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Old 09-03-2024, 02:50 PM   #11
jwalton99
 
Join Date: Apr 2022
Default Re: [Recruiting] GURPS play-by-post

Did you see DM on Discord?
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Old 09-04-2024, 05:58 AM   #12
ajardoor
 
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Default Re: [Recruiting] GURPS play-by-post

I do not think so, let me check.

Either way, you’re in the thread now, welcome.
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Old 09-04-2024, 11:09 AM   #13
ericthered
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Default Re: [Recruiting] GURPS play-by-post

Thinking up a few possible group themes I would enjoy. What do people think?
  • Vigilantes
  • Private Investigators
  • Monster Hunters
  • International Spies
  • Sovereignty movement
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Old 09-05-2024, 11:46 AM   #14
jwalton99
 
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Default Re: [Recruiting] GURPS play-by-post

Name: Gilbert Capello (150)
Primary Attributes: ST 10 [0]; DX 13 [60]; IQ 14 [80]; HT 10 [0];
Secondary Attributes: Will 14 [0]; Fright Check 14 [0]; Per 14 [0]; Vision 14 [0]; Hearing 14 [0]; Taste & Smell 14 [0]; Touch 14 [0]; Basic Speed 6 [0]; Basic Move 6 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];
Reactions: +1 from any employer; -2 from others who realize you are a weirdness magnet (except parapsychologists, cultists, conspiracy theorists, thrill-seekers);
Conditional Modifiers: -2 to all melee attacks; -6 to Vision rolls to spot items more than 1 yd away;
Advantages: Talent (Artificer) 1 [10]; Luck [15]; Language: English [4]; Increased Basic Speed 1 [5];
Perks:
Disadvantages: Bad Sight (Nearsighted) [-10]; Charitable [-15]; Code of Honor (Professional) [-5]; Dependent (Father) [-5]; Weirdness Magnet [-15];
Quirks: Calls People "Neighbor" [-1]; Chews Gum [-1]; Works to Music [-1]; Likes Animals [-1]; Very protective of glasses [-1];
Skills: Axe/Mace DX-1 [1]-12; Accounting IQ-2 [1]-12; Administration IQ-1 [1]-13; Architecture/TL8 IQ-1 [1]-13; Brawling DX+0 [1]-13; Computer Operation/TL8 IQ+0 [1]-14; Diplomacy IQ-2 [1]-12; Area Knowledge (Atlantis) IQ+0 [1]-14; Area Knowledge (Atlantis; Lived there) IQ+0 [1]-14; Armoury/TL8 (Small Arms) IQ+0 [1]-14; Carpentry IQ+1 [1]-15; Electrician/TL8 IQ+0 [1]-14; Electronics Repair/TL8 (Infrastructure) IQ+0 [1]-14; Engineer/TL8 (Electrical) IQ-1 [1]-13; Fast-Talk IQ-1 [1]-13; Guns/TL8 (Shotgun) DX+0 [1]-13; Knife DX+0 [1]-13; Mathematics/TL8 (Applied) IQ-2 [1]-12; Machinist/TL8 IQ+0 [1]-14; Mechanic/TL8 (Infrastructure) IQ+1 [1]-15; Metallurgy/TL8 IQ-2 [1]-12; Professional Skill (Plumbing) DX+0 [1]-13; Professional Skill (Project Management) IQ+0 [1]-14; Professional Skill (Welding) DX+0 [1]-13; Scrounging Per+0 [1]-14; Explosives/TL8 (Demolition) IQ-1 [1]-13; First Aid/TL8 IQ+0 [1]-14; Research/TL8 IQ-1 [1]-13; Streetwise IQ-1 [1]-13; Swimming HT+0 [1]-10; Urban Survival Per-1 [1]-13;
Equipment: 1 Heavy Work Clothes (Cloth Armor) [$30; 3 lb]; 1 Multi-Tool [$50; 0.5 lb]; 1 Multi-Function Knife [$25; 0 lb]; 1 Remington Model 870, 12G 2.75" [$330; 7.6 lb]; 10 12-gauge 2.75" (18.5x70mmR) [$0.5; 0.11 lb]; 1 Ballistic Sunglasses [$35; 0 lb]; 1 Tiny Radio [$50; 0.25 lb]; 1 Frisk Gloves [$50; 0.5 lb]; 1 Mini-Tool Kit (Machinist) [$200; 4 lb]; 1 Pocket Torch [$25; 0 lb]; 1 Cellular Phone [$100; 0.5 lb]; 1 Digital Media Player [$100; 0.25 lb]; 1 TDS Tester [$20; 0 lb]; 1 Temperature Gun [$400; 0.5 lb];
Spells:
Other Equipment: 1 Pickaxe [$15; 8 lb]; 1 Shovel [$12; 6 lb]; 1 Portable Tool Kit, Carpentry [$300; 20 lb]; 1 Portable Tool Kit, Electrician [$600; 20 lb]; 1 Reinforced Boots [$75; 3 lb]; 1 Desktop RP [$2000; 35 lb]; 1 Computer, Laptop [$1500; 3 lb]; 1 Duct Tape [$1; 2 lb]; 1 Small Mace (Pipe Wrench) [$35; 3 lb]; 1 Gun-Cleaning Kit [$20; 0.5 lb];
Notes:
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Old 09-05-2024, 03:09 PM   #15
Kalzazz
 
