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Author Topic: Skull Cave Rescue(d) - GURPS Dungeon Crawl - 3/5 players  (Read 15594 times)

Weirdsound

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #15 on: August 25, 2014, 05:05:22 pm »

Got it working, would it be appropriate to play a race with a savage social stigma in this campaign?
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NobodyPro

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #16 on: August 25, 2014, 08:58:08 pm »

I'm trying to find an advantage that gives a character plus one size category. Because I'm making a barbarian. But the point cost for the actual class is to high.
Size is a 0 point Feature. You're generally trading cheaper ST/HP for being easier to hit. However if you want to be bigger/smaller than the default for a race (eg. human) you want Dwarfism (-1 SM, 15 points) or Gigantism (+1 SM, 0 points)

Got it working, would it be appropriate to play a race with a savage social stigma in this campaign?
Given that what other players are making, that should be fine.
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My Name is Immaterial

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #17 on: August 25, 2014, 09:17:14 pm »

Argh. This game reminds me that I still haven't finished that character sheet for Angle.
Consider this a PTW.

Weirdsound

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #18 on: August 25, 2014, 10:21:48 pm »

Got it working, would it be appropriate to play a race with a savage social stigma in this campaign?
Given that what other players are making, that should be fine.

Nah. Changed my mind, and went for a sneaky asshole elf.

https://drive.google.com/file/d/0B0rR8ObjN8zfWDVTMjViUFBxdTQ/edit?usp=sharing

A little feedback would be nice, as my GURPS experience is rather limited. I'm thinking of taking another 10-20 points in flaws so I can patch up my ST and HT, but I'm wondering which ones to take.

I think I covered all the standard rougeish skills, but do let me know if I'm missing anything, or if I should have more points in some of the ones I cheaped out on...

Still working on equipment. Are we going to be tracking hunger/sleep in this campaign? Or should I not worry about food/camping gear? Anything else I should consider adding aside from the standard rope/light source?
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kj1225

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #19 on: August 25, 2014, 11:57:42 pm »

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My Name is Immaterial

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #20 on: August 25, 2014, 11:58:35 pm »

Still working on equipment. Are we going to be tracking hunger/sleep in this campaign? Or should I not worry about food/camping gear? Anything else I should consider adding aside from the standard rope/light source?
I too am interested in how much time is spent above ground.

NobodyPro

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #21 on: August 26, 2014, 01:40:08 am »

Still working on equipment. Are we going to be tracking hunger/sleep in this campaign? Or should I not worry about food/camping gear? Anything else I should consider adding aside from the standard rope/light source?
I too am interested in how much time is spent above ground.
The cave, as far as your mission is concerned, is small but there may be a reason to go deeper. As for the campaign, that would depend on choices made after Skull Cave.
Regardless, you probably wont spend more than a day in this dungeon. As for tracking hunger and sleep, I'm going to ignore it unless circumstances would make it important. So if you're trapped in a sprawling catacomb you'll need to count your rations, but not if you're wandering around a forest (foraging is assumed).

Consider bringing a sleeping fur at least, for the sake of RP.

Giant Dark One Martial Artist girl.
You don't meet the requirements for Light Walk, that's why it's highlighted in red. If you want it you will have to raise Acrobatics and Stealth to 14 (SL on the sheet). You may want to consider raising a couple of other skills. A rule of thumb is that your character's primary means of fighting/making a living should be at least 12.


https://drive.google.com/file/d/0B0rR8ObjN8zfWDVTMjViUFBxdTQ/edit?usp=sharing

A little feedback would be nice, as my GURPS experience is rather limited. I'm thinking of taking another 10-20 points in flaws so I can patch up my ST and HT, but I'm wondering which ones to take.

I think I covered all the standard rougeish skills, but do let me know if I'm missing anything, or if I should have more points in some of the ones I cheaped out on...

The only skills that stand out in their absence are Lockpick and Traps which, given your DX, you could comfortably take at 1 point.

