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  #91  
Old 08-22-2019, 01:25 AM
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Hragh...I am in a lot of games, but GURPS is a special thing for me. The first RPG system I ever played really for real.

And practically no one plays it now.

I will give this some serious thought, and see if I can come up with a character that gets my gears grinding.

Is there a point value I should keep in mind for this? You mention 150 points in the first post, but that seems fairly fluid there...and it's been quite awhile since that.

For what it's worth, I started with GURPS 3.0, but am quite familiar with 4.0 as well, so no need to walk me through the basics.
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  #92  
Old 08-22-2019, 06:33 AM
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Hey SalmonMax.

I know the feeling. There's so many great games and only so little time. I recently had to cut back on playing in games because I have a few big changes in my life coming up, but it also gave me more time to focus on the games I am Gming trying to make them the best I can.

The pace of this game is not extremely fast but it has been going on for a bit under two years. In my personal experience what Bruce Lee said about life and martial arts is also true for Pbp games: "Long-term consistency trumps short term intensity".

There is also no rush with joining this game. If it takes us a while to figure out your character that's absolutely fine. So since you already know the mechanics of the game you are free to let your mind wander and come up with a unique type of Person. I feel like there are still a lot of things to explore with the three races mentioned above, but you also have the possibility of fleshing out new things in the setting.

For example say you were really feeling a sort of martial/divine character, but can't find anything like a holy knights order or paladins found described anywhere, then you could just add that sort of thing to one of the races still available. Preferably while giving it a personal spin and name, because I prefer when things are not directly lifted from other game systems/settings without alterations at least in "style". Even if you can't find the right god - some of the races have not had every single god they worship mentioned (notably the Keita. Gettans do generally only worship two gods and Raz'ar are animists).

And I am still not completely closed off to the possibility of adding more races or of having a cultural (or minor physical) variation on the races that are available. It should be noted that if anybody should chose to go down that route it would most likely mean the character comes from far away and is therefore somewhat of an outsider. This can work for a non social oriented character anyway.

So hit me up any time (per pm or here) if you have some idea that rose above the others and we can work it out together. I do not require a full on application to start, because in my experience with the amount of homebrewed material it is generally better to build upwards from a small idea so as to keep everything consistent.

EDIT: We are on 225 character points now.

Last edited by Phettberg; 08-22-2019 at 06:36 AM.
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  #93  
Old 08-22-2019, 11:33 AM
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I'll give the races a look, though my gut reaction is to either be a human or see about making a new race.

Out of curiosity, is Magery the only kind of paranormal ability in the setting, or are things like Psionics possible as well?
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  #94  
Old 08-22-2019, 12:21 PM
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Humans are also outsiders in this part of the world. They are a small minority and there is some anti-human sentiment given that the current adventure is about a human invasion that appeared out of seemingly nowhere. Just something you should know if you decided to go down that route, but it puts a character in an interesting spot. Not everybody likes that kind of spot though.

We are not using Gurps powers, which psionics is a part of. I do allow almost all variations on magery that there are in Gurps Magic and Gurps Thaumatology, so it wouldn't be particularly hard to build something like it though.

Besides that psionics are not something that can be picked up or learned any other way in this setting, as the waxing and waning of mana and the corresponding absence or abundance of supernatural things in the world are a paradigm in it. That's why I'm not generally using Gurps powers for this, since it's not inherently tied to mana levels. Possibly a race could have psionic like effects built in, even if it uses Gurps Powers, something that's fixed at a set value (almost a physical feature like a striker), but it's something I would only approve after some careful consideration.

Making a new race is okay - but these days I curate carefully which go into the world. If it's something I couldn't pick up in one of the major d20 systems then I am all for it.
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  #95  
Old 08-22-2019, 12:50 PM
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Totally understood. GURPS is a giant grab-bag, with few built in limits, so the limits have to be defined by the GM and the setting. Just making sure I know where the lines are before I start madly coloring within them.

Thanks!
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  #96  
Old 08-23-2019, 01:03 AM
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I would love to join if ever and whenever you need another person.
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  #97  
Old 08-23-2019, 05:02 AM
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Quote:
Originally Posted by Glw30 View Post
I would love to join if ever and whenever you need another person.
You are more than welcome to join right now. As it is even if you and SalmonMax both make a character I will have space or make some.

Mind the first post in this ad and this one here. This has some links to setting details and most of what you need to start brainstorming a character.

As it says you have the option between Getta, Keita, Raz'Ar, Human, a custom race or racial variant (of the ones already present). Though if one of the other races really interests you we can also double up. "Classes" are completely open apart from the fact we could do with what in d20 terms would be called a 'martial' character. Of course things are a lot more fluid in Gurps.

We haven't had a conventional character of "faith" either, so that might be something to at least consider.

Since we now have multiple interested I would ask you both to submit your ideas in here so we don't accidentally make the same character twice.

