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The Archives => Roleplaying (Archived) => Topic started by: Humabout on December 19, 2012, 10:51:33 AM

Title: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 19, 2012, 10:51:33 AM
I am looking to run another introductory GURPS game for anyone interested.  It will be a simple fantasy game that serves to introduce new players to the system in a way that is eases them in gently.  To that end, I propose to use a streamlined ruleset designed for cinematic action, adventure, and dungeon crawling.

I would like to run this game via the IRC chat, but if we can't manage to all be online at the same time, I will give a Play by Post format a shot while maintaining IRC hours in case anyone has questions or just wants to hang out.

For those interested, you will find GURPS Lite (http://e23.sjgames.com/item.html?id=SJG31-0004) a good (and free) resource full of introductory materials.  I strongly recommend downloading it and perusing it at some point (or at least referencing it during the game).

With regard to character generation, post a concept and begin thinking about what degree of competency your character would have in different skillsets (no training, dabbling, professional, expert, master, best ever, etc.).
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 19, 2012, 08:42:16 PM
I will check out those rules tomorrow (when my internet usage resets).  In the mean time, I will consider character options, as I'd like to try being a part of this.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 20, 2012, 01:43:49 AM
Sure thing man.  Seriously, any concept will do.  Even if you want to go all crazy asian wuxia and stuff.  It's not meant to be a super serious game for now (who knows how it will develop!), so make sure you pick something you want to play.  :)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 20, 2012, 02:12:53 AM
OH!  I think I know:  a kind of "Inquisitor" character.  Basically, an ecclesiastical "field agent" and "Van Helsing" type, focusing on dangerous spellcasters, witches, heretics, that kind of thing.  Totally willing to go after monsters too, though.  Basically anything the god(s) of his religion hate.

So high in investigative skills, as well as those related to knowledge of his religion, and of the kinds of people and creatures he hunts.  Decent-to-good in survival techniques and combat.  Probably not great at charming people or lying, though. 
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 20, 2012, 04:34:12 AM
I've had GURPS on the back burner for a while now.  I would totally be down to participate in these shenanigans!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 20, 2012, 08:48:31 PM
Sweet Numinous!  Welcome to the shenanigans!  Same thing I said to SH:  start thinking of a concept and then consider what he's good at and just how good.  That's always a solid starting point before you crack the ginormous tome of options present in gurps.

SH:  Nice concept.  I think we can definitely work with that.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 21, 2012, 02:58:57 AM
Alexander Maximilian Blackwell: Born with a silver spoon in his mouth, Alexander found himself more interested in the wondrous world of words than his family's fortune.  It was quite a surprise for him then, upon his father's death to discover that his inheritance had been squandered on a colorful menagerie of debauchery and vice, leaving him with only a paltry portfolio of properties.  In order to restore his family's wealth and public image, he must undertake a quest the likes of which he has only read about.  Luckily, he is armed with an excellent memory of exotic flora, fauna, and history.  Additionally, his skills as a musical prodigy will surely come in handy while collecting the treasure his peons shall deliver to him, where his entirely theatrical combat skills might fail.

Skills, from most competent to least - I can add more or less depending upon the specificity/power level we're looking at here.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 21, 2012, 12:28:38 PM
Nice stuff Numinous.

Any other takers?  I'd be willing to run up to four people in the game.  I'm not against people with a little or even a lot of gurps experience, as long as they don't mind helping with teaching.

[EDIT]
Scratch PMing people.  I'll do it all here.  Expect another post soon.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 21, 2012, 01:38:34 PM
only suggestions, so feel free to completely ignore them.  This is just intended as guidance.

[spoiler=Seraphine_Harmonium]
For Advantages, I really only have Combat Reflexes as a must.  I'd need to know more about your character concept in general to see if others are fitting.  As for skills....

Investigative Skills (Pick the ones you are good at)
Monster/Occult Knowledge Skills
Combat Skills  (Choose one or two of the following styles):
Survival Skills (Please narrow this down to what you're good at)
Background Skills (Pick a few that suit your background or suggest others)
[/spoiler]
[Spoiler=Numinous]
These advantages represent your position within society (Social Status and Legal Immunity, which lets you get away with minor offenses and exempts you from torture and such), and your current fiscal state (you make enough off of those properties still retained to live like an average freeman, but you certainly can't afford to live like a noblemen, which occcassionally affects your ability to interact wtih other nobles or be recognized as being a nobleman).
Advantages:  Independent Income 15 ($600 per month); Legal Immunity; Musical Ability 4; Status 2; Wealth (Comfortable).

