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Old 11-24-2011, 03:00 PM   #201
ErhnamDJ
 
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Default Re: [OOC] Worlds of Fire

If I wanted to have Douglas learn a little bit about higher tech stuff, but not very much, how would I do that?

Say he encountered a laptop, how and I thought maybe we would know what it was. Would I take High TL with Unreliable and Requires IQ Roll? Something like that?
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Old 11-25-2011, 01:45 AM   #202
Lamech
 
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Default Re: [OOC] Worlds of Fire

Spoiler:  


Grimoire: 64 points worth of spells in total, I don’t think any of them have a TL, but if they do its TL 8.
Spoiler:  

Changes are in red, and the traits removed are below. Also note every spell skill has changed.

Removed Traits
Spoiler:  
__________________
John
Cee
Martel
Hiriko
Andrew

Last edited by Lamech; 12-31-2012 at 11:50 AM.
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Old 11-26-2011, 09:22 AM   #203
Totem
 
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by ErhnamDJ View Post
If I wanted to have Douglas learn a little bit about higher tech stuff, but not very much, how would I do that?

Say he encountered a laptop, how and I thought maybe we would know what it was. Would I take High TL with Unreliable and Requires IQ Roll? Something like that?
The simplest answer that I can come up with would be Tech Level Familiarity:

Quote:
Tech Level Familiarity [1 or 2 points per area]
Rather than buying up a full Tech Level, familiarity with individual areas of specific TLs can be bought up. This does not represent full familiarity with a TL, but rather a broad understanding of a specific part of that TL. The areas that can be studied are:
  1. Arms and Armour - Guns, weapons, etc
  2. Transport - Vehicles and modes of transport
  3. Civilian - household equipment and belongings (telephone, PC, bed, general layouts, etc)
  4. Sciences - Medicine, physics, mathematics, astronomy, etc
This is not a definite or exclusive list. Further areas can be developed to suit specific needs.

This costs either 1 point or 2 points:
  • 1 Point buys you familiarity with this but not functional understanding; you do not need to make Fright, Awe or Confusion Checks for technology that you have familiarity with and do not need to be ignorant of such things in play, but you cannot learn any skills related to this.
  • 2 Points buys you sufficient familiarity that you can learn functional skills based on this TL area; TL8 (Transport) [2] would allow a TL3 monk to learn Drive (Car) or Mechanic (Car). This does not allow creative skills: the monk would not be able to learn Engineer (Car) for instance.

This can be bought at any TL that the character does not already possess, irrespective of intervening TLs. It cannot be used to learn skills at default.
Should cover it: Douglas can buy up TL8 (Civilian) for 1 point which would basically represent being used to civilian equipment and living at a 'regular' TL8 world, and thus avoid any penalties for misunderstanding what stuff is. If necessary he could also buy up others for other worlds or TLs as well.
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Old 11-26-2011, 09:32 AM   #204
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Lamech View Post
Grimoire: 64 points worth of spells in total, I don’t think any of them have a TL, but if they do its TL 8.
Checked this again, it now adds up. Just waiting for Douglas and Seann.
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Old 11-26-2011, 11:21 AM   #205
ErhnamDJ
 
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Default Re: [OOC] Worlds of Fire

+1 Per
+1 Enhanced Dodge
+1 to Guns skill

Total: 21 points. I had one point saved from earlier (see my post on page 9).

Changes are in red.

Name: Douglas Trask

Attributes [155]
ST 12 [20]
DX 13 [60]
IQ 11 [20]
HT 12 [20]

HP 12
Will 12 [5]
Per 15 [20]
FP 12

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 7 [15]
Basic Move 7

Social Background
TL: 6
Cultural Familiarities: Western-Sorta
Languages: English

Advantages [63]
Combat Reflexes [15]
Cultural Adaptability [10]
Cutting-Edge Training (Armoury skill is TL7) [1]
Fit [5]
Gunslinger (Revolvers Only, -60%) [10]
Hard to Kill 1 [2]
Hard to Subdue 1 [2]
Jumper (Teleportation, Requires 5 FP) [0]
Off-Hand Weapon Training (Pistol) [1]
Payload 10 (External, -50%) [5] (Allows him to carry twenty-nine pounds outside his body that don't count as encumbrance)
Peripheral Vision (Breakable, -20%; Can Be Stolen, -30%; ESP, -10%) [6]
Social Chameleon [5]
Weapon Bond (Colt Walker) [1]
Enhanced Dodge 1 (Accessibility, Not against mindless, -10%; Telepathy, -10%) [12]

