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Old 11-20-2011, 01:40 PM   #181
ErhnamDJ
 
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Default Re: [OOC] Worlds of Fire

Okay, I'm caught up here now and ready to get Douglas upgraded a little.

Do you have the book with imbuements in it?
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Old 11-21-2011, 01:29 PM   #182
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Ginnungagap View Post
Okay, I think I’ve gotten down my biography stuff for Jacobson, and I’ve put it in three little parts.
What the Spiral Court is:
Sounds fine.

Quote:
Originally Posted by Ginnungagap View Post
I really need a new name for this because it’s been used in this thread before, but it is literally a gauntlet, here’s a bit more data on the Gauntlet:
GURPS Magic includes a section on naming things like spells rather than relying on the mundane name. I'd recommend (as an easy option) a name based on where it was found or the person who found it. Alternatively if these things have slightly different abilities then a name based on those differences. Depends on the style I guess.

Quote:
Originally Posted by Ginnungagap View Post
I think I'm likely to run the power of the Spiral closer to being a Cosmic ability, but with requirements to keep the focus to properly access it. I'm getting two things out of warping space here: Jumper, and Payload. For now. I might find a few things later, but those two are the defining non-mundane traits of Jacobson.
Jumper is fine, it's still 0 points, but feel free to add modifiers to it. Payload could be interesting; Cosmic on that would be +50%. Check the other modifiers to see what it comes to.

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Originally Posted by ErhnamDJ View Post
Okay, I'm caught up here now and ready to get Douglas upgraded a little.

Do you have the book with imbuements in it?
I'm thinking this is a no. I do remember having this conversation in University of Heroes... Let me know what this will involve.
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Old 11-21-2011, 02:28 PM   #183
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
I'm thinking this is a no. I do remember having this conversation in University of Heroes... Let me know what this will involve.
If you don't have this, then I'll just get something else.

It has skills you can use to give a weapon attack stuff like an armor divisor, or turn the damage into fatigue damage. Mostly it's the various Innate Attack enhancements turned into skills you can use to apply those to your weapons.

So, you'd have something that's a Very Hard skill that you can use that costs 1 FP to give a weapon an Armor Divisor of 2. It's a whole big list of those type things. There's one of the Pyramid articles that has them based on the different psionic powers (telepathy, teleportation, et al).
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Old 11-21-2011, 04:59 PM   #184
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Default Re: [OOC] Worlds of Fire

Oh, I've already statted stuff out. I was just making sure the history and stuff was acceptable. I'll now be sure to ensure I'm fine with all my statistics, then I'll post up the stat stuff.

EDIT: I can't seem to find such a section in Magic, but I'll work on it. I should have a name for it soon. I've confirmed with myself on the stats of things and on the equipment I'm bringing with me. Some edits may have to be made after your lookover, but I'm making up a name for this magic item before I post it. For sure.


EDIT2: Done...

Spoiler:  


The Spiral Court:
Spoiler:  


The Tau Glove:
Spoiler:  


And now for Jacobson’s personal file. This concludes the first spoiler as well.
Spoiler:  

Last edited by Ginnungagap; 11-21-2011 at 06:43 PM.
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Old 11-22-2011, 01:10 PM   #185
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Ginnungagap View Post
EDIT: I can't seem to find such a section in Magic, but I'll work on it.
It wasn't a section as such; it was just a few notes on the names of spells.

Quote:
Originally Posted by Ginnungagap View Post
ADVANTAGES [+68]
Payload 5 (22.5lb) [7] [Cosmic +50%, Pact -10%]
Tau Glove [Can Be Stolen (Forcibly) -10%, Unique -25%] [-35%]
Payload 15 (67.5) [15.75] [Cosmic +50%, Pact -10%] [+5%]
Jumper (World) [Free] [Pact -10%, Tunnel +40%] [-5%]
The Tau Glove itself doesn't seem to have a points cost, though it does have modifiers, or are those meant to be general modifiers for the other abilities? Please clarify.