These disadvantages represent your lakc of worldly knowledge (Dillusion) and your tendency to spend like you're still rich (Compulsive Spending).
Disadvantages:  Compulsive Spending; Delusion (Thinks he knows about the world and how it works).

This quirk makes you suck at Streetwise and prevents you from increasing your skill at it without first buying off this quirk.
Quirks:  Incompetence (Streetwise).

And, now some skill suggestions....

Musical Skills
Knowledge (These represent accurate knowledge.  Please narrow this list down!)
Combat (Choose a fighting style)
Social Skills (These would all fit your idea of a socialite with little real ability to manipulate people)
Background Skills (These are just general skills that would be appropriate to have a little knowledge of, given your background and the location)
[/spoiler]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 21, 2012, 06:38:32 PM
Alexander's Adjectives: Aloof, Spoiled, Sexy, Shallow, Intelligent, Unmotivated, Pretentious, Cultured, Gossip, Irreverent, Vain.
[spoiler=Crunch]I really liked your suggested Advantages, Disadvantages, and quirks.  Below are the skills that I found most in line with my character concept.
Skills: MusicSkills: KnowledgeSkills: CombatSkills: SocialSkills: Background[/spoiler]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 21, 2012, 07:08:41 PM
Continuing with those adjectives....
Advantages:  Appearance (Attractive); Fashion Sense; Literate.
Disadvantages:  Lazy; Odious Personal Habit -2 (Spoiled, Pretentious Brat).
Quirks: Consumate Gossip; Shallow; Uncongenial.

We'll make sure he has above average Intelligence, too.  How high, we'll see what fits in the budget.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 21, 2012, 08:29:49 PM
Quote from: Humabout
First off, I'm going to need some more information about your PCs' personalities.  Also, I've compiled a sketch of useful skills and traits from what you've written so far.  I'd love for ya'll to cull the list a bit, make suggestions, ask questions and so on.  These are only suggestions, so feel free to completely ignore them.  This is just intended as guidance.

[spoiler=Seraphine_Harmonium]
For Advantages, I really only have Combat Reflexes as a must.  I'd need to know more about your character concept in general to see if others are fitting.  As for skills....

Investigative Skills (Pick the ones you are good at)
  • Body Language
  • Detect Lies
  • Intelligence Analysis
  • Interrogation
  • Intimidation
  • Lip Reading
  • Observation
  • Psychology (Applied)
  • Research
  • Search
  • Shadowing
  • Streetwise
  • Tracking
Monster/Occult Knowledge Skills

  • Alchemy
  • Hidden Lore (Need to specialize in one or two of these:  Angels, Beasts, Demons, Ghosts, Magical, Spirits, Undead)
  • Occultism
  • Thaumatology
  • Theology (Druidic, Dwarvish, Elvish, Human, Shamanic, etc.)
Combat Skills  (Choose one or two of the following styles):

  • Alistama (Police martial arts centered on subduing rather than killing)
  • All-In Fighting (Combat wrestling)
  • Axe Fighting
  • Bare-Knuckle Boxing (Civilian martial art)
  • Carmacil (Civilian civil fencing style)
  • Dagger Fighting
  • Fencing (Civilian fencing that uses a lot of "dirty fighting")
  • Foot Archery
  • Glaive Fighting
  • Horkona (Martial art of the military)
  • Longsword Fighting (Two-Handed Sword Ho!)
  • Quarterstaff
  • Savate (Civilian kickboxing common to sailors....also needs an in-setting name)
  • Shortsword Fighting
  • Spear Fighting
  • Sword-and-Buckler Play (Nobleman's self defense, also a good backup for when your shield breaks)
  • Sword-and-Shield Fighting
  • Swordstaff Fighting (Think elvish naginata adopted by humans after the Elf Wars)
Survival Skills (Please narrow this down to what you're good at)

  • Camouflage
  • Climbing
  • Fishing
  • Hiking
  • Naturalist (classic ranger/druid skill)
  • Stealth
  • Survival (Need to specialize:  Coastal, Mountains, or Woodlands)
  • Swimming
  • Traps (in this instance, for setting them to catch animals, but useable to disarm them, too)
Background Skills (Pick a few that suit your background or suggest others)

