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Old 09-27-2024, 10:36 AM   #41
jwalton99
 
Join Date: Apr 2022
Default Re: [Recruiting] GURPS play-by-post

Are we going to move forward with the two characters that we have? Or is it too small a group?
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Old 09-27-2024, 12:34 PM   #42
TGLS
 
Join Date: Jan 2014
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by ajardoor View Post

Anyone else got a character (we have 2 so far)?
I'm somewhat interested and could put together a character this weekend. Would you consider it too much a load for me to build a character with the Amnesia trait? I was thinking the goals could be along the lines of, "Recover Memories" and "Go get revenge on whoever erased my memories."
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Old 09-27-2024, 08:42 PM   #43
ajardoor
 
Join Date: Jun 2010
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by TGLS View Post
I'm somewhat interested and could put together a character this weekend. Would you consider it too much a load for me to build a character with the Amnesia trait? I was thinking the goals could be along the lines of, "Recover Memories" and "Go get revenge on whoever erased my memories."
Go right ahead. Amnesia is fine.
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Old 09-30-2024, 11:49 AM   #44
TGLS
 
Join Date: Jan 2014
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by ajardoor View Post
Go right ahead. Amnesia is fine.
OK, I made a partial character sheet so far. I'm interested in making a sneaky mage, but I noticed you mentioned that your first choice is Sorcery, and I don't have that. I'm thinking of a focus on illusion magic so people wouldn't see my character was there, or maybe mind control magic so he could make people forget he was here. Would you be open to using Ritual Magic from GURPS Magic or RPM? I understand Sorcery is like "Magic as Powers" so if you could provide me with the powers I imagine I could make use of it that way. Or maybe this could be better built as Psi. I left 40 points for magic in the draft here. Don't have equipment here yet either.

All the best,

Code:
Name: "Aleph"
Race: Human

Attributes [105]
ST 10
DX 12 [40]
IQ 12 [40]
HT 12 [20]

HP 10
Will 12
Per 13 [5]
FP 12

Basic Lift 9
Damage 1d-2/1d

Basic Speed 6
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 8 [0]
Cultural Familiarities: Western (Native) [0].
Languages: Chinese (Accented/None) [2]; English (Native) [0]; Greek (Accented/None) [2].

Advantages [29]
Craftiness (3) [15]
Tough Guy (2) [10]

Disadvantages [-50]
Amnesia (Partial) [-10]
Disadvantage Hidden by Amnesia [-30]
Secret (Mage) (Utter Rejection) [-10]

Quirks [-5]
Draws an aleph in places he's been [-1]
Feels ill when eating meat [-1]
Likes to people watch from high places [-1]
Sneaks around thoughtlessly [-1]
Uneasy when cats are around [-1]

Skills [31]
Acting IQ/A - IQ+2 14 [1]
	includes: +3 from 'Craftiness'
Body Language (Human) Per/A - Per-1 12 [1]
Camouflage IQ/E - IQ+3 15 [1]
	includes: +3 from 'Craftiness'
Climbing DX/A - DX+1 13 [4]
Computer Operation/TL8 IQ/E - IQ+0 12 [1]
Detect Lies Per/H - Per-1 12 [2]
Disguise/TL8 (Human) IQ/A - IQ+2 14 [1]
	includes: +3 from 'Craftiness'
Fast-Talk IQ/A - IQ+1 13 [1]
	includes: +2 from 'Tough Guy'
First Aid/TL8 (Human) IQ/E - IQ+0 12 [1]
Forced Entry DX/E - DX+2 14 [1]
	includes: +2 from 'Tough Guy'
Guns/TL8 (Pistol) DX/E - DX+1 13 [2]
Holdout IQ/A - IQ+2 14 [1]
	includes: +3 from 'Craftiness'
Intimidation Will/A - Will+1 13 [1]
	includes: +2 from 'Tough Guy'
Knife DX/E - DX+1 13 [2]
Observation Per/A - Per+0 13 [2]
Pickpocket DX/H - DX+0 12 [4]
Search Per/A - Per+0 13 [2]
Shadowing IQ/A - IQ+4 16 [1]
	includes: +3 from 'Craftiness', +2 from 'Tough Guy'
Stealth DX/A - DX+2 14 [1]
	includes: +3 from 'Craftiness'
Streetwise IQ/A - IQ+1 13 [1]
	includes: +2 from 'Tough Guy'

