• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Tabletop Games Thread (And Roll20)

*wakes up* There was a poll? Out of all that was listed, only one I've honestly heard of was "Pathfinder", though I wouldn't know much of it's rule set. Honestly the only one I even sort of know is D&D <,>
 
aw shoot. I should have found this out earlier. I just joined up in a PathFinder Campaign not too long ago.

oh well. i'll just lurk around here then

also @Kit Ballard PathFinder is like DnD 3.5 Edition

the rules are super similar so I wouldn't be too worried over that.
 
Well, I'm back from jury duty! I got excused thankfully. I wonder if it had anything to do with the fact that I literally fell asleep while the judge was talking and had to be woken up by a security guard.

It does sound interesting. Something similar to how Undertale used bullet hell/top-down shooter mechanics as substitutes for menu driven combat.

Yeah. As I said the idea was spawned when I was discussing the nature of TRPG's and Video Games back in...2010-2011 I think with my friend before he was sucked into the phantom zone. It was just a pipe dream then, before I realized I'd actually have the chops to make stuff.

I was also thinking of maybe doing a Speed Chess type thing, where your turn is skipped if you don't choose your action fast enough (or alternatively, you get a minor stat bonus for taking your turn quickly).

Always bugs me when I die in Advance Wars/Fire Emblem and think to myself, boy, I should have sat there and thought about every possible factor for longer. I want some dynamism to turn it into an organic, on the spot test of cognitive ability.

I'd still jump for some Dark Souls-like, even if it's not Nechronica
Wasteland will dong for now

Yes it will dong for now.

Next season, we're definitely doing Nechronica. I actually have an idea for a campaign in that, which I think would fit perfectly.

Anyway, you guys should start brainstorming Wasteland setting/world-building/campaign/character concepts now, I'll post some ideas when I get back too.

I'm on break for the next week or two, so I'd like to get this show on the road either this weekend or next, if everyones schedules can work with that.
 
Well, that's good. I'm glad to hear that.
I'm no good at chess though!

Nechronica is next, alright, I guess I'll have to make a character.
Back in the day I had a bad habit of making a lot of my characters child adventurers so this shouldn't be too hard
 
also @Kit Ballard PathFinder is like DnD 3.5 Edition

the rules are super similar so I wouldn't be too worried over that.
I kinda figured since that's what my BF and his friends are basing some of the rule ideas for my lil game on. The rest I've never heard of... mostly cause I don't do PnP T~T (more like never got the chance too)

edit: we really should get into some form of chat room.. specially since I dono what I'm doing, atm, and would love to get my char and her Curse set up XD
 
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Quick question: has anyone here played an RPG via forum?

I have fond memories of a small group playing Vampire the Masquerade in a forum, but never found another group
 
yeah, I used to Forum Rpg, but that getting boring quickly.. mostly cause of having to wait for the DM to show back up... or confusing when multiple posts rattle off and you're unsure what action to take next from the post barf
 
So, like, for later, is anyone interested in historic roleplaying?
Because I found like 3 Scandanavian/Viking Roleplaying games that look sweet (Some of which is just Norse mythology), and one about the Qin dynasty
Have yet to find a 100% Feudal Japan one, though.
 
Well, haven't had any time to brainstorm this week, and I got Fizzxwizz's fightcade tournament in a few hours, so looks like we'll have the first session next week, for sure.

So, like, for later, is anyone interested in historic roleplaying?

Depends on how historic yo. Without magic to fling open the gates of the infinite, I fear I would find my mind wandering ;3
 
Well I mean one was focused on Asgard and Valhalla so I imagnie not all of them are 100% historic
Just think a Viking thing would be fun
or Chinese
or Japanese.
anything really
 
Alright people, it's been way too long so I'm going to go ahead and run you all through a sample character I made with the theme of Wasteland survival in mind since that's the campaign seed. We'll be looking at a mechanic named Mark Johnson. I used a program called GURPS character sheet to make this since I don't have a scanner and making a fillable PDF wasn't something I wanted to do at the moment. Grab the sheet I'll add to the post. I'll be posting pictures from the sheets for the important stuff.