  • Area Knowledge
  • Boating (Sailboat or Unpowered)
  • Carousing
  • Current Affairs (Regional)
  • Dancing
  • First Aid
  • Gesture
  • Heraldry
  • Jumping
  • Running
  • Savoir-Faire (Any)
  • Sex Appeal
  • Throwing
[/spoiler]
Malachi Jaegerfaust:  A hardened hunter, but not of animals; of witches, necromancers, and foul undead.  A bit of a loner.  Not averse to working with other people, but tends to think of them more as "cohorts" than friends, seeing them for their usefulness before anything else.  He values simplicity, and tends to be straightforward in his actions, though he is willing to take a more subtle approach when it seems necessary.  He is blunt in manner, and does not care who he offends.  He will press people and accuse them as a means of getting information.  If these accusations are proven false, he will not pursue them further, but on principle he never apologizes.  The only person he trusts completely is himself, and maybe his mentor: Ezekiel

[spoiler]Investigative skills
Monster/Occult Knowledge skills
Combat skills
Survival skills
[/spoiler]
For Background skills, I am not sure about any of those.  I figure this character would always have been religious, but would have at one point made a living as a bounty hunter.  I figure he took some freelance work from the church at first, and got progressively more involved.  He took vows to serve the church exclusively, and now uses his skills to track down the enemies of the church. 
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 21, 2012, 09:14:07 PM
Okay, Seraphine, I'm seeing the following:
Disadvantages: Callous; Odious Personal Habit -1 (Blunt Asshole); Paranoia.
Quirks: Nosy and Accusative.

I included Paranoia, but that might be too extreme for you.  A quirk-level version might be more appropriate; I'm not sure just how untrusting he is.  Are we talking Conspiracy Theorist level or just "I'm the only one who will do things right" sort of deal?

With regard to skills, I'd strongly suggest Intelligence Analysis, which applies to putting together clues to solve mysteries, like "where is the demon hiding" or "what is the witch's plan."  To explain Shadowing, that is the skill of following someone in an urban environment without being noticed.  As I can see this taking place in a city as much as the wilderness, it's not a bad choice.

[EDIT]
Oh, Mace would probably work best with axe and shield fighting.  You just wont be able to hook weapons, shields, or clothing with a mace like you could do with an axe.  You will potentially inflict more damage, though.  Shall I mark you down for that?

[EDIT]
As for background skills, the ones listed are generally fitting for the region.  Anyone should have at least a little Area Knowledge covering where they live, unless they're a shutin.  The rest are either particular to the area (Boating, Climbing, Swimming, Fishing), typical of adventurers (Running, Jumping, First Aid, Gesture, Throwing), or just plain common of people (Area Knowledge, Carousing, Hiking, Heroldry, Current Affairs, Savoir-Faire, Sex Appeal).  Nothing you've mentioned really suggests specific skills or traits, though.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 21, 2012, 09:41:23 PM
Quote from: Humabout
I included Paranoia, but that might be too extreme for you.  A quirk-level version might be more appropriate; I'm not sure just how untrusting he is.  Are we talking Conspiracy Theorist level or just "I'm the only one who will do things right" sort of deal?

With regard to skills, I'd strongly suggest Intelligence Analysis, which applies to putting together clues to solve mysteries, like "where is the demon hiding" or "what is the witch's plan."  To explain Shadowing, that is the skill of following someone in an urban environment without being noticed.  As I can see this taking place in a city as much as the wilderness, it's not a bad choice.
I think the paranoia disadvantage is a bit more extreme than I had in mind.  Might consider it anyway though.  What I had in mind was not "conspiracy theory," but more "always aware of the possibility of betrayal."  It doesn't stop him from working with people, he is just cautious in his dealings with them. 

It didn't occur to me that "putting clues together" would require spending skill points on, but yes, that would definitely apply.

Quote from: Humabout
Oh, Mace would probably work best with axe and shield fighting.  You just wont be able to hook weapons, shields, or clothing with a mace like you could do with an axe.  You will potentially inflict more damage, though.  Shall I mark you down for that?
Hadn't initially thought he'd have a shield, but yeah, that could be good. 