Stats [105] Ads [29] Disads [-50] Quirks [-5] Skills [31] = Total [110]
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Old 10-01-2024, 04:33 AM   #45
ajardoor
 
Join Date: Jun 2010
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by TGLS View Post
OK, I made a partial character sheet so far. I'm interested in making a sneaky mage, but I noticed you mentioned that your first choice is Sorcery, and I don't have that. I'm thinking of a focus on illusion magic so people wouldn't see my character was there, or maybe mind control magic so he could make people forget he was here. Would you be open to using Ritual Magic from GURPS Magic or RPM? I understand Sorcery is like "Magic as Powers" so if you could provide me with the powers I imagine I could make use of it that way. Or maybe this could be better built as Psi. I left 40 points for magic in the draft here. Don't have equipment here yet either.

All the best,

Name: "Aleph"
Race: Human

Attributes [105]
ST 10
DX 12 [40]
IQ 12 [40]
HT 12 [20]

HP 10
Will 12
Per 13 [5]
FP 12

Basic Lift 9
Damage 1d-2/1d

Basic Speed 6
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 8 [0]
Cultural Familiarities: Western (Native) [0].
Languages: Chinese (Accented/None) [2]; English (Native) [0]; Greek (Accented/None) [2].

Advantages [29]
Craftiness (3) [15]
Tough Guy (2) [10]

Disadvantages [-50]
Amnesia (Partial) [-10]
Disadvantage Hidden by Amnesia [-30]
Secret (Mage) (Utter Rejection) [-10]

Quirks [-5]
Draws an aleph in places he's been [-1]
Feels ill when eating meat [-1]
Likes to people watch from high places [-1]
Sneaks around thoughtlessly [-1]
Uneasy when cats are around [-1]

Skills [31]
Acting IQ/A - IQ+2 14 [1]
includes: +3 from 'Craftiness'
Body Language (Human) Per/A - Per-1 12 [1]
Camouflage IQ/E - IQ+3 15 [1]
includes: +3 from 'Craftiness'
Climbing DX/A - DX+1 13 [4]
Computer Operation/TL8 IQ/E - IQ+0 12 [1]
Detect Lies Per/H - Per-1 12 [2]
Disguise/TL8 (Human) IQ/A - IQ+2 14 [1]
includes: +3 from 'Craftiness'
Fast-Talk IQ/A - IQ+1 13 [1]
includes: +2 from 'Tough Guy'
First Aid/TL8 (Human) IQ/E - IQ+0 12 [1]
Forced Entry DX/E - DX+2 14 [1]
includes: +2 from 'Tough Guy'
Guns/TL8 (Pistol) DX/E - DX+1 13 [2]
Holdout IQ/A - IQ+2 14 [1]
includes: +3 from 'Craftiness'
Intimidation Will/A - Will+1 13 [1]
includes: +2 from 'Tough Guy'
Knife DX/E - DX+1 13 [2]
Observation Per/A - Per+0 13 [2]
Pickpocket DX/H - DX+0 12 [4]
Search Per/A - Per+0 13 [2]
Shadowing IQ/A - IQ+4 16 [1]
includes: +3 from 'Craftiness', +2 from 'Tough Guy'
Stealth DX/A - DX+2 14 [1]
includes: +3 from 'Craftiness'
Streetwise IQ/A - IQ+1 13 [1]
includes: +2 from 'Tough Guy'

Stats [105] Ads [29] Disads [-50] Quirks [-5] Skills [31] = Total [110]
The CODE box is a little hard to read at a glance.
I do have RPM, but I am a little cold on the system. Do you have Thaumatology (the book)? I can also accept just standard Magic, I have that book.
Psionics is cool, they have pre-made packages for powers that you might like.
It’s your decision.

No gear yet?
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Old 10-01-2024, 12:19 PM   #46
TGLS
 
Join Date: Jan 2014
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by ajardoor View Post
The CODE box is a little hard to read at a glance.
OK, I will try an alternative in the future.

Quote:
Originally Posted by ajardoor View Post
I do have RPM, but I am a little cold on the system. Do you have Thaumatology (the book)?
Yes, do you have one you prefer in there? Path/Book maybe?
Quote:
Originally Posted by ajardoor View Post
I can also accept just standard Magic, I have that book.
Psionics is cool, they have pre-made packages for powers that you might like.
It’s your decision.
I'll keep it in mind.
Quote:
Originally Posted by ajardoor View Post
No gear yet?
I'll look at putting together a gear list tonight.