Disadvantages [-45]
Low TL 2 [-10]
Loner [-5]
Motion Sickness [-10]
Sense of Duty (Adventuring Companions) [-5]
Phobia (Oceans) (15) [-5]
Wealth (Struggling) [-10]

Quirks [-5]
Distinctive Features: Big beard, Bald head
Minor Delusion (Thinks he's careful) [1]
Minor Code of Honor (Keeps his word)
Minor Addiction (Caffeine)
Lactose Intolerance

Skills [61]
Acrobatics (H) DX 13 [4]
Acting (A) IQ 11 [2]
Armoury (Small Arms)/TL7 (A) IQ-1 10 [1]
Body Language (A) Per-1 14 [1]
Brawling (E) DX 13 [1]
Carpentry (E) IQ 11 [1]
Chemistry/TL6 (H) IQ-2 9 [1]
Climbing (A) DX-1 12 [1]
Detect Lies (H) Per-2 13 [1]
Escape (H) DX-2 11 [1]
Fast-Draw (Grenade) (E) DX 13 [1]
Fast-Draw (Pistol) (E) DX+2 16 [4]*
Fast-Talk (A) IQ+2 13 [8]
First-Aid/TL6 (E) IQ 11 [1]
Forced Entry (E) DX 13 [1]
Guns/TL6 (Pistol) (E) DX+5 18 [16]
Holdout (A) IQ+1 12 [4]
Knife (E) DX 13 [1]
Machinist/TL6 (A) IQ-1 10 [1]
Mechanic/TL6 (A) IQ-1 10 [1]
Observation (A) Per-1 14 [1]
Scrounging (E) Per 15 [1]
Search (A) Per-1 14 [1]
Smith/TL6 (Iron) (A) IQ-1 10 [1]
Stealth (A) DX+1 14 [4]
Survival (Desert) (A) Per-1 14 [1]
Throwing (A) DX 13 [2]
Wrestling (A) DX 13 [2]

*Includes +1 for Combat Reflexes

Equipment
Colt Walker (TL 7 version that doesn't explode!) Fine (Accurate) 3 Acc - Very Fine (Reliable) 17 Malf. (roll twice) - 2d+2 pi+ - range 110/ 1,200 - $1650 each - Bulk -4 - Weight 4.7/0.15

Colt Walker (TL 7 version that doesn't explode!), .44 American - Swing-Out Cylinder - Fine (Accurate) 3 Acc - Very Fine (Reliable) 17 Malf. (roll twice) - 2d-1 pi+ - range 120/ 1,300 - $1650 each - Bulk -4 - Weight 4.7/0.15

Colt Revolving Rifle, .56 - Damage 3d+2 pi+ - Fine (Accurate) Acc 4 - Very Fine (Reliable) 17 Malf. (roll twice) - Range 180/2,000 - Weight 11 - RoF 1 - Shots 5 - Bulk -6 - Rcl 3 - 6x Scope (+2 Acc)

Bulletproof Vest - Torso - 6 DR - $750 - Weight 8
Steel-Toed boots - Feet - 6/2 DR - $100 - Weight 4 - +1 to kicking damage
Sunglasses - Eyes - 1 DR - $10
Duster (+4 to Holdout) - $50 - Weight 5

Balanced, Fine Long Knife - $1680 - Weight 1.5

Multi-Function Knife - $25
Multi-Tool $50 - Weight .5
Duct Tape (69 yards) $1 - Weight 2
Belt - $10
Collapsible Cup - $3
Grooming Kit - $25 - Weight .5
Mirror - $5
Pocket Watch - $100
Sewing Kit - $1
Binoculars (TL6 - 6x magnification) - $150 - Weight 3
Compass - $25
Canteen - $10 - Weight 3
Small Backpack - $60 - Weight 3
Rope, 1/2" (10 yards) - $10 - Weight 2.2
Fishing Kit - $5
Black powder (1 lb in steel can) - $5 - Weight 3
Bullet-molding equipment - $25 - Weight 1
Cigarette Light - $10
Matches - $1.50
Personal basics - $5 - Weight 1
Small Pouch - $3
Water Purification Tablets - $5
Belt Holster x2 - $50 - Weight 1