So that, and whatever style would govern "Crossbow"
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 21, 2012, 10:08:04 PM
"Always aware of the possibility of betrayal" isn't really a trait unless it benefits or restricts your options.  I could see it as a quirk, if you tend to be suspicious of people and don;t let them get close, know what's on your mind, understand your reasons, etc.

I mean, you can always use Intelligence Analysis at default from your Intelligence (abbreviated IQ), but that's not going to be nearly as reliable and fast as just learning how to put pieces together.  A detective would have Intel Analysis and understand how to assess clues and information to determine things.  A civilian defaults from IQ and requires a LOT more clues and information to reach the same conclusions (it can still be done, but it takes more work).

With reguard to a shield, they are immensely useful, especially when using a weapon that can't parry in the same second that it attacks.  Always remember that getting hurt in gurps sucks as much as in real life.

And for crossbow, just take the Crossbow skill.  There's no crossbow-specific style, since it's typicall a weapon whose primary advantage is its ease of use.  A bow takes years of training.  Any idiot can point a crossbow at something and squeeze the firing lever.  The drawback, of course, is a long reloading time, but hey, if it was fast, easy, and good, the brits would have abandoned the longbow in favor of it.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 22, 2012, 12:17:53 AM
Quote from: Humabout
As for background skills, the ones listed are generally fitting for the region.  Anyone should have at least a little Area Knowledge covering where they live, unless they're a shutin.  The rest are either particular to the area (Boating, Climbing, Swimming, Fishing), typical of adventurers (Running, Jumping, First Aid, Gesture, Throwing), or just plain common of people (Area Knowledge, Carousing, Hiking, Heroldry, Current Affairs, Savoir-Faire, Sex Appeal).  Nothing you've mentioned really suggests specific skills or traits, though.
Well, Area Knowledge does seem like something he'd have to have.  He may travel a lot, and might not know TOO much about most places he goes to, but he would have a home base from which to operate, so he would AT LEAST have Area Knowledge of THERE.  I rather envisioned that he would operate in a relatively mountainous area, hence the climbing, hiking, and "Mountains" survival skills.  Perhaps the town he lives in are in the foothills of mountains, and he has to go up into them looking for undead, heretics, and dangerous magic-users.  There are probably forests also, and a river and/or lake nearby (source of fresh water).  Boating would not be very useful for him, but fishing might, if there are fresh-water tuna, salmon, or the like to be found. 

Since he would have what you could call adventures, Running, Jumping, and First Aid, are potentially very useful.  Not sure what "Gesture" means as a skill.  I don't see him being interested in Carousing--if he ever did, it would be as a play to get information out of someone.  I don't think he'd be interested in royal or noble families enough for Heraldry to apply.  And while some might be attracted to his callous confidence and rough look, he doesn't have PARTICULAR sex appeal.  Current affairs is a potential yes--as knowing what is going on in his town/parish/kingdom would probably be useful to his work; he would have an idea what coming events enemies might plan to sabotage, what public figures might be problematic or at risk (read: usable as bait).  Savoir-faire could occasionally come in handy for those times when "subtlety is needed, it it wouldn't be something he'd put a lot of points into.

So....How many skills is too many?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 22, 2012, 01:00:28 AM
I was planning on setting this in Zalhrada, which is at the mouth of a fjord perched on rather high bluffs.  It is surrounded by plains, and then forest, and then the Gray Mountains to the north, so any of the three i listed would fit in some way.  Gray Mountains have dwarves and the forest has elves.  There are other races around, and lots of monsters, naturally.  Magic isn't such a big deal, but those in league with Hell - including those who control the dead, create undead, or ally themselves with demons, are all worth hunting for sure.

Gesture is for communicating by nonverbal means.  It's useful when you need to convey a message (e.g., two guards at the door, flank by twos, I have the one on the left).

I mentioned Carousing specifically for the sake of getting info out of people by liquoring them up or partying and listening for interesting conversations, etc.