Also, you've listed a Pact modifier, which normally means that the power comes from some kind of sentient source. I'm presuming that Chivalry is the chosen mental disadvantage for it, though I'm having a hard time seeing how the Spiral links to the Tau Glove links to the Pact modifier and that disadvantage. Please check the numbers on that one.

Quote:
Originally Posted by Ginnungagap View Post
Enemy [-15] The Spiral Court, a medium sized group of supers [30], appears Quite Rarely (roll of 6 or less) [*1/2], wants him dead [*1]
I'll stat up some enemies based on what I've seen so far. Be on your guard.

Quote:
Originally Posted by Ginnungagap View Post
SKILLS [120]
Broadsword (A) DX+7=19 (28)
Two Handed Axe/Mace (A) DX+6=18 (24)
Staff (A) DX+2=14 (12)
Tactics (H) IQ+1=11 (8)
Armoury (Melee Weapons) TL3 (A) IQ+0=10 (8)
Cloak (A) DX+1=13 (8)
Meditation (H) Will+0=10 (4)
Autohypnosis (H) Will+1=11 (8)
Acrobatics (H) DX+2=14 (12)
Scrounging (E) Per+3=13 (8)
Staff should be 8 points.
Armoury should be 2 points.
Cloak should be 4 points.

I'd seriously recommend putting some points in non-combat/ influence skills.

Quote:
Originally Posted by Ginnungagap View Post
The Spiral Court:
Trying to get my head around the type of powers that these people have; mostly seems to be gravity and bending space, which makes a kind of sense. No doubt more will turn up; I reserve the right to fill in any blanks in the backstory that you have not previously filled while developing enemies and so forth. Please provide any additional backstory that you feel is necessary in advance.

Quote:
Originally Posted by Ginnungagap View Post
This man is to be executed. At least, that is how the Spiral Court sees it.

Of course, Jacobson believes that his calling is for a higher purpose. 1 universe is little compared to 90% of all possible humanity, after all. However, his employment is infinitely aided by the fact that he doesn’t put the fact that he doomed his home on his resume.
Being aware that all the Spiral Court needs to do is explain what Jacobson did and apply for his extradition from the Western Harbour in order to get hold of him. That won't happen immediately, but it could potentially be an option if his secret comes out. How far is he going to go to guard it and protect himself?

I make his total points 236+50 at present, including the modified skill points. Be aware that his TL adjustment (he does seem to be from a lower TL so far based on his clothing and weapons) needs to be accounted for in his advantages/ disadvantages.
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Old 11-22-2011, 03:19 PM   #186
Ginnungagap
 
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Default Re: [OOC] Worlds of Fire

I just knew my math would mess up somewhere. I'll repost it after reworking out the limitations stuff and I'll be sure to group the points in the glove together as one thing.

I've got 6 free points still: Any suggestions for skills that might be of import here? I'm new to the system and not sure what non-combat stuff a GM would likely throw out, and thus, what exactly to go with. I'm also working out whether to keep CoH (Chivalry), change it to a different CoH, or pick a different disadvantage.
Much less finding non-combat stuff to fit the character. I already fulfilled my need of having him capable of doing what I want him to be able to do.

I'm not sure what I could take away from disadvantages so that I could lower the TL enough to give him another 25 points of them anyway (and I may be insane, but I'm not giving up on 25 extra points that result in a huge loss of wealth and lower the quality of my weapons). That's what, half of the disadvantage pool? I could remove the secret and nightmares, or completely remove the CoH and enemy.

I would have thought that the Spiral Court was a bit busy trying to run across him personally, then trying to kill him. What person keeps himself reserved while he's looking for the man who ended his homeworld, personally. I doubt that the one's going around on the look for him would bother to distract themselves from their righteous cause to talk to some people about the Blazen. Too busy trying to kill someone, I guess.
Then again, I'm actually unsure as to what the response would be if his secret came out. I'm not sure if the Western Harbor would just extradite him (anyone who talked to the Harbor long enough to know he was there and employed would likely have gone on about he he would have to die righteously...), and the fact that, you know, he'd have to be restrained to prevent him just leaving the place.