Fake Edit: Just realize how much I have been typing. I'm very wordy so I hope I don't scare anyone off. GURPS does require a lot of front loading but it's not as daunting as it may seem through my words.
-----------------------------------------------------------
The basic idea for this character was a member of a group of rangers who maintains equipment but also isn't a pushover in a fight. I also didn't want to focus too much on combat skills but I also didn't want to be a slouch in the fighting area. At least one gun weapon proficiency and some ways to move around if things get rough or I need to get the drop on someone. Mark is also from one of the few surviving cities on the West Coast, Las Vegas so maybe he has some ties there as well.

This is a post apocalypse game so there is the matter of technology level (TL) to consider. In GURPS TL influences your starting funds and what type of equipment is available. I'll say the wasteland was formed in the aftermath of a war in 2016, which would be TL 8 (1980-2025). However, as a result of the blast people who survived in the wasteland had to cope with what could be salvaged and what could be relearned in order to survive. The average settlement will have the ability to produce steel and smith tools, develop rudimentary firearms (like muskets), and maintain farmlands through non-mechanized means. This is around TL 4 (1450-1729).

This doesn't mean that modern knowledge and technology has disappeared though. The odd settlement might have a tractor, generators, computers, or more scientifically minded people. Surviving cities become hubs of commerce where vehicles are more prevelant and more modern facilities are maintained. However their presence alone isn't enough to change the status quo too much, just ease some aspect of life. There are also still people who have the means to create tools from the 1730's and on but the cost of doing so if very high which means buying weapons and equipment that exceed TL 4 will cost more than the default. Guns aren't super rare but toting around an assault rifle will be a pretty big deal to some.

What this means?
  • This setting can be said to have a starting TL of 8 and an effective TL of 4 or TL8-4 as someone pointed out to me.
    • When determining starting wealth I'll default to TL4 which is $2,000, there are ways to add more at chargen.
    • keep in mind that for the purpose of GURPS '$' isn't actually a dollar and is just a unit of barter.
  • When choosing skills you can make a character who possesses knowledge or experience with TL4+ things.
  • When creating a character and purchasing equipment you will be subject to modifiers for any equipment over TL4 (for this we'll go with (+50% for +1 TL) It's usually higher but this is more lenient.

I did some fussing around and settled on an initial 130 starting points for character generation with a -30 limit on disadvantages. So at max I have 160 points to work with. In GURPS 100-200 points is considered Heroic and this will give you enough points to have a character with some areas of specialty and decent starting equipment. So with all this in mind let's get cracking on the first component Attributes.

For a simpler time, just read the attributes section of the GURPS lite document posted in the thread. this is really wordy and mostly just rehashing it.
GURPS has 4 basic attributes; Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). The default for humans is 10 which costs no points.
The normal human range goes from:
7 (Poor)
8-9 (below average)
10 (average)
11-12 (Above average)

Here's Mark's Attributes
Attributes.png

I don't need a super strong character since he's primarily non-combat and gun focused but not someone completely weak. I can also gain point by lowering my attributes below the norm so I will take one point from Strength which gives me [-10]. This does not count towards my disadvantage limit.

Mark however is a very agile person so I will pump his DX to the human max at 12. DX is +/-20 per level so this will cost [40].
He's also a pretty smart and hearty person since he's a mechanic so IQ will be set to 11 (+/- 20 per level). He also lives in a wasteland so he can't be too frail so HT is also at 11 (+/- 10 per level)

So right now we have spent [60] points on our basic attributes. Now we look at derived attributes

Underneath the basic attributes we have Will and Perception (ignore the rest for now) Both start equal to your IQ at no additional cost and I like them where they are at.

HP by default is equal to your strength. Which should give me a 9 but it's +/-2 per point and I don't want Mark to die too quickly. We'll give him a 12 in HP at the cost of [6].

Fatigue points (FP) is your energy pool. It defaults to your HT and I don't see any reason to change it so it will be at 11.

Last are his basic speed and basic move. Both are derived from the formula (HT + DX)
/4. However for Basic speed you do not round. and for Basic move you drop the fraction.

Mark started out with a basic speed of 5.75 but I spent 5 points to bring it to 6. That's because your ability to dodge is based off your basic speed and by default dodge is (Basic speed + 3) I gained an additional +1 through an advantage.

  • With everything totaled I have spent [71] points on attributes out of my original 130.

Next are advantages and disadvantages. These are useful or detrimental traits for your character that have positive and negative costs respectively. Use them to flesh out who you are, buff or nerf certain capabilites, and give yourself interesting roleplaying hooks.
The disadvantage cap is now something you want to keep in mind.