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Default Re: [Recruiting] GURPS play-by-post

If you would

I don't have a strong concept, but maybe a shootist or a mage or maybe a gunmage
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Old 09-05-2024, 03:12 PM   #16
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Default Re: [Recruiting] GURPS play-by-post

Are vehicles completely unknown? Or do any exist?
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Old 09-06-2024, 07:19 AM   #17
ajardoor
 
Join Date: Jun 2010
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by Kalzazz View Post
If you would

I don't have a strong concept, but maybe a shootist or a mage or maybe a gunmage
Quote:
Originally Posted by Kalzazz View Post
Are vehicles completely unknown? Or do any exist?
Okay, sounds good. Try asking your fellow players about what kind of character you could play.
What kind of magic system do you prefer?

Vehicles are de-emphasised in this campaign. That said, there are certainly places and ways you have or use one, if you feel it would be really cool.
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Old 09-06-2024, 03:28 PM   #18
Kalzazz
 
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Default Re: [Recruiting] GURPS play-by-post

Probably the Basic Set / Magic spells as skills system
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Old 09-07-2024, 01:06 AM   #19
ajardoor
 
Join Date: Jun 2010
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by jwalton99 View Post
Name: Gilbert Capello (150)

Primary Attributes: ST 10 [0]; DX 13 [60]; IQ 14 [80]; HT 10 [0]

Secondary Attributes: Will 14 [0]; Fright Check 14 [0]; Per 14 [0]; Vision 14 [0]; Hearing 14 [0]; Taste & Smell 14 [0]; Touch 14 [0]; Basic Speed 6 [0]; Basic Move 6 [0]

Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0]

Reactions: +1 from any employer; -2 from others who realize you are a weirdness magnet (except parapsychologists, cultists, conspiracy theorists, thrill-seekers).

Conditional Modifiers: -2 to all melee attacks; -6 to Vision rolls to spot items more than 1 yd away.

Advantages: Talent (Artificer) 1 [10]; Luck [15]; Language: English [4]; Increased Basic Speed 1 [5].

Disadvantages: Bad Sight (Nearsighted) [-10]; Charitable [-15]; Code of Honor (Professional) [-5]; Dependent (Father) [-5]; Weirdness Magnet [-15].

Quirks: Calls People "Neighbor" [-1]; Chews Gum [-1]; Works to Music [-1]; Likes Animals [-1]; Very protective of glasses [-1].

