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Old 09-01-2010, 11:01 PM   #41
Dorin Thorha
 
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

Quick question: If I take an Usual Training perk to allow Throwing Art, will the bonus from Halfling Marksmanship still apply? Since Throwing Art replaces all the thrown weapon skills, it seems like the bonus should apply, at least when I'm throwing normal thrown weapons.
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Old 09-02-2010, 12:04 AM   #42
Davies
 
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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Originally Posted by Dorin Thorha View Post
Quick question: If I take an Usual Training perk to allow Throwing Art, will the bonus from Halfling Marksmanship still apply?
Eh, why not?
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Old 09-02-2010, 04:27 AM   #43
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

I'm torn. $500 for the CP and $150 for the cloth armor is $650, which can pay for the suit of mail armor at $645. 9 extra pounds moves his encumbrance weight from 71.5 to 80.5 and the Break point for his 12 ST is 87 pounds. Medium encumbrance either way. 4 DR vs 3. Sounds like a win win to go with the superior armor.

But... I would have six and a half pounds leeway for lugging loot etc. Going over that weight limit drops his Move and Dodge. So is this going to be a campaign where we spend lots of time burdened down with loot?
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Old 09-02-2010, 06:27 AM   #44
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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I'm reluctant to dismiss a character concept without giving you a chance to come up with stats, but I really don't think this fits. It's also just a bit too powerful for a starting character.
I will try not to make a powerful character. (Frankly with that many points and the templates available it is going be hard to do but we will see...)
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Old 09-02-2010, 06:45 AM   #45
Dorin Thorha
 
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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Originally Posted by Captain-Captain View Post
I'm torn. $500 for the CP and $150 for the cloth armor is $650, which can pay for the suit of mail armor at $645. 9 extra pounds moves his encumbrance weight from 71.5 to 80.5 and the Break point for his 12 ST is 87 pounds. Medium encumbrance either way. 4 DR vs 3. Sounds like a win win to go with the superior armor.

But... I would have six and a half pounds leeway for lugging loot etc. Going over that weight limit drops his Move and Dodge. So is this going to be a campaign where we spend lots of time burdened down with loot?
You can always drop your loot before each fight... Kip would probably be happy to watch it for you :P.
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Old 09-02-2010, 07:33 AM   #46
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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Okay, for your character, that native language should be the language of the Clan group your character is from. (I'm guessing Children of the Elk?)
I don't actually know much about the setting. But what little I've been able to find on the internet does point to Elk being my choice, yes.

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I'd suggest lowering your Literacy to Broken [-2] or None [-3] in order to get some proficiency with spoken Thyatian.
Done.

I gave him spoken only in the Elk Clan language, and native in Thyatian, with spoken only there as well.
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Old 09-02-2010, 08:08 AM   #47
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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You can always drop your loot before each fight... Kip would probably be happy to watch it for you :P.
I am reconsidering my quick-release backpack...
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Old 09-02-2010, 08:33 AM   #48
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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Looking forward to the actual character. If you're familiar with Mystara, I'd suggest having him be a Belcadiz elf from Glantri.
Which Elf template do you suppose is most appropriate for Blecadiz?
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Old 09-02-2010, 09:46 AM   #49
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

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Which Elf template do you suppose is most appropriate for Blecadiz?
The High Elf template; and your character should have a vaguely Spanish name.
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Old 09-02-2010, 10:03 AM   #50
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Default Re: [OOC] GURPS Dungeon Fantasy: Mystara

I messed around and made a druid cleric suitable for the campaign here except woefully underpowered. A fifty point lens really tanks a 150 template.

My advice: Specialize in on occupation, or cut back from the 50 pt lense.

Just an FYI, the character I made.

See for yourself:

Attributes [50]
ST 10 DX 10 IQ 12 HT 11
HP 10 Will 12 Per 12 FP 11 Basic Speed 5.00 Move 5

Advantages: [103]
Clerical Investment [5];
Green Thumb 1 [5]
Healing (Faith Healing, +20%; PM, -10%) [33];
Power Investiture (Clerical) 2* [20].
Power Investiture 3 (Druidic) [30].
Spirit Empathy [10]

Disadvantages: [-50]
Loner [-5*]
Odious Personal Habit (“Dirty hippy”) [-5],
Overconfidence [-5*],
Sense of Duty (Coreligionists) [-10],
Sense of Duty (Wild nature) [-15],
Wealth (Struggling) [-10]

Quirks [-5]

Skills [24]
Exorcism (H) Will-2 10 [1]; Esoteric Medicine (Druidic) (H) Per 12 [4]; Herb Lore (VH) IQ 12 [4]† Meditation (H) Will-2 10 [1]; Naturalist (H) IQ 12 [2]† Occultism (A) IQ-1 [1]; Public Speaking (A) IQ-1 [1], Shield 10 [1], Spear 12 [4] Surgery (VH) IQ-3 9 [1].Thrown Weapon (Spear), (E) DX+2 12 [4]

Cleric Spells [11]
Armor 12 [1], Aura 12 [1], Compel Truth 12 [1], Lend Energy 12 [1], Lend Vitality 12 [1], Light 12 [1], Major Healing 11 [1], Minor Healing 12 [1], Sense Spirit 12 [1], Peaceful Sleep 12 [1], Turn Zombie 12 [1],

Druid Spells [12]
Beast Speech 13 [1], Extinguish Fire 13 [1], Instant Neutralize Poison 13 [1], Pollen Cloud 13 [1], Recover Energy 15 [4], Shape Earth 13 [1], Summon (Earth) Elemental 13 [1], Tangle Growth 13 [1], Walk Through Plants 13 [1],

Customizing pts [5]

Making the Druid a lay preacher type lets you drop five points of Clerical Investment and dropping the point in surgery makes 11 pts available for customizing the character. If the GM does not permit the character to make magical concoctions using Herb Lore, it's another skill suited for the scrap heap. Now you have 15 pts and that can be useful.

The fact is everything the druid does burns FP. No discounts for anything

If I followed my own advice and cut back on the Cleric Lens, I'd have stopped at Power Investiture 2, and the Healing spells and used the rest on the Druid package.
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