I want to do a few things with these advantages. Buff Mark's capabilities and give him some nice perks.
  • Don't worry about getting all your advantages in one go, I came back after initially only getting two and added some after I bought skills in order to improve the character.
Advantages.png
  • Right off the bat I want to give Mark a contact in his hometown of Las Vegas. I'll say he works for a local chop shop that hires out to the Local rangers. His boss there will be his contact.
Contact is an advantage that gives you an NPC that can give you useful information. The price of the advantage changes based on the parameters you set for it. This NPC doesn't have to be a stated character, you are just creating an informant. "Scrapper" Joe is Mark's boss and is a pretty well connected guy but not in all the right places. I'll give him an effective skill of 12 [+1]. This means that if Mark want's information from Joe he needs to roll a 12 or under on 3D6. Joe is also an NPC that Mark want's to appear quite often which is a x2 modifier. This is something that the GM will roll on at the start of the adventure to see if the NPC will even show up, not how he reacts to you.
Lastly is the reliability of the NPC. Joe and Mark go way back, but Joe is also a pretty self interested guy at times. He'll be somewhat reliable (x1 modifier to cost) which means that if we ask Joe to find any information and the roll comes up a critical failure he'll lie. If he rolls an 18 he will contact the authorities or worse. It's a rough wasteland.
  • Total cost of contact is (1 x 2 x 1) for [2]
The remaining advantages have their conditions spelled out but there are some things not mentioned.
  1. Combat reflexes also gives +1 to active defenses. This is where I get the additional +1 to my dodge from. This skill is there to make Mark a more capable fighter since he also gets an initiative bonus, as well as gives one to his group.
  2. Luck allows you to reroll a single bad roll twice and take the best result. This type of luck can be used once per hour of play and has been specified to be only for defensive rolls. This will potentially help us avoid damage should things get hairy.
  3. I needed to convert some unspent points into money during chargen. You can do this at an exchange rate of 1 point for 10% of the starting wealth. Since we start with $2000 i get $200 per point.
  4. Fit is also there to help Mark function in the wasteland.
  5. Singleminded gives me a +3 when focusing on a mental task, but a -5 to all rolls to notice interruptions. So he really gets into his work but can lose track of his surroundings.
  • Total advantages total [46]

!Refer to the image from advantages!
As for disadvantages, I have a cap of [-30] to work with here and I want to give Mark some good drawbacks. He's a bit of a workaholic and has trouble sleeping. He also wears glasses which can be a problem out in the wastes and in fights.
You will also notice two disadvantages that have a [-1] cost those are quirks and I'll explain them last.

  1. Bad eyesight is self explanitary. It starts off at [-25] but because Mark lives in a world where glasses can be made it drops the cost by 60%. He still has bad vision and suffers all penalties if his glasses are removed.
  2. Insomniac is something that will plague Mark depending on the GM's rolls (with 3d determing how many days until the next episode. If he has an episode he will make an HT-1 roll. If he fails he loses two hours of sleep and on a critical failure he gets no sleep at all. On a success he falls asleep and the episode ends until the next day based on the GM's roll.
Now for the Quirks.
Quirks are minor features to your character. You can only take 5 and they are each [-1] for a max of [-5]. They don't have to be bad but they do form a contract between the player and the GM. You are agreeing to abide by your quirks for the extra points.

Mark has two. "Doesn't deal with bandits" and "Insists on being paid upfront." He works with the Rangers and doesn't appreciate lawlessness so obviously working or helping those who break the law and take lives to callously doesn't sit well with Mark. He's also a cautious person so he prefers to take payments for jobs upfront to make sure he doesn't get screwed. You can make up your own quirks but keep in mind they need to either require a specific action or behavior on your part, or give a small penalty. Nothing like "wears a green shirt" because there's nothing to that.

  • Total disadvantages [-22]
I've been typing for I don't know how long. Send help. Going to leave this and pick up with Skills and equipment in the morning. It's 12:34 and when time gives you a straight you fold em.

At this point though we have spent [95] points. We have [35] points left.
For skills we'll be focusing on giving Mark his technical abilities, some combat skills, and some utility options for both in, and out of combat. You can look at the character sheet to get an idea of how those work and I'll give more information in the morning. TTFN.
 