Last edited by Phettberg; 08-23-2019 at 05:02 AM.
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  #98  
Old 08-23-2019, 09:48 AM
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Am weighing two ideas currently. One is a stealthy, assassiny knife specialist. Not high base damage, but with skills high enough to target vulnerable spots with reasonable odds of success. Light armor, but good active defenses. Backup skills in Staff and 'soft' martial arts (Judo, in GURPS terminology). This character has a significant Duty, which I envision as being a servant to a temple or perhaps some secret society or order...

The other is more of a mage/warrior who uses magic to enhance themselves before entering battle. I'm thinking this character belongs to a more 'primitive' tribe or culture. The magic is perhaps almost shamanistic in basis, invoking spirits or bodily transformations.

In either case, I'm currently thinking human. The race I'd considered submitting turned out to basically be 'human, but with some specific adaptations,' and I figured it was probably best just to stick to stock.

Are we using the standard GURPS baseline starting funds, by the way?
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  #99  
Old 08-23-2019, 12:50 PM
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Both workable ideas, of course. With number one we would have to keep an eye on it not becoming too much like the other sneaky stabby character in the group.

The second one we could also do, but finding a primitive tribe of humans on the broken bridge is not so easy.

Maybe a few words on humans on the broken bridge: Native humans are a small minority, with a percent or two of the population on both Vinione and the Kingdom of Taytomac. There are slightly more on Bazzro and Lutheya, islands closer to the continent where humans are native, but crossing between the human continent and back is very hard due to the technology of the setting.

The native humans come from a good dozen different nations (some of which don't actually exist anymore, but they may not know that) and are tenth generation or so immigrants. A good chunk of them have assimilated into the melting pot culture that the area created to a large degree, while some are holding on to an archaic form of the culture of their homelands. They are usually spread about, but there are pockets that might form a ghetto in a city. Some villages might have a human majority, but they are very few.

We could have some living in a tribal community, but the islands are not huge. It would have to be some sort of geographic anomaly that had cut them off from the baseline civilisation.

And finally: We are using the normal TL3 funds, yes.
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  #100  
Old 08-23-2019, 01:17 PM
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Assuming you're talking about Jo'Seph, I do have my eye on him and am angling for some differences in theme and practice that should keep us distinct.

Actually, this might be a good time/place to bring up a weird question I have.

I had this idea that this character belongs to a religious sect, and as part of her training (which started as a child) she has learned to echolocate well enough to use the skill in combat. This is definitely cinematic, as while humans can learn to echolocate, it requires way too much time and focus to do it while also fighting. Assuming this concept even fits the style and scope of the game, I had the notion of representing this with the Vibration Sense advantage, which gives the character an ability to navigate and find targets in the dark, but gives very little information other than the relative position of solid objects. It seems like that's pretty much how human echolocation works.

If that won't work, I'll shift the points into a few levels of Nightvision and get some more skills instead. Tis all good.

Last edited by SalmonMax; 08-23-2019 at 01:28 PM.
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  #101  
Old 08-23-2019, 01:25 PM
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I was talking more Raaz. Jo is a fencer but not at all sneaky.
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  #102  
Old 08-23-2019, 01:42 PM
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He has a Stealth of 16...I'll check out Raaz's sheet though. Thanks!

Okay yeah, Raaz has some points in Stealth and related skills, and in Knife... Thorn (as currently built) is much more focused on those skills though. Raaz is arguably better-rounded, and I will probably need to amend Thorn's build a bit to soften that edge somewhat.

That said, Thorn is built to be able to attack from stealth and strike vital or lightly-armored hit locations through penalties; then overwhelm by rapidity of attacks. She has the skills and advantages necessary to attack with both hands in one turn, which can be combined with Rapid Attack for one hand. Damage per attack is fairly low though, so at all times she has to contend with hit location penalties to try to avoid DR.

If the party's needs don't suit that, it's not too late for me to reconfigure though. That was just my first gut reaction. The current party seems to have a lot of big, strong 'brute' sorts.

I did notice that the character I'd be replacing had combat magic, hence me playing with the idea of a combat mage.

Last edited by SalmonMax; 08-23-2019 at 01:48 PM.
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  #103  
Old 08-23-2019, 01:48 PM
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That's calculated wrong. 14 DX and one point in the skill does not make 16. Should be 13.

But I'm less concerned with skill levels anyway, more with the concept of a character. This guy is supposed to be a fencer and not much beyond that, and Raaz is an urban thief. So thematically there would be some overlap, though Raaz is not fond of killing.
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  #104  
Old 08-25-2019, 09:03 PM
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Oh, actually forgot to ask...what should I be aiming for as far as disadvantage values? Any caps/minimums?
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  #105  
Old 08-26-2019, 06:35 AM
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I never set any caps in stone, but going with the 50% limit and applying it to where characters had started at (200 points) I would say a hard maximum of 100 points in disadvantages would be good. Though I prefer it if there aren't a dozen different ones taking over the whole characters story, so shooting for something under that would be even better. All depends on characters background though.
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