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#111 | |
Join Date: May 2008
Location: CA
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Exactly which advantage I'd require the person take depends upon the situation; if the character completely controls a military warship while everyone else is playing bankers, but it's a campaign where military warships are going to be extremely useful (say, zombie apocalypse campaign), I'd require him to pay out his ears for it. If command of the warship won't actually matter whatsoever, then he doesn't pay much at all. |
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#112 |
Join Date: Dec 2007
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#113 |
Join Date: Feb 2005
Location: Berkeley, CA
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The way it works is: if the GM wants to have a campaign about the crew of a warship, and wants a PC to be a captain of the ship, one PC will be the captain. He may or may not be required to spend any points on it. If the GM doesn't want to have that sort of campaign, buy it with Wealth or you don't have it -- and the GM might not even let you buy it.
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#114 |
Join Date: May 2008
Location: CA
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Yes, and that's why the situation matters. If the fact of the warship matters a lot in the situation, they pay extra points for it, maybe as a Patron or something. This shows that the person who actually commands a warship is worth more points than the person who commands a desk in the recruitment department.
EDIT: Pretty much, Anthony, but I'd allow the use of other advantages besides just Wealth to do it. Those advantages would still cost a good chunk of change, though. |
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#115 | |
Join Date: Dec 2007
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#116 |
Banned
Join Date: Apr 2008
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#117 | |
Join Date: May 2008
Location: CA
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In that case, it makes sense to have the person who would control all that military might to pay some kind of upfront cost, rather than just get it all for free. Same exact deal if the campaign is supposed to be about mercenary fighter aces and one player wants to portray a character in an actual military service with a service-provided fighter; the player doesn't get the fighter for free, he has to pay for it in some way. Otherwise, his character is unbalanced compared to the players who did have to pay for their fighter the hard way. |
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#118 |
Banned
Join Date: Apr 2008
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Rank plus a selection of other traits could 'force' a GM to give a PC a warship. He needs the appropriate rank, then add an appropriate reputation and the highest skill levels allowed in Sav. Faire (Mil), Ship Handling, Leadership, Admin, and Tactics. If he's got all those, then the GM would have to impute some kind of wacky disads to prevent him from getting a command.
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#119 |
Join Date: Feb 2005
Location: Berkeley, CA
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Incorrect. The characters can have a ship from their service if the GM wants them to have one. This is a function of 'points are for players'; the GM is not constrained by the rules that govern PCs.
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#120 | |
Banned
Join Date: Oct 2007
Location: Europe
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And even more so for PCs with more adventurer-like jobs, like spies or mafia hitmen. It might be neat if GURPS had some formal rules for on-the-job equipment budgets, for exactly those kinds of situations. |
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Tags |
characters, col, cost of living, economics, game worlds, money, status |
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