MK III Grenade (x6) - 8d+2 cr ex - $120 - Weight 6

Small First Aid Kit (bandages, one dose of morphine, and two doses of sulfa) - $10 - Weight 1

$3,000 worth of gold (should be almost three ounces)

New clothes!

Ammo!

Stats [155] Ads [63] Disads [45] Quirks [5] Skills [61] Saved [1] = Total [230]

Background

Douglas is from a world that slipped into darkness, after the technological age passed. The sky burned bright. All was a desert. The few who survived drifted through the ruins, used what little they could find. Douglas found a machine. It bored into his brain, changed him. he can move across worlds. But if he so much as moves on a train or in a car, he becomes ill. He's searched across the worlds. Most are empty. None have answers.
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Old 11-27-2011, 07:52 AM   #206
Totem
 
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
The simplest answer that I can come up with would be Tech Level Familiarity:
Quote:
Tech Level Familiarity [1 or 2 points per area]
I should point out that this also works in reverse (so to speak): Seann could buy Tech Level Familiarity (Civilian) to bypass TL penalties on Computer Use and Research rolls for a specific TL lower than his own (I will be counting TL penalties from here on).

Also, Tech Level Familiarity doesn't count towards a Perk limit, so any number of levels can be purchased in it (a seasoned traveller might purchase Tech Level Familiarity (Civilian) TL 3-14 for 11 points and be excused assorted penalties for any mainstream world they are likely to visit).

Quote:
Originally Posted by ErhnamDJ View Post
+1 Per
+1 Enhanced Dodge
+1 to Guns skill

Total: 21 points. I had one point saved from earlier (see my post on page 9).
Looks good.
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Old 11-30-2011, 01:58 PM   #207
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Talosian
As a separate question, how many SEUs (Standard Economic Units, which I believe were specified as credits) are characters getting for gear? On a related note this sentence on the updated first page of the OOC
Quote:
Prices for equipment are set at your individual Tech Level.
implied to me that prices need not be multiplied like mad due to being above TL8. Is that correct? If so, YAY.

(As a final note, we're assuming that all gear used/expended thus far has been replaced, yes?)
Regarding the above: yes, equipment bought in the Western Harbour is priced at your own TL. I may adjust this later depending on what happens as a result of it. Also, ammo and so forth has been replenished, repairs have been made, etc.
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Old 11-30-2011, 02:54 PM   #208
ErhnamDJ
 
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Default Re: [OOC] Worlds of Fire

Are we going to get money for stuff here?
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Old 12-01-2011, 01:45 PM   #209
Totem
 
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by ErhnamDJ View Post
Are we going to get money for stuff here?
Players who were assisting against Chu'dam get the following:
  • Whatever reward they were originally asking for for that job
  • 5000 SEU for use in the Western Harbour

New players start with their existing equipment and starting money as normal to represent everything that they turned up with to begin with and might have added to since then.


The Western Harbour does not accept currency from elsewhere, so conventional money is no use. Raw materials are good, but it has to be something practical: Universal Constructors and industrial grade transmuters mean that gold, platinum, or anything like that, is worth no more than its mass or the artistry that has gone into crafting it. SEUs are awarded based on reputation and successes.

That being said, you can purchase wealth as an advantage or disadvantage to reflect relative levels of success on missions compared to everyone else. "Success" is defined by a somewhat esoteric process that involves stopping the Blazen as fast as possible without upsetting the Powers That Be in the process. Ways that avoid simply slaughtering everyone who might be a Blazen are worth more.
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Old 12-03-2011, 07:29 PM   #210
Frosty
 
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Lamech View Post
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.
Thanks for the tip. I hope I understood the rules correctly.

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Last edited by Frosty; 12-03-2011 at 07:33 PM.
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