Attachments

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Let's resume our character creation.
For skills we'll be focusing on giving Mark his technical abilities, some combat skills, and some utility options for both in, and out of combat. You can look at the character sheet to get an idea of how those work and I'll give more information in the morning. TTFN.

Skills represent training or knowledge in a particular kind of thing. Taking a skill means your character has studied or learned about that particular skill beyond just knowing it exists and having a passing familiarity with it. Skills derive themselves from your base attributes and occasionally your derived attributes.

The notation for a skill is something like "SkillName-17". This means your skill level is 17 and when rolling for it you must roll 3d6 and get an equal or lower number than the skill number to succeed. The skill level is an unmodified value however and depending on the situation you may receive positive or negative modifiers to a particular task.

Just like with attributes there is a rough way to gauge how good the average human is at certain tasks. The core book states that the average person will have base attributes in the 9-11 and base skill levels ranging from 8-13. This gives you a base probability of success ranging from 25.9% to 83.8% at an unmodified task. Experts are somewhere in the 14-19 range and at that point your probablility of succeeding at a task in 90+% (Remember we're rolling equal to or below your skill level) Any higher and you are a master.
Skills.png
I've see it recommended that you take some skills to reflect your character's presence in the world. So the first skill I will take is

When purchasing skills you look at their difficulty rating which can be easy, average, hard, or Very Hard. Purchasing skills can be pretty cheap at just 1 point but where that one point sets your base skill level depends on it's difficulty.

Skill Cost.png

Taken from the GURPS Lite book page 13, not shown is cost for Very Hard which starts at Attribute-3 = 1 point and continues the same trend of increasing value.
Let's get started with the technical skills since Mark is a technical character.