As for how many skills are too many, well, I'm a skill whore.  I like having a little skill in everything.  The trick is squeezing them into a point budget.  Lol.  I usually start by making a wishlist (like we are currently doing).  Afterward, we will start going through the fun of squeezing it into 250 points (so far, it shouldn't be too difficult from the look of things).
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 22, 2012, 03:11:31 AM
Quote from: Humabout
As for how many skills are too many, well, I'm a skill whore.  I like having a little skill in everything.  The trick is squeezing them into a point budget.  Lol.  I usually start by making a wishlist (like we are currently doing).  Afterward, we will start going through the fun of squeezing it into 250 points (so far, it shouldn't be too difficult from the look of things).
Speaking of which, do you need anything else from me at the moment?  I'm pretty alright with everything you have suggested for my character at this time and I want to make sure I'm not holding anything up.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 22, 2012, 08:36:02 PM
The only other thing I could consider useful (though not completely necessary) is a rating of each skill by degree of competency:

No Training/Study
Amateur
Professional
Expert
Master
Best Ever

This rating is optional, but would help in sorting out target scores for these skills.  I'll sit down and work on banging out some basic sheets in the days to come and try to review them with ya'll in IRC whenever possible.  That part will go faster if we do it live.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 02:13:58 PM
Additionally, I am thinking it best to have you rate your PCs' Strength, Dexterity, Intelligence, Health, Perecption, and Will according to this scale:

Below Average
Average
Above Average
Exceptional (immediately apparent to those who meet you)
Amazing (Draws constant comment and probably guides your carreer)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 23, 2012, 03:14:47 PM
This is a compilation post of everything we have developed so far, let me know if you need anything else![spoiler=Crunch]PersonalityStatisticsSkills[/spoiler]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 03:54:07 PM
Cool.  I'm looking at what you've put together now.  I guess I do have at least one question.  Do you envision yourself as curently having any lackeys, manservents, butlers, etc.?

Also, are there any other weapons with which you would consider yourself familiar?  Bows, crossbows, slings, throwing knives, throwing axes, javelins, etc.?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 04:19:02 PM
Here is what I have so far:

[spoiler=Crunch]
Total Points:  160 points

Attributes:  ST 9 [-10]; DX 10 [ 0]; IQ 12 [40]; HT 10 [ 0].
Secondary Characteristics:  Dmg 1d-2/1d-1; BL 16.2 lbs.; HP 10 [2]; Per 10 [-10]; Will 12 [ 0]; FP 10 [ 0]; Basic Speed 5.00 [ 0]; Basic Speed 5 [ 0].
Advantages:  Appearance (Attractive) [4]; Fashion Sense [5]; Independent Income 18 ($720 per month) [18]; Legal Immunity [5]; Literate [3]; Luck [15]; Musical Ability 4 [20]; Status 2 [10]; Wealth (Comfortable) [10].
Perks:  Style Familiarity (Sword-and-Buckler Play) [1]; Sure-Footed (Uneven) [1].
Disadvantages:  Compulsive Spending (12) [-5]; Delusion (Thinks he knows about the world and how it works) [-5]; Lazy [-10]; Odious Personal Habit -2 (Spoiled, Pretentious Brat) [-10].
Quirks:  Consummate Gossip [-1]; Incompetence (Streetwise) [-1]; Shallow [-1]; Uncongenial [-1].
Skills:  Animal Handling (Canines) (IQ/A) IQ-1 [1]-11; Animal Handling (Equines) (IQ/A) IQ-1 [1]-11; Animal Handling (Raptors) (IQ/A) IQ-1 [1]-11; Brawling Sport (DX/E) DX+2 [4]-12; Broadsword Sport (DX/A) DX+2 [8]-12; Carousing (HT/E) HT+4 [12]-14; Connoisseur (Music) (IQ/A) IQ [2]-12; Current Affairs (People) (IQ/E) IQ [1]-12; Falconry (IQ/A) IQ [2]-12; Geography (Political) (IQ/H) IQ-2 [1]-10; Hidden Lore (Ghosts) (IQ/A) IQ-1 [1]-11; Hidden Lore (Magical) (IQ/A) IQ-1 [1]-11; Hidden Lore (Spirits) (IQ/A) IQ-1 [1]-11; History (Political) (IQ/H) IQ-2 [1]-10; Musical Instrument (Piano) (IQ/H) IQ-2 [1]-14*; Musical Instrument (Violin) (IQ/H) IQ-2 [1]-14*; Occultism (IQ/A) IQ-1 [1]-11; Performance (IQ/A) IQ-1 [1]-15*; Research (IQ/A) IQ+1 [4]-13; Riding (Equines) (DX/A) DX+2 [8]-12; Savoir-Faire (High Society) (IQ/E) IQ [1]-12; Sex Appeal (HT/A) HT+2 [8]-12; Shield Sport (Buckler) (DX/E) DX+2 [8]-12; Speed-Reading (IQ/A) IQ-1 [1]-11; Theology (Human) (IQ/H) IQ-2 [1]-10; Wrestling Sport (DX/A) DX+2 [8]-12.

