I'm wondering what the relatively slow means.
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Originally Posted by Brett View Post
It just goes to show you! To me Sage and Sleuth seem the most interesting, because they get the most information, and it is information that is interesting to me. Presuming that Sage aren't absolute combat crocks I am more than happy to let other players go flashy. Me plus information is usually plenty effectual.
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Me too. I love playing scholars and I'm also fond of operational spellcasters.
Thirded. Info is key. Give me a guy who can tell you how exactly to kill the new scary thing, and occasionally kill things by using books. The only problem you will have is limiting how much time I get to prep and getting to the actual action, because I will be preparing all kinds of contingency charms/effects/etc.
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Old 02-26-2011, 03:47 PM   #486
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Default Re: GURPS Monster Hunters: what will you do with it?

My guess is that Sages will use Path/book magic, with either Effect Shaping or Energy Accumulating, while Witches will use some combat time magic, probably some variant of syntactic or realm magic.
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Old 02-26-2011, 03:54 PM   #487
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Default Re: GURPS Monster Hunters: what will you do with it?

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My guess is that Sages will use Path/book magic, with either Effect Shaping or Energy Accumulating,
Or the standard/spell/Magic/Hawthorne/whatever system with Ceremonial Only magery. It does seem unlikely to me that the entire Path system will be included. I suppose it could require Thaumatology, but that seems to be out of whack in regards to DF/Action!.
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while Witches will use some combat time magic, probably some variant of syntactic or realm magic.
My guess is Threshold-based Realm.
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Old 02-26-2011, 04:12 PM   #488
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Default Re: GURPS Monster Hunters: what will you do with it?

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Or the standard/spell/Magic/Hawthorne/whatever system with Ceremonial Only magery. It does seem unlikely to me that the entire Path system will be included. I suppose it could require Thaumatology, but that seems to be out of whack in regards to DF/Action!.
It could include only a few basic paths, and add a reference to Thaumatology for more. In fact it would wrok perfectly. Same as the Psi having only 4 powers, but probably having a note that Psionic Powers can be used to broaden the psi's scope.
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Old 02-26-2011, 04:13 PM   #489
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It could include only a few basic paths, and add a reference to Thaumatology for more.
Then it should either use Path or Book and not give a choice.
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Old 02-26-2011, 04:15 PM   #490
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Default Re: GURPS Monster Hunters: what will you do with it?

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Then it should either use Path or Book and not give a choice.
Probably. In fact it will probably be book, with some sample books. At least that's how I would do it, to keep it expandable, and avoid contradicting Thaumatology.
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