The technical skills Mark has taken are all IQ based so their base attribute+0 value is going to be 11. Since he took the single minded advantage he will get a +3 when focusing on an IQ based skill though which will help him do better. We'll only be looking at the base skill value for now though.
  1. Armoury is a type of skill that requires you to specialize in a field. Since Guns can be rare at times and Mark works for a group that uses them He would want to make sure he can fix them. (Small Arms) means he can build, modify, and repair all weapons that use the gun skill. Armoury is an average skill so he'll spend [2] points in it to set it to IQ+0 for a starting skill of 11.
  2. Machinist allows Mark to make and modify mechanical parts and tools. This is helpful when he needs to make a replacement part for a vehicle or firearm. Or whatever the group needs provided he has the raw materials. Machinist is IQ/Average and he'll spend [1] point in it to make it IQ-1 or 10 for a flat 50% chance at success.
  3. Mechanic is a skill that also requires specialization by field. It's the post apocalyse so Cars are important for long range transport and keeping them running is imperative. Mark has three specializations (Automobile), which is any 4 wheeled vehicle under 5 tons. (Heavy Wheeled), which is any 4 wheeled vehicle over 5 tons. And (Diesel engine), which is the type of machine engine more likely to be seen in the wastes since diesel engines are more rugged.
    1. He works more with smaller vehicles like Jeeps and Pickup trucks, but knows how to work on larger vehicles as well for the odd non-treaded military vehicle that comes through Vegas. Of course he knows how to also work on engines. Mechanic is an IQ/Average skills. Total spent on all three skills was [7]
With those out the way let's look at his other non-combat skills
  1. Area Knowledge: Represents familiarity with the people, places, and politics of a given area. You must specialize so Mark picked (Las Vegas) since he's lived there for a long time. He knows a lot about the politics and locations in the city so for [2] points (IQ/Easy) he'll set it to IQ+1. If you need to know where it's at Mark is the kind of guy who can help.
  2. Climbing: The ability to climb walls, mountains, trees, etc. Sometimes scrounging for part in the wastes requires Mark to get to unconventional locations, like down into a ravine to loot a wrecked transport vehicle. Climbing is a DX/Average skill and with his high starting DX he doesn't need to pump too many point into it. [1] gets him a DX-1 or 10 on the skill.
  3. Driving: Mark not only knows how to fix a car, but also drive them pretty well. He sticks to smaller vehicles though. DX/Average so [2] points for a skill level of 12.
  4. Fast Talk: Talking people into doing what he wants. Useful for negotiating prices or trying to get out of a dangerous situation. This isn't the type of skill you learn in the classroom though and in the wastes it's very useful to spend words instead of bullets. At IQ/Average Mark will spend [4] points for an IQ+1 or 12 in the skill.
  5. Scrounging: The ability to find, salvage, or improvise useful tools. A good skill to have when you are scouring the wastes or just a junkyard in general. Scrounging is based on Mark's Perception (11) and is an easy skill. So for [2] he gets a Per+1 or 12.
  6. Stealth: The ability to hide or move quietly. Self explanitory why you would want to do that. It's an IQ/Average skill so [1] point gives Mark a 10.
  7. Streetwise: Getting along with rough company. This skill lets you know where to find the bad part of town and who is corrupt. Not just in Las Vegas but just in general, it's a good thing to be able to gauge just how dangerous of a place He's walked into. IQ/Average so with [1] he gets a 10.
Lastly are Mark's Combat Skills
  1. Axe/Mace: This type of weapon is any type of rigid, unbalance weapon. Like the Crowbar Mark carries with him while out scavenging. DX/Average so a single point get's me DX-1 or 11
    1. A note about defaults. Axe/Mace defaults to DX-5 (or 7 for Mark) so if you want to use this type of weapon with no training it's going to be hard. A single point gives me better odds. Don't be afraid to just drop a single point in a skill since it can mean the difference between being pretty average at something, or really bad.
  2. Brawling: Unarmed, and "unscientific" fighting. I can roll this to hit with a punch or Brawling-2 to hit with a kick. It's a DX/easy skill so with [1] we can get a 12 in the skill.
    1. So to hit with a punch in a fight I can roll an unmodified Brawling-12 and to land a kick I would roll Brawling-10.
  3. Fast Draw: The ability to quickly draw a weapon. On a success the weapon is ready instantly and can attack the same turn you draw the weapon. A failure means the weapon is readied normaly, and a failure means you drop it. You have to specialize so Mark will focus on just drawing his pistol quickly.
    1. Mark also gets a +1 to fast draw thanks to the Combat Reflexes advantage. So for [1] I get DX+0+1 or 13.
  4. Guns: Another skill that requires specialization. Guns are interesting because if you have a gun skill other gun skill default to Guns-2 so Mark can use Pistols at DX+3 for 15, and a Rifle if he wanted at DX+3-2 or 13. Some types of guns have a larger penalty to cross use(Think it's just two though) the skill but this way I don't have to spend too many points on every type of weapon Mark might choose to fire.
  5. Knife: DX/Easy self explanitory.
So with all this in mind Mark has a good mix of technical skills that fit his vocation, some combat skills that make use of his high starting attributes and synergize with combat reflexes to get even more bonuses, and some practical skills. Before looking through a skill list get an idea for what you want your character to do, it will make things easier.

**As a note I got the suggestion to take Combat Reflexes after my original draft of the character. You can always go back and change things about your character while making them so don't lock yourself in so quickly. you may notice new combinations or things you want to take.**

**I could also have tried to give Mark skills like Engineering if he wanted to design part without a blueprint or make new systems. Survival if I wanted him to be better able to survive the wastelands and find food/water/shelter/etc. There are plenty of Skills listed in the core books**

Phew. That's Skills and I'll post Equipment later tonight after I get off from Work. Tune in for Part 3 of Making a GURPS Character.
 
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Three posts in a row and nobody has any questions? I don't know if you all are being patient for me to finish or if nobody is there. :PUN: Anyways let's look at Mark's equipment. This is pretty easy since we've already outlined what we want Mark to be able to do.

Starting Wealth
At character creation you get an amount of money equal to the starting wealth of the Technology Level (TL) you are in. Since back in the first post our effective TL is TL4 despite technology from as far as TL8 being present we'll be starting with $2,000. (Note: $ is just an abstract term in GURPS. It's not an actual american dollar, just a symbol for the standard unit of barter)
You can start out with more by default either by taking the wealthy advantage (a flat multiplier on the Starting Wealth) or by trading in points (at a rate of 1 point = 10% starting wealth).

However this setting still has a base TL of 8 which means we have to take that into account. Items that would require more than TL4 to produce will have a modified cost to reflect the difficulty in obtaining, or making these items. It's hard in the wastelands. So whenever he purchases an item that is listed in a higher TL he will play (+50% per +TL). The price will double every two TL. There is no reduction of cost for items under the effective TL.