Skills: Axe/Mace DX-1 [1]-12; Accounting IQ-2 [1]-12; Administration IQ-1 [1]-13; Architecture/TL8 IQ-1 [1]-13; Brawling DX+0 [1]-13; Computer Operation/TL8 IQ+0 [1]-14; Diplomacy IQ-2 [1]-12; Area Knowledge (Atlantis) IQ+0 [1]-14; Area Knowledge (Atlantis; Lived there) IQ+0 [1]-14; Armoury/TL8 (Small Arms) IQ+0 [1]-14; Carpentry IQ+1 [1]-15; Electrician/TL8 IQ+0 [1]-14; Electronics Repair/TL8 (Infrastructure) IQ+0 [1]-14; Engineer/TL8 (Electrical) IQ-1 [1]-13; Fast-Talk IQ-1 [1]-13; Guns/TL8 (Shotgun) DX+0 [1]-13; Knife DX+0 [1]-13; Mathematics/TL8 (Applied) IQ-2 [1]-12; Machinist/TL8 IQ+0 [1]-14; Mechanic/TL8 (Infrastructure) IQ+1 [1]-15; Metallurgy/TL8 IQ-2 [1]-12; Professional Skill (Plumbing) DX+0 [1]-13; Professional Skill (Project Management) IQ+0 [1]-14; Professional Skill (Welding) DX+0 [1]-13; Scrounging Per+0 [1]-14; Explosives/TL8 (Demolition) IQ-1 [1]-13; First Aid/TL8 IQ+0 [1]-14; Research/TL8 IQ-1 [1]-13; Streetwise IQ-1 [1]-13; Swimming HT+0 [1]-10; Urban Survival Per-1 [1]-13.

Equipment: 1 Heavy Work Clothes (Cloth Armor) [$30; 3 lb]; 1 Multi-Tool [$50; 0.5 lb]; 1 Multi-Function Knife [$25; 0 lb]; 1 Remington Model 870, 12G 2.75" [$330; 7.6 lb]; 10 12-gauge 2.75" (18.5x70mmR) [$0.5; 0.11 lb]; 1 Ballistic Sunglasses [$35; 0 lb]; 1 Tiny Radio [$50; 0.25 lb]; 1 Frisk Gloves [$50; 0.5 lb]; 1 Mini-Tool Kit (Machinist) [$200; 4 lb]; 1 Pocket Torch [$25; 0 lb]; 1 Cellular Phone [$100; 0.5 lb]; 1 Digital Media Player [$100; 0.25 lb]; 1 TDS Tester [$20; 0 lb]; 1 Temperature Gun [$400; 0.5 lb];

Other Equipment: 1 Pickaxe [$15; 8 lb]; 1 Shovel [$12; 6 lb]; 1 Portable Tool Kit, Carpentry [$300; 20 lb]; 1 Portable Tool Kit, Electrician [$600; 20 lb]; 1 Reinforced Boots [$75; 3 lb]; 1 Desktop RP [$2000; 35 lb]; 1 Computer, Laptop [$1500; 3 lb]; 1 Duct Tape [$1; 2 lb]; 1 Small Mace (Pipe Wrench) [$35; 3 lb]; 1 Gun-Cleaning Kit [$20; 0.5 lb]
Okay, this character looks mostly good.
Cleaned up the formatting a bit for readability.
I think increasing Basic Speed by +1.00 costs more points than 5. You’re thinking of Basic Move, different.
I’d like you to reconsider the Weirdness Magnet Disadvantage. It has a bad reputation for being disruptive, remember that it is priced at -15 for a good reason.
Any leftover cash on hand?
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Old 09-07-2024, 07:08 AM   #20
jwalton99
 
Join Date: Apr 2022
Default Re: [Recruiting] GURPS play-by-post

"I think increasing Basic Speed by +1.00 costs more points than 5. You’re thinking of Basic Move, different."

Actually, 1 Level of Increased Basic Speed adds .25 to your Basic speed - which is enough to get him from 5.75 up to 6. (I use GCS, it figures all of that out for you).

Yes, I have tons of money left (like $12K), but I'm assuming a lot of that would go into my 'workshop'. The stuff I have on the character sheet is the 'mobile stuff' (more or less).

I'll look at Weirdness Magnet.
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