Aah, isn't it lovely, the interaction of having both an Enemy and a Secret and letting the Enemy in on the Secret.

Last edited by Ginnungagap; 11-22-2011 at 05:17 PM.
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Old 11-22-2011, 07:10 PM   #187
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Default Re: [OOC] Worlds of Fire

Lucie Bertrand

Lucie Bertrand was born to a wealthy, aristocratic Parisian family who afforded her the luxury of an education at the Lycée Janson de Sailly and the benefits of multilingualism. After graduating from Janson with a Baccalauréat, Lucie travelled to Switzerland and enrolled in the University of Zurich. She studied medicine for six years, earning a Bachelor's degree and a Master's degree upon graduation. Lucie had originally planned to return to France to practice medicine, but while she was at a convention in Geneva she heard about the Médecins Sans Frontières, a humanitarian-aid organisation that provided medical aid to war-torn regions and developing countries facing diseases.

Lucie joined MSF and ended up travelling the world helping people throughout Africa and Asia. One day, after returning from a mission in Libya, Lucie heard about "The Fight" against "The Blazen". Naturally, she volunteered and was drafted into The Front Line. She had no idea of what she was getting in to.

Basic Attributes [120]:

ST - 10 [0]
DX - 12 [40]
IQ - 13 [60]
HT - 12 [20]

Secondary Characteristics [5]:

Damage (Thrust/Swing): 1d-2/1d
Basic Lift: 20 lbs.

HP - 11 [2]
Will - 13 [0]
Per - 13 [0]
FP - 13 [3]

Basic Speed: 6 [0]
Dodge: 9
Basic Move: 6 [0]

Build [0]:

5′4″, 120 lbs. (SM 0).

Age and Beauty [4]:

Age: 33 years old
Physical Appearance: Attractive [4]

Social Background [21]:

Technology Level: 8 [0]
Culture: Arabic [1]
South Asian [1]
Sub-Saharan African [1]
Western European [0]
Language: English (Native) [4]
French (Native) [0]
German (Native) [4]
Italian (Native) [4]
Maghrebi Arabic (Accented) [2]
Singhalese (Accented) [2]
Swahili (Accented) [2]

Wealth and Influence [0]:

Wealth: Average [0]
Reputation: 0 [0]
Importance: Status 0 [0]

Advantages [20]:

Jumper (Time) [0]
Jumper (World) [0]
Language Talent [10]
Resistant to Disease (+8) [5]
Social Regard +1 (Respected) [5]

Perks [5]:

Accessory (Personal Poison Snooper) [0]
Autotrance [1]
Deep Sleeper [1]
Honest Face [1]
License (Medical) [1]
No Hangover [1]

Disadvantages [-45]:

Bad Sight (Nearsighted; Mitigator, Eyeglasses, -60%) [-10]
Code of Honor (Professional; Hippocratic Oath) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Sense of Duty (Small Group; Party) [-5]
Vow (Great Vow; Never refuse any request for aid) [-15]

Quirks [-5]:

Alcohol Intolerance [-1]
Congenial [-1]
Humble [-1]
Incompetence (Guns) [-1]
Responsive [-1]

Skills [125]:

Biology/TL8 (Earthlike; Biochemistry) (IQ/Very Hard) +3 [20]
Boating/TL8 (Motorboat) (DX/Average) -1 [1]
Boating/TL8 (Unpowered) (DX/Average) -1 [1]
Carousing (HT/Easy) +0 [1]
Cooking (IQ/Average) -1 [1]
Diagnosis/TL8 (Human) (IQ/Hard) +3 [16]
Diplomacy (IQ/Hard) -2 [1]
Driving/TL8 (IQ/Average) (Automobile) -1 [1]
Electronics Operation/TL8 (Medical) (IQ/Average) +3 [12]
Electronics Repair/TL8 (Medical) (IQ/Average) -1 [1]
Expert Skill (Political Science) (IQ/Hard) -1 [2]
First Aid/TL8 (Human) (IQ/Easy) +3 [8]
Mechanic/TL8 (Automobile) (IQ/Average) -1 [1]
Naturalist (Earthlike) (IQ/Hard) -2 [1]
Pharmacy/TL8 (Herbal) (IQ/Hard) -2 [1]
Physician/TL8 (Human) (IQ/Hard) +3 [16]
Physiology/TL8 (Human) (IQ/Hard) +3 [16]
Poisons/TL8 (IQ/Hard) -2 [1]
Scrounging (Per/Easy) +0 [1]
Surgery/TL8 (Human) (IQ/Very Hard) +3 [20]
Survival (Per/Average) (Earth; Desert) -1 [1]
Survival (Per/Average) (Earth; Jungle) -1 [1]
Survival (Per/Average) (Earth; Plains) -1 [1]

Summary:

[120] + [5] + [4] + [21] + [20] + [5] + [-45] + [-5] + [125] = 250

Equipment:

a pair of Eyeglasses (TL5). $150, neg. LC4.
a Survival Knife (TL7). $30, 0.9 lb.
a Pocket Knife (TL7). $5, 0.1 lb.
a Survival Tool (TL7). $100, 2 lbs.
a Doctor's Medical Bag (TL5). $10, 1 lb. LC4.
an IV Kit (TL6). $15, 0.5 lb. LC3-4.
a pint of Plasma (TL6). $200, 0.5 lb. LC3-4.
some Dextrose (TL7). $4, 2 lbs. LC3-4.
some Saline (TL7). $3, 2 lbs. LC3-4.
an Automatic External Defibrillator (AED) (TL8). $1,200, 3 lbs. LC4.
a month's supply of Soap (TL5). $1, 0.25 lb. LC4.
a week's supply of Foot Powder (TL6). $4, 0.5 lb. LC4.
a 10-use bottle of Insect Repellant (TL6). $2, 0.25 lb. LC4.
a bottle of 50 Salt Tablets (TL6). $1, 0.1 lb. LC4.
a four-use bottle of Sunscreen (TL6). $2, 0.25 lb. LC4.
a month's supply of Vitamin Pills (TL7). $3, 0.1 lb. LC4.
a week's supply of Hand Sanitizer Gel. $1, 0.01 lb. LC4.
24 Sterile Gauze Bandages (TL7). $24, 2.4 lb. LC4.
12 Hemostatic Bandages (TL8). $240, neg. LC4.
an Electronic Thermometer (TL8). $30, neg., 2xT/1,000 readings. LC4.
an Otoscope (TL7). $150, 0.25 lb., 2xS/10 hrs. LC4.
a Percussor (TL5). $10, 0.25 lb. LC4.
a Stethoscope (TL5). $15, 0.25 lb. LC4.
a Sphygmomanometer (TL6). $20, 0.5 lb. LC4.
a Suturing Kit (TL6). $20, 1 lb. LC4.
an Ether Mask (TL5). $50, 2 lbs. LC3.
4 doses of Ether (TL5). $20, neg.
a vial of Ammonia Inhalants (TL5). $0.20, neg. LC4.
6 doses of Morphine (TL5). $6, neg. LC3.
100 doses of Analgesics (TL6). $3, neg. LC4.
100 doses of Antibiotics (TL6). $5, neg. LC4.
a 10-dose tube of Antibiotic ointment (TL7). $5, neg. LC4.
30 doses of Antimalarial Pills (TL6). $5, neg. LC4.
a Micro-Flashlight (TL6). $5, neg., T/2 hrs. LC4.
and a Notebook with a Pencil (TL6). $1, 0.1 lb. LC4.

I'll calculate the cost and weight of the equipment later, for now I want to get it out there for critique.
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Old 11-23-2011, 02:52 PM   #188
Totem
 
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Ginnungagap View Post
I just knew my math would mess up somewhere. I'll repost it after reworking out the limitations stuff and I'll be sure to group the points in the glove together as one thing.
It's the joy of having spent the time creating a spreadsheet to handle the numbers for me; I'm no better when working out the numbers in my head.