During character creation Mark had 7 points leftover. Mark will convert those to cash to properly outfit himself. So 7 points gives him $1,400 for a total starting wealth of $3,400. He's going to need it.

Buying Equipment
Equipment.png
Mark has several things he needs to keep in mind when buying starting equipment.
  • Obtaining a starting weapon and ammunition
  • obtaining a knife and crowbar (his preferred melee weapon)
  • obtaining the tools needed to facilitate his mechanic and his machinist skill
  • get some kind of protection for himself
  • He's also a salvager so get something to haul any loot with him while keeping his hands free
Let's start with his weapon. Most firearms have a minimum Strength needed to wield them (you are at -1 to weapon skill per missing ST). For anything that's not a pistol that's between 10-11. Pistols however usually need 8-10 and Mark is going to look for one that fits his starting ST of 9. He also want some stopping power so he settles on a .38 caliber revolver. It has a ST requirement of 9, and a TL of 6, and a starting cost of $400. However we have to factor in the difference in TL for the cost so the revolver will cost $400 + ($400 x 1) = $800. It will come fully loaded but that's only 6 shots and he'll need some spare ammo.
Usually a full reload of .38 magnum ammo is $4 but it will cost Mark $8 since the TL of the bullets is +2. He'll purchase 30 rounds at a total of $240.

Mark will also purchase a holster for his gun. A belt holster is $25/TL5 so we'll add on 50% to reflect the change in cost. The holster will cost $37.50.

A knife and crowbar are easy since both are below the starting TL. A Large Knife is $40/TL0. A Crowbar is $20/TL2.

Mark is also a mechanic who can take his tools on the road with him. Portable tools for Mechanic and machinists are both $600/TL5. So each one will cost $900 to purchase. This is why he needed the extra cash from his points. His tools alone cost him almost all the starting wealth. Mark will also prefer to leave his tools with the vehicle he is traveling with since their weight is 20LB apiece and the more weight you carry the more encumbered you are and the slower you move.

Next is protection, you don't need to purchase your entire wardrobe, just the items that give you protection. Mark is going to take some leather gloves($30/TL1), a leather jacket($50/TL1), and some boots($80/TL2). The rest will just be jeans, a button up shirt, and a cap. These will provide him with a little damage reduction but not anything near powerful enough to stop a bullet. When a firefight breaks out Mark is going to duck for cover.

Lastly is something to carry what he won't have at the ready. A large backpack that can hold 100Lb will cost Mark $100/TL2. That will be where he keeps his spare ammo, crowbar, and assorted knicknacks and loot he comes upon.

Finally some Personal Basics (towel, fling and steel, cooking utensils) your camping essentials. Without it he will be at -2 for any Survival roll he would make. It will cost $5.

**When trying to survive, make sure to bring anything listed as basics (personal or group). They are cheap and are basic equipment for cooking, survival, and other related skills**

With all that totaled Mark has spent $3,202.50 on equipment. He has a couple hundred left on him and might spend that on food and other gear when the campaign starts. He'll keep his backpack, holster & Gun, Ammo, personal basics, and clothing on his person. That will increase the amount of weight he is carrying to 30LB. He will now be lightly encumbered but that's not too bad.

That's everything for this character. Thank you all for being patient as I pumped these out. I hope they offered some help. That being said I thought of something while typing all this out; without the Basic Set at the very least it will be asking everyone a lot to make characters. My first time with this system was with a friend and we would make characters in his basement (because it's always a basement).

Since this is the first time you all will use this system and I have all the books. Would you all be opposed to using Pre-generated characters? It would be a good way to ease everyone into the system since it takes the bulk of the character creation aspect but I also wouldn't want to just give you characters to play. GURPS can accomodate templates which are like programming classes. They will give you options of attributes, advantages/disadvantages, and skill packages (usually a choose X points from this list of skills, choose X Points from these advantages). It's not going to be a static character because you can have options on what to take and where to put points.

If you like this idea I would suggest that we first iron out the details of the setting you all want. Then you all can submit your character concepts and what you want your person to do, and how well you want them to do at it and I'll draft the characters. Then you can look at them, offer any additional ideas and we'll finalize them and have them ready for the oneshot. I'll handle translating everything into GURPS. All you would need to do is make sure to have read the GURPS Lite file (Specifically The Basics, and How to Play the Game sections).
Please let me know what you think.
@Squire Grooktook , @Ruin, @Jutsei
 
Oh nice ping, I was literally just about to post lol.

