09-03-2024, 02:50 PM | #11 |
Join Date: Apr 2022
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Re: [Recruiting] GURPS play-by-post
Did you see DM on Discord?
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09-04-2024, 05:58 AM | #12 |
Join Date: Jun 2010
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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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09-04-2024, 11:09 AM | #13 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Recruiting] GURPS play-by-post
Thinking up a few possible group themes I would enjoy. What do people think?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
09-05-2024, 11:46 AM | #14 |
Join Date: Apr 2022
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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: |
09-05-2024, 03:09 PM | #15 |
Join Date: Feb 2009
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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 |
09-05-2024, 03:12 PM | #16 |
Join Date: Feb 2009
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Re: [Recruiting] GURPS play-by-post
Are vehicles completely unknown? Or do any exist?
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09-06-2024, 07:19 AM | #17 | |
Join Date: Jun 2010
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Re: [Recruiting] GURPS play-by-post
Quote:
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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09-06-2024, 03:28 PM | #18 |
Join Date: Feb 2009
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Re: [Recruiting] GURPS play-by-post
Probably the Basic Set / Magic spells as skills system
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09-07-2024, 01:06 AM | #19 | |
Join Date: Jun 2010
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Re: [Recruiting] GURPS play-by-post
Quote:
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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09-07-2024, 07:08 AM | #20 |
Join Date: Apr 2022
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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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