EDIT: A list

Hand Weapons
1 Small Knife LC:4|4|4 $30 Wgt:.23
Swing Dam:1d-2 cut Reach:C,1 Parry:8 ST:5
Thrust Dam:1d-2 imp Reach:C Parry:8 ST:5 Notes:[1]

Ranged Weapons
1 Kahr K40 LC:3 Dam:2d+1 pi+ Acc:1 Range:140 / 1600
RoF:3 Shots:6+1(3) ST:8 Bulk:-1 Rcl:2 $720 Wgt:1.9 Notes:[1]
1 Small Knife LC:4|4|4 Dam:1d-2 imp Acc:0 Range:5 / 10
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl:- $30 Wgt:.23

Other Carried Equipment
1 Boots $80 Wgt:3
1 Cell Phone $250 Wgt:.25
1 Concealable Vest $1000 Wgt:2
1 Crowbar, 3' $20 Wgt:3
1 Flashlight, Mini $10 Wgt:.25
10 Kahr K40 Ammo (Standard) $370 Wgt:4
1 Lockpicks $1000 Wgt:0
1 Ordinary Clothes (Status +3) $2400 Wgt:2

Other Equipment
1 Climbing Kit $400 Wgt:26
5 Kahr K40 Ammo (APHC) $370 Wgt:2
5 Ordinary Clothes (Status +0) $600 Wgt:10
1 Ordinary Clothes (Status +0) $120 Wgt:2
2 Suction Cups $160 Wgt:6
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Last edited by TGLS; 10-01-2024 at 08:55 PM.
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Old Yesterday, 04:43 AM   #47
ajardoor
 
Join Date: Jun 2010
Default Re: [Recruiting] GURPS play-by-post

The Path/Book Rituals are nice. I can tell you how the system would work in my campaign if you aren’t feeling other systems. Path/Book is somewhat complicated, so we might prefer other systems before we resort to it, it’s your decision.

As for your gear, it all looks good. How much money is leftover as cash?
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Old Yesterday, 07:36 PM   #48
TGLS
 
Join Date: Jan 2014
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by ajardoor View Post
The Path/Book Rituals are nice. I can tell you how the system would work in my campaign if you aren’t feeling other systems. Path/Book is somewhat complicated, so we might prefer other systems before we resort to it, it’s your decision.
I don't really have a strong opinion, I'm up for any system really (apart from Sorcery, don't own the book). I was really just extrapolating from your remark on Thaumatology.
Quote:
Originally Posted by ajardoor View Post
As for your gear, it all looks good. How much money is leftover as cash?
The equipment totals to $7530, so that leaves $12,470 leftover as cash.
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Old Yesterday, 11:35 PM   #49
ajardoor
 
Join Date: Jun 2010
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by TGLS View Post
I don't really have a strong opinion, I'm up for any system really (apart from Sorcery, don't own the book). I was really just extrapolating from your remark on Thaumatology.

The equipment totals to $7530, so that leaves $12,470 leftover as cash.
Alright, if you’re picking a magic system other than Path/Book Rituals, ignore the rest of this post.
===

Now, if you’re using Path/Book Rituals, here are the rules;

Effect-Shaping, Books, Magery optional (Magery 0+ can roll Per + Magery to sense Books and other magic items upon sight or touch), No Adept advantage available for anyone, and Magery adds to Rituals. Each Book is a VH skill with no default, Rituals are Hard Techniques. Starting Player-Characters may know one Book skill and improve the Ritual Techniques with their starting points. They may learn new Books and improve Ritual Techniques in play.

We can work out what Books and Rituals you start out knowing later.

To go into deeper detail on the mechanics of Book Rituals;

Mana: -5 even after consecration or impossible for no mana, nothing better than -1 for makeshift preparation for low mana, +1 to +3 for high mana, +4 or +5 for very high mana.

Time: 1/10 time to cast plus 1d minutes gives -2, -5 penalty for 1d seconds, 3x basic time for +1, extra 30 minutes of prep work per day gives bonuses (+1 for 2 days, +2 for 4 days, +3 for 8 days, etc.).

Ritual Space: -5 for no prepped space, 1d minutes and Ritual Magic roll gives -1 to next ritual only, no penalty for 1 hour prep work daily for a week, Places of Power give +1 to +5.

Combined Efforts: -1 if all are not in sight of each other or in close mental communication, +1 for 2 magician collaborators, +2 for 4, +3 for 8, etc. Treachery possible.