I read most of your post last night and I think I'm getting a good idea of it.

One thing I was going to ask before I actually create a character is what @Ruin had planned for his character. Since I know he had something specific in mind, and I don't want to make a radioactive shaolin monk with shotguns for hands if that's what he was gonna do. Would like to compliment thematically and mechanically rather than overlap.

Edit*: Also @Jutsei check your inbox or steam invites. We need to know when you'll be available.
 
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Okay, so
I looked at the tutorial and it more or less lines up with the tutorials I looked at on my own
furthermore, I already found some free materials in my searches that gave me ideas for what advantages and skills to give

also@Squire Grooktook
the thing is that my character is technically two, so you should be fine
I plan on making a father/daughter musician duo who are traveling around the wasteland searching the wife/mom, who went missing some months. Their schtick is that they carry around an impractical amount of instruments and are always trying to collect more, in addition to learning as much info as they can about where Mom went.
Natch, I'm gonna wind up making two sheets because his daughter isn't a familiar and has her own skill set and such.

but if that sounds a little 'much' I can finagle around with other stuff, but most of what I've read on GURPS is that the character concept should be more important than stressing over conforming everything to a gameplay sense

(also the new posts didn't appear in my notifications, only the ping)
 
Natch, I'm gonna wind up making two sheets because his daughter isn't a familiar and has her own skill set and such.
She would be a dependent which is a disadvantage and would create an NPC if that's what you wanted. Or were you trying to roleplay a second character? You can set how many points she will be built on which means she will require her own sheet, but she doesn't have to be built on 100% of your starting points. Do you have a copy of the Basic set?
 
I guess it would make more sense to have her as a Dependent, yeah.
But I would still wanna be able to exercise a certain amount of RP over her, in the event that they got separated or something.
and yeah I have a pdf of the basic set on hand, but I didn't give more than a sporting skim
 
Oh shit I have some things to respond to don't i, sorry my focus is being expended on other things right now.
Sorry for my absence, I tend to have hyperfocus on other thigns a large amount of the time, and when I'm not I'm apathetic.
So are we discussing characters or time still?
 
oh yeah, just a heads-up
my one-shot is basically becoming a full-on second campaign so my sundays are more or less out unless otherwise noted
I can try and jive on saturdays but I usually don't get home from work until around 9PM eastern
other than that, I'm free basically all evenings
 
the thing is that my character is technically two, so you should be fine
I plan on making a father/daughter musician duo who are traveling around the wasteland searching the wife/mom, who went missing some months. Their schtick is that they carry around an impractical amount of instruments and are always trying to collect more, in addition to learning as much info as they can about where Mom went.

That
sounds
so
CUTE

I love it.

School starts next week for me, so I'll know for sure what my best time is. I'll get to work on a character tomorrow and next day though. I spent all of today working on something.
 
I'm just kinda lurking. a bit distant about this kinda thing honestly =\ Never believe that I'm shy, even over som'in like this =p
 
my one-shot is basically becoming a full-on second campaign so my sundays are more or less out unless otherwise noted
I can try and jive on saturdays but I usually don't get home from work until around 9PM eastern
other than that, I'm free basically all evenings

I'll have my schedule clear soon. So far, Sunday is not looking good for me either (though that might change, depends on which of these two classes I end up getting). How would you guys feel about Friday? That's the one day I'm almost certain I'll be free on, from the afternoon onwards.

A concept for a character occurred to me the other day, I'll discuss it with you guys later after some more brainstorming.
 
Meant to stick my head in here days ago. I noticed something while rereading the thread. I have no idea if people are making characters for a game they are running, or a game they think someone else is running while they make their own scenario.

If you are planning to run a game can you make sure to leave some details for the players like point limits, setting, suggested attributes, etc?

I will continue to be be out of commission for the rest of the week and early next week because work is still in heavy swing but I will also do a small write-up to let people know what they should be EDIT: looking for in the game I will be running.
GURPS does provide a campaign planning form which is a one page "snapshot" of a campaign for all involved and it might work well to give everyone a good idea of campaign expectation.

