zude
Iron Golem
Posts: 171
|
Post by zude on May 16, 2011 21:13:47 GMT -8
Yeah.
Still trying to figure that out as well.
|
|
|
Post by dragonality on May 16, 2011 21:46:23 GMT -8
oh, so since it seems you guys havent played before, average starting in GURPs for a new game group is 150 points, 75 disadvantage limit, 5 of which being quirks. Suggested disadvantage limit is always half of whatever the base starting points is, so for your the suggested would be 60. (example being a basic template: the assassin requires 50 disadvantage points and comes out to a total of 125 points spent)
|
|
zude
Iron Golem
Posts: 171
|
Post by zude on May 17, 2011 9:29:24 GMT -8
Well, I tried to make a singer who learned Karate to defend herself, but because I'm unfamiliar with how skills work, I don't know if she's very good at it. I did put quite a few points into it though.
|
|
|
Post by dragonality on May 18, 2011 1:30:03 GMT -8
K, so going with the current points (125, -50) ive created a char that im gonna have to work with you on some of the specifics for background. basics are that he is part of an ancient house of nobility that lost much face and was shamed during the Sky War, now they are barely considered noble's at all. He was raised by his father to have an utter commitment to his king and country so that he may raise his house back up to the position it once held. Since boyhood, he has trained to be a knight of the kingdom and serve in whatever mission may regain his house favor, no matter how dangerous.
|
|
|
Post by earthwizard on May 18, 2011 9:20:13 GMT -8
Yeah, for backgrounds just make a general character sketch. The game will not take place on Danu, so don't use that material for backgrounds. Since this is a one-shot adventure, I don't care too much about where each of your characters came from. A general personality outline will be more fulfilling, I think. Things like, "My character is brash and boastful." That way when we play you can say/do things in character. Entire family lineages will not be needed or heeded in the game.
From what I've gathered so far skills work like this: Whenever you need to make a check to accomplish something in the game the GM (me) will ask you to roll 3d6 against your "effective skill level". If you roll below the effective skill level you succeed. Natural 3 or 4 is always a success (crit). If you roll above, then you fail. Natural 18 is a crit failure. Your effective skill is determined by the appropriate attribute (ST, DX, IQ, etc), any skill points you have in that skill, and any conditional modifiers. See the Skill Cost table on page 170 to calculate your effective skill level. Any conditional modifiers will be declared in-game.
Making an attack and defending against one act just like using any other skill. If using a sword, you should use the appropriate sword skill. There are three ways to defend against an attack: dodge, block, and parry. See page 326 of the combat lite section to calculate your defense effective skills.
During combat the attacker makes an attack roll to determine success. The defender makes a defense roll to avoid the attack. If both of these are in favor of the attacker, then the attacker rolls damage.
|
|
zude
Iron Golem
Posts: 171
|
Post by zude on May 19, 2011 9:45:35 GMT -8
So, if my character's Karate skill was 16, I would have to roll lower than that to hit with a punch/kick?
|
|
|
Post by earthwizard on May 19, 2011 11:56:36 GMT -8
Yes, but actually a kick takes a -2 penalty. And your attack rolls are modified by your encumbrance level. Karate is a "hard" skill, so your skill level will be (for example) DX+2 if you add 12 points into the skill (pg 170). And if your final skill level is 16, then you have a 98.1% chance of success (pg 171).
Though, that doesn't mean you'll always do damage. The defender still gets a defense roll.
|
|
zude
Iron Golem
Posts: 171
|
Post by zude on May 19, 2011 12:01:54 GMT -8
Ok, I understand. I put a good 20 points into Karate, so I would hope that means I'll be succeeding most of the time. I'm glad to see that that is the case.
|
|
|
Post by David on May 19, 2011 14:14:27 GMT -8
Is there a freeish character builder program for GURPS?
|
|
|
Post by earthwizard on May 19, 2011 15:07:54 GMT -8
www.sjgames.com/gurps/lite/It actually is not that difficult to make a character by hand. You just have to read through the material. The GURPS lite file has the basics. If you can't do anything w/o a computer, there is a character builder in the files downloaded from the link below. I do not know if that software usually comes at a price. I haven't run it myself, so I don't know how it works either.