* Includes the +4 from Musical Ability.
[/spoiler]

The only alterations I made were to increase you to a pretty competent sport fencer, mostly so you can at least pretend to know what you're doing in a combat situation (those skills get rolled at a penalty in actual combat) and to add Luck (I'm sort of planning on tacking that on to everyone, since it almost promises a success when you need it....once in a session).  For what it's worth, this is pretty must what I'd expect of a 1st level dnd pc.  He will be all but useless outside of social circles, where he's competant, but not amazing.  My initial goal was for a 250-point game, so if there are improvements or additions you'd like to implement, you have plenty of budget left, still.  You'll get teh most mileage out of increasing your Intelligence score (20 points/level), although you're general lack of DX could make you a liability for a group who has to compensate for your ineptitude (although I kind of think that's what you're going for...).

These are just some thoughts based on what I see.  He certainly looks interesting and entertaining.  I'm looking forward to whatever shenannigans comes of this game.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 23, 2012, 05:19:24 PM
Malachi Jaegerfaust
Advantages
: Combat Reflexes, Empathy, Danger Sense?
Disadvantages: Callous; Odious Personal Habit -1 (Blunt Asshole), Obsession?  Vow?
Quirks: Nosy and Accusative, Paranoia

A hardened hunter, but not of animals; of witches, necromancers, and foul undead.  A bit of a loner.  Not averse to working with other people, but tends to think of them more as "cohorts" than friends, seeing them for their usefulness before anything else.  He values simplicity, and tends to be straightforward in his actions, though he is willing to take a more subtle approach when it seems necessary.  He is blunt in manner, and does not care who he offends.  He will press people and accuse them as a means of getting information.  If these accusations are proven false, he will not pursue them further, but on principle he never apologizes.  The only person he trusts completely is himself, and maybe his mentor: Ezekiel

[spoiler]Statistics
Investigative skills
Monster/Occult Knowledge skills
Combat skills
Survival skills
Background skills
[/spoiler]
I thought "Obsession" might be applicable for this character determined to rid the world of these things.  I might add to his backstory.  I was also considering part of this to be a vow made to his Church, or an ecclesiastical vow.  I wouldn't want "Kill undead" to be both a vow AND an obsession, but there might be something to play with there.

Danger Sense seemed like the kind of advantage he might have as well. 
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 23, 2012, 05:22:54 PM
Quote from: Humabout
Cool.  I'm looking at what you've put together now.  I guess I do have at least one question.  Do you envision yourself as curently having any lackeys, manservents, butlers, etc.?

Also, are there any other weapons with which you would consider yourself familiar?  Bows, crossbows, slings, throwing knives, throwing axes, javelins, etc.?
I would like a butler.  He doesn't have to be a good butler, but I should have one.  Also, the bow makes sense, since I'm implying some level of aristocracy, and the accompanying hobby of sport-hunting totally means I would be practiced with a bow.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 05:31:02 PM
Considering your lack of physical strength, might I suggest a crossbow?  Perhaps that your manservent cocks for you?

Also, is your butler someone you have hired or someone with a deeper loyalty?

Additionally, considering the social nature of your PC, do you have any contacts around the city?  Do you have anyone who owes you a favor?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 06:19:45 PM
So this is what I've got so far for you, SH:

[spoiler=Crunch]
Total Points: 227 points
Attributes:  ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 10 [ 0].
Secondary Characteristics:  Dmg 1d-1/1d+1; BL 24.2 lbs.; HP 11 [ 0]; Will 10 [-10]; Per 12 [ 0]; Basic Speed 5.50 [ 0]; Basic Move 5 [ 0].
Advantages:  Combat Reflexes [15]; Danger Sense [15]; Empathy [15]; Luck [15]; Natural Copper 2 [20].
Perks:  Style Familiarity (Axe-and-Shield Fighting) [1]; Sure-Footed (Uneven) [1].
Disadvantages:  Callous [-5]; Odious Personal Habit -1 (Blunt Asshole) [-5]; Obsession (Rid World of Evil Beings) [-10].
Quirks:  Nosy and Accusative [-1]