Edit: It was also funny to meet @Squire Grooktook in the wilds of /tg/.
 

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It's just thankful we've never bumped into eachother on /d/ ^_^

I've got my schedule sorted out now. Sunday is super bad for me. I could do it if there's no other choice, but I'd likely have to skip out on a lot more weekly games. However, Thursday through Saturday are perfect (I could even squeeze in Wednesday night, maybe). I can play on any of those days.

I've been brainstorming characters while getting all that sorted out two. I was planning on sending you guys another group pm (so check your inboxes! Especially @Jutsei since I don't think you have yours set to alert!) with the 3 rough concepts I had, so you guys could decide which one you think would be most interesting and fun to play with, and which one would fit the campaign best. If you don't like any of them, I'll try to come up with something else.

I promised myself I'd avoid waifu'ing and come up with male characters, but 2 of the 3 are girls. One is 50+ years old though so eh.
 
Yes, hi, hello.
I've been wanting to get into TT RPGs for a while now but have only recently found (read, coerced) a group...
Is there anything a newcomer should know? + Is the lovecraft one beginner friendly because that's what we're planning. (I'm not sure but I think there are multiple? if so, which one do you guys recommend?)

Also, while I haven't played any tabletop games before I've played quite a bit of rogue-likes, how applicable is my experience from there?
 
Call of Cthulhu? That's pretty medium,I feel, you just need to keep in mind it's very different from other TTRPGs.
Unless yu're playing Pulp Cthulhu, you're regular run of the mill people in an uphill battle, you'll very rarely be fighting things above human level, and the focus is more on investgation, unraveling a mystery, and trying to keep your saturday. Play smart, and don't worry about loot, because "loot" in that game is clues!
 
Call of Cthulhu? That's pretty medium,I feel, you just need to keep in mind it's very different from other TTRPGs.
Unless yu're playing Pulp Cthulhu, you're regular run of the mill people in an uphill battle, you'll very rarely be fighting things above human level, and the focus is more on investgation, unraveling a mystery, and trying to keep your saturday. Play smart, and don't worry about loot, because "loot" in that game is clues!
hm...
Mind saying more? What makes Call of Cthulhu different?

edit:
also, our group has about 5-6 people... is that enough for most games?
 
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In most tabletop RPGs players assume the role of heroes or in some way "above-average" characters, going up against threats that while not necessarily "at your level" are at least in the same realm of existence as you, and your main concern will be beating enemies, getting loot, and eventually becoming strong enough to kill the big baddie. In CoC, like jutsei mentioned, you are basically "everyday people" facing a situation WELL beyond you, and you'll be more concerned with staying sane + investigating than going out and fighting monsters and looting chests. Very different feel than most tabletop RPGs, but fun. Wouldn't say its necessarily beginner unfriendly, just different.

edit: this is my first time seeing this thread on SH so I decided to go back and check page 1 and a lot of the page is people talking about CoC so definitely check that out if you want a bit more detail
 
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Jutsei is apparently dropping from our game so we need another player.

Anybody interested, let us know and I'll invite you to the convo.

*edit* position might be filled now.
 
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For now, at least. I just can't juggle my attention between games I need to play, series I need to watch (Hello Stranger Things), and not to mention most of my attention for RPGs is being saved for Call of Cthulhu, sadly can't muster to do it right now, hopefully sometime soon though
 
So I've been interested in trying to learn Pathfinder. Been spectating some of my friends sessions, the last one being an evil party campaign with 2 CEs.

One of them was a fire kineticist from some slavery country that got kicked out of most mercenary and army groups for being too extreme (even one of the most cruel armies) and has a passion for Chelish opera.

So yeah hi and I hope I get to understand how mechanical stuff like combat works.
 
A bit back there was a Humble Bundle that had a ton of Pathfinder books in it.

I would love to play som'in sometime. I'm getting the need to socialize and would love to attempt to play with people.
 
I also kinda wanna do some World of Darkness (especially since The Dave mentioned an interest), but Pathfinder comes first, I feel
That feels like the best possible way for me to start, I feel more interested in the races and classes they have there, for fuck's sake they added a class that's broad enough to be any superhero or any Magical Girl if you stat it right.
 
I'm so making Star Guardian Jinx then.

Jk. I'd just do someone based on my personality and a skill I like. So adding my curse though. Gotta have the curse..