If you want to patch up ST, keep in mind that the benefits of ST can be bought for a lower price if you want to specialise (HP, Striking ST, Lifting ST, Arm ST, Leg ST). If you want to patch up HT, know that it counters one of the main downsides of a low ST (low HP) by lowering your chance of death.
« Last Edit: August 26, 2014, 02:02:45 am by NobodyPro »
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kj1225

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #22 on: August 26, 2014, 02:01:15 am »

Alright, do you have a thing where you're keeping them yourself? I'm asking so I can know whether I can be lazy or if I need to reupload.
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NobodyPro

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #23 on: August 26, 2014, 02:07:25 am »

If you upload the .gcs instead of a pdf you could just tell me what changes to make in the future.
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kj1225

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #24 on: August 26, 2014, 02:09:02 am »

Alright.
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kj1225

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Re: Skull Cave Rescue - GURPS Dungeon Crawl
« Reply #25 on: August 26, 2014, 02:26:43 am »

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Varee

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Re: Skull Cave Rescue - GURPS Dungeon Crawl - 3/3-5 players
« Reply #26 on: August 26, 2014, 11:01:22 am »

I decide to go all out with extremely hulk/orge character instead of my human hulk
New sheet
That 3d+5 dmg is going to wreck some faces i hope.
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Living on the opposite part of the world is sometime a problem

My Name is Immaterial

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Re: Skull Cave Rescue - GURPS Dungeon Crawl - 3/3-5 players
« Reply #27 on: August 26, 2014, 11:12:47 am »

Still working on equipment. Are we going to be tracking hunger/sleep in this campaign? Or should I not worry about food/camping gear? Anything else I should consider adding aside from the standard rope/light source?
I too am interested in how much time is spent above ground.
The cave, as far as your mission is concerned, is small but there may be a reason to go deeper. As for the campaign, that would depend on choices made after Skull Cave.
Regardless, you probably wont spend more than a day in this dungeon. As for tracking hunger and sleep, I'm going to ignore it unless circumstances would make it important. So if you're trapped in a sprawling catacomb you'll need to count your rations, but not if you're wandering around a forest (foraging is assumed).

Consider bringing a sleeping fur at least, for the sake of RP.
I will not be joining in for the first dungeon, but if you ever do muck around above ground, I've got a certain build that can help.

Weirdsound

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Re: Skull Cave Rescue - GURPS Dungeon Crawl - 3/3-5 players
« Reply #28 on: August 26, 2014, 01:41:46 pm »

I'm not sure exactly how fast points will be gained, or if the GM will let me take a halfbreed son as a dependent after start, but if we end up above ground, I will likely invest in some face skills/advantages. I imagine my character as a sort of sharp tonged high-cultured asshole. Would need 40 points to get reasonable intelligence though.

If you upload the .gcs instead of a pdf you could just tell me what changes to make in the future.

If I throw you a .gcs, would you help me with gear? I'd like to get some non-combat essentials without going over light encumbrance or budget, but I'm not familiar enough with GURPS, or dungeon crawl type campaigns in general, to feel comfortable shopping.

Either way, I'll write up a backstory and get you the gcs tonight or tomorrow. Can I go with a highborn/lesser nobility sort of background if I promise to buy the relevant skills/advantages should this campaign ever go somewhere where it would come into play beyond my character's boasting? Also, if you have the Dungeon Fantasy sourcebook, could you PM me any flavor blurb about Shadow elf society/lifestyle that might be withing? If not, I'll just assume Shadow Elf = Generic Drow type creature.
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kj1225

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Re: Skull Cave Rescue - GURPS Dungeon Crawl - 3/3-5 players
« Reply #29 on: August 26, 2014, 01:54:17 pm »

The sheet actually tracks the total price of objects and puts a dot next to the wieght class of your current load. Which is why my character has a quick release backpack.
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