Materials/Symbols

Sympathy: -2 to -6 for bad representation of target, +0 for quick sketch or piece of clothing or small belonging, +1 to +4 for good target representation, blood/DNA sample gives +2.

Names: -5 for no name, group name or description gives -2, -5 for broad category, no modifier for areas or volumes, no modifier for place name or house address, +0 for clear informal identifier or public name or feared pseudonym, +1 for full legal name, +4 for True Name.

Magical Symbols/Materials: -3 for no symbols/materials, +1 to +3 for large quantities of rare materials or substantial symbols.

Contagion: +1 for clothing or personal item that subject would miss, +2 for physical pieces like skin or saliva or hair or fingernails or stone chip, +3 for blood or semen or fuel, +3 for present unresisting child or spouse.

Sacrifices: +1 for consumables, +1 to +3 for valuables and money, +2 to +4 for animals, +1 to +5 for humans. Extra +1 for magical stuff.

Acolytes: +1 for 3 assistants, +2 for 6, +3 for 12.

Parameters

Multiple Targets: Sketch map or drawing of town plus name gives -2, Thaumatology page 130 for resistance rolls and number affected, 2-3 people gives -2, 4-5 gives -4, 6-7 gives -6, 8-10 gives -8, 11-14 gives -10, 15-20 gives -12, 21-30 gives -14, 31-50 gives -16, 51-70 gives -18, 71-100 gives -20, etc.

Area: Diameter of circle or longest dimension in any direction on range/size/speed table gives SM as penalty. +0 for 2 or less yards, 30 yards gives -7, 25 miles gives -26, 15 yards gives -5, 3 yards for -1, 5 yards for -2, 7 yards for -3, 10 yards for -4, 20 yards for -6, 1 mile for -18, 50 yards for -8, 70 yards for -9, 100 yards for -10.

Duration: -1 for 10 minutes, -2 for an hour, -3 for 12 hours, -4 for a day, -5 for a week, -6 for 2 weeks, -7 for 1 month, -8 for 3 months, -9 for 1 year, each doubling gives further -1.

Complexity of Effect: 2-3 gives -1, 4-5 gives -3, 6-10 gives -4, each +5 to max number past 10 gives further -1.
===

Any questions so far?
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Old Today, 04:59 PM   #50
TGLS
 
Join Date: Jan 2014
Default Re: [Recruiting] GURPS play-by-post

Quote:
Originally Posted by ajardoor View Post

Any questions so far?
A few:
Quote:
Originally Posted by ajardoor View Post
Alright, if you’re picking a magic system other than Path/Book Rituals, ignore the rest of this post.
===

Now, if you’re using Path/Book Rituals, here are the rules;

Effect-Shaping, Books, Magery optional (Magery 0+ can roll Per + Magery to sense Books and other magic items upon sight or touch), No Adept advantage available for anyone, and Magery adds to Rituals. Each Book is a VH skill with no default, Rituals are Hard Techniques. Starting Player-Characters may know one Book skill and improve the Ritual Techniques with their starting points. They may learn new Books and improve Ritual Techniques in play.

We can work out what Books and Rituals you start out knowing later.
So, I should just go with buying Ritual Magic, an undefined Book, Magery, and maybe leaving some points for ritual techinques? Magery adds to the core Ritual Magic skill, right? I think I'll be going with Magery 2 (25 points), Book at IQ+2 (8 points), Ritual Magic at IQ+1 (4 points). That leaves 3 points. Are there any languages that could be relevant for reading the books or something along those lines?

Quote:
Originally Posted by ajardoor View Post
Ritual Space: -5 for no prepped space, 1d minutes and Ritual Magic roll gives -1 to next ritual only, no penalty for 1 hour prep work daily for a week, Places of Power give +1 to +5.
How much would preparing a place cost? Just time?
Quote:
Originally Posted by ajardoor View Post
Names: -5 for no name, group name or description gives -2, -5 for broad category, no modifier for areas or volumes, no modifier for place name or house address, +0 for clear informal identifier or public name or feared pseudonym, +1 for full legal name, +4 for True Name.
I take it with Amnesia Aleph doesn't get the +4 bonus for knowing his own true name. So is he placed at +0 (given he created a pseudonym for himself), or is it worse?
Quote:
Originally Posted by ajardoor View Post
Magical Symbols/Materials: -3 for no symbols/materials, +1 to +3 for large quantities of rare materials or substantial symbols.
How much money for a +0 amount? How much for a +1 to 3?
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