Quote:
Originally Posted by Ginnungagap View Post
I've got 6 free points still: Any suggestions for skills that might be of import here? I'm new to the system and not sure what non-combat stuff a GM would likely throw out, and thus, what exactly to go with. I'm also working out whether to keep CoH (Chivalry), change it to a different CoH, or pick a different disadvantage.
Much less finding non-combat stuff to fit the character. I already fulfilled my need of having him capable of doing what I want him to be able to do.
General influence skills would be my recommendation: Acting, Diplomacy or Intimidate will be vital if he wants to keep a Secret without having to simply kill anyone who finds it out, which seems to be his only option at present. I will allow options for completing some objectives without any need for combat (that may not go down well in some quarters), so stealth or something similar would be handy. If nothing else give some thought to how you will handle things that you cannot fight (or not with any permanent effect at any rate) as there will be a couple of them along the way at least.

Quote:
Originally Posted by Ginnungagap View Post
I'm not sure what I could take away from disadvantages so that I could lower the TL enough to give him another 25 points of them anyway (and I may be insane, but I'm not giving up on 25 extra points that result in a huge loss of wealth and lower the quality of my weapons). That's what, half of the disadvantage pool? I could remove the secret and nightmares, or completely remove the CoH and enemy.
I'd recommend making it a cultural thing: TL6 general tech but with heavy TL3 cultural influence and weapons TL, so it would be perfectly normal to see battle-axe wielding warriors riding around on steam driven engines as escort for barbarian chiefs and the like. That reduces the TL to TL6+(TL3 Arms and Armour) for a cost of -12 and adds a bit of a twist whilst dropping some of the TL penalty to equipment and the like.

Quote:
Originally Posted by Ginnungagap View Post
I would have thought that the Spiral Court was a bit busy trying to run across him personally, then trying to kill him.
It does depend on the state that each representative is in when they find him I suppose. Some of them might have given up hope and run into him purely by chance, while others might deliberately be hunting for him based on every clue that they can dig up. I'll review and let you know.

Quote:
Originally Posted by Ginnungagap View Post
Aah, isn't it lovely, the interaction of having both an Enemy and a Secret and letting the Enemy in on the Secret.
It does mean that Jacobson is going to have more personal plot going on than anyone else in the game at this point. Anyone wanting to add elements of their own backstory into the campaign should let me know; without specific advantages/ disadvantages to work from I'm playing such things loosely.
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Old 11-23-2011, 03:01 PM   #189
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Frosty View Post
Jumper (Time) [0]
Jumper (World) [0]
Quote:
Originally Posted by Frosty View Post
I'll calculate the cost and weight of the equipment later, for now I want to get it out there for critique.
Main thought so far: please list some kind of modifiers for where the two Jumper abilities come from (see this post for the kind of information I am looking for).

I'll review the rest in the next couple of days; busy evening today.
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Old 11-23-2011, 03:52 PM   #190
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Default Re: [OOC] Worlds of Fire

Frosty: Optimization note: Right now you can go down in points and go up in effectiveness. A couple ways to pull this off
1) If you drop the points in surgery, first-aid, diagnosis, and physiology down to one and add some of those saved points to physician, you can then use the rules for "buying up from default"; surgery, first-aid, diagnosis and physiology all have a physician default which they'll be effectively at. You can end up with all of those skills much higher,
2) Drop all IQ skills above 1 cp down a couple of ranks, and add two IQ. You'll be more effective across the board and have more CP.
3) Take levels of the healer talent and drop the skills it helps.

And you may want to add a note like: "physician really at 16 for non-defaulting purposes" or "Healer talent is really training" if you don't want specialized doctor aptitude or silly levels of physician.

You don't have to do it, but I always like more CP when making characters. Even if its just to stash them away for emergencies.
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Last edited by Lamech; 11-23-2011 at 03:57 PM.
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