|
|
|
Post by David on May 19, 2011 23:39:44 GMT -8
Ok. Character sketch: A member of a secret order of some sort (monks/knights/wizards/ whatever) with a higher tech level than the rest of the country/continent/world. He's sent out to scout in the game locale. The effectiveness of his general paranoia is undermined by a recently acquired gambling habit. He has a pistol, and skill with it, but a limited supply of ammunition. If you'd prefer magic to tech, consider the pistol skill a stand-in for however GURPS treats spells (I didn't see it in the GURPS lite).
Gavin Starting points 125 Points remaining 0 (I think I may be off by 1)
St 8 +20 Dex 11 -20 IQ 13 -60 HT 10
TL 6 -15 Combat reflexes -15 Pacifism (Reluctant killer) +5 Sense of Duty (Large Group) +10 Vow (Minor Vow) +5 Quirk (Evades possible tails compulsively) +1 Quirk (Gambler) +1 First Aid (TL 6) 14 -2 Armoury (TL 5) 14 -4 Armoury (TL 4) 12 -1 Armoury (TL 3) 13 -2 Gambling 12 -1 Diagnosis (TL 6) 11 -1 Hiking 10 -2 Holdout 14 -4 Streetwise 13 -2 Fast Talk 13 -2 Lockpicking (TL 3) 12 -1 Karate 12 -8 Law 11 -1 Mathematics (TL 6) 11 -1 Mechanic (TL 3) 14 -4 Mechanic (TL 4) 11 -1 Mechanic (TL 5) 11 -1 Fencing (Smallsword) 10 -1 Observation 13 -2 Pistol 14 -8 Natural Sciences (TL 6) 11 -3 (Bio Chem Phys) Navigation (Land) 12 -1 Occultism 12 -1 Shadowing 13 -2 Stealth 10 -1 Tactics 11 -1
Did I do this right? I'm not entirely sure I treated things like the Armoury skill properly. Is it bought separately for each TL or for each weapon/armor?
|
|
|
Post by reiphil on May 20, 2011 9:02:00 GMT -8
There is no section in the book that says spending money to get modified equipment. I was wondering if we could get modified equipment?
I want to make a "repeating" crossbow modification to my crossbow, and was wondering if that was possible. If you guys have played DA2, i want it sort of work like Varric's Crossbow.
Basically it would modify the shots table of the weapon, and of course cost.
Shots: 5[1](3) [1] - time to cock weapon, (3) time to load a individual bolt into the "shotgun" like chamber Cost: $250
I just thought of something like this because I think my absentmindedness disadvantage would be hilarious when i draw my weapon and attempt to fire with no bolt in the chamber.
|
|
|
Post by reiphil on May 20, 2011 9:20:09 GMT -8
Here is my character: Flynt Cavalier A bastard son of a minor lord, he was cast out of the family by his Step Mother, to live on the streets. Flynt took to trying to making his own name but quickly fell instep with the wrong groups of people and became a thief. When word got out that the Lord's bastard son was causing a commotion in the town, the lord set out to make an example of Flynt even though he was but a young teenager, at the instruction of his wife. Flynt fled the town and realizing that he had been doing wrong, set out to do right by the world. Using his skills throughout the world, he is slowly building himself a new reputation as a "Robin hood" of sorts, fighting for those who cannot fight for themselves against the oppressive rich and corrupted. spreadsheets.google.com/spreadsheet/ccc?key=0AkYNbb0jXDt4dGZRYWoxZkhBZXl0cXdMV2JjRzhMMlE&hl=en_US&authkey=CJGN9oUP
|
|
|
Post by reiphil on Jun 2, 2011 10:22:05 GMT -8
Are we gurping it up this sunday at David's?
|
|
|
Post by David on Jun 2, 2011 12:37:05 GMT -8
I think that's the plan.
|
|