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Author Topic: Aqizzar's GURPS, dates and times for the filthy Kobold  (Read 12528 times)

ToonyMan

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #45 on: October 08, 2010, 08:29:08 pm »

Can't wait until I have to roll a die to roll a die to roll a die infinity.
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Lumbajak

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #46 on: October 08, 2010, 08:31:44 pm »

Roll a die to chew your meet.

An 18 means your teeth explode.
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ToonyMan

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #47 on: October 09, 2010, 02:20:02 am »

I should probably go to bed now so I don't miss this.
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Lumbajak

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #48 on: October 09, 2010, 05:55:16 pm »

Spoiler (click to show/hide)

Gentleman, we have attained sitcom status.

And Toony's character is henceforth known as Flatpool.
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ToonyMan

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #49 on: October 09, 2010, 05:57:53 pm »

3:57 PM - Rogo 'Burger' Delio: "UP HERE FUCKERS"
3:57 PM - The GM: Rogo jumps from the building's roof, flying several yards to land smack in the square of a goblin's back.
3:59 PM - The GM: The goblin's spine cracks under the weight, sending fluids spraying over his friends. He dies almost instantly.
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Lumbajak

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #50 on: October 13, 2010, 05:52:40 pm »

So are we actually going to have everyone present this saturday?

Having Jack control a player character is just about the worst thing ever.
More Samurai Jack on friday by the by.
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Jackrabbit

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #51 on: October 14, 2010, 12:50:33 am »

So are we actually going to have everyone present this saturday?

Having Jack control a player character is just about the worst thing ever.
More Samurai Jack on friday by the by.

It'll be saturday and I'm starting 5 AM this time.

And I hope so or I'll just have them leave straight up.
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Duke 2.0

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #52 on: October 14, 2010, 08:27:50 am »

 Just have them dick around in this town if they don't show up. A nice place to leave people instead of some dungeon or road with a campfire doused by 10 lbs of pork.

 And hopefully I can get a revised sheet in today, one with proper skills and equipment attached. I have also looked over the rules of unarmed combat and there was mentioning of combat bonuses for having hand armor, but there was nothing specific about it. I would like to know what bonuses having two 20lb slabs of metal attached to your arms would offer, and possible nerfs to hit chance for having them slow down the arms.
« Last Edit: October 14, 2010, 08:29:51 am by Duke 2.0 »
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

ToonyMan

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #53 on: October 14, 2010, 11:27:03 am »

5AM is like 2PM for me I think, I'll be there %100.
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Aqizzar

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #54 on: October 14, 2010, 12:35:20 pm »

I will almost certainly be there to be square.  With a lot of bullshit explanations for my near catatonic personality last time you all talked to me.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Lumbajak

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #55 on: October 14, 2010, 05:24:23 pm »

You know, if I didn't take all those silly advantages, skills and non-strength attributes, I could have dual-wielded halberds and did triple my current damage hitting every target in range.

Just a thought.
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Duke 2.0

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #56 on: October 14, 2010, 08:33:19 pm »

You know, if I didn't take all those silly advantages, skills and non-strength attributes, I could have dual-wielded halberds and did triple my current damage hitting every target in range.

Just a thought.
Silly munchkin, min/maxing is for kids!
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Cthulhu

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #57 on: October 16, 2010, 02:47:03 pm »

It's today, right?  Steam won't open for me, it hasn't since yesterday >:C
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Shoes...

Aqizzar

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #58 on: October 16, 2010, 02:51:09 pm »

Me and Jack and Duke and Jude are all online, but we're not actually doing anything.  Jack's brainstorming a possible setting change.  Steam problems eh?  What else is new.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Duke 2.0

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #59 on: October 16, 2010, 02:55:04 pm »

 Currently rebuilding my character sheet, because it was never really complete in the first place. Hopefully things will all be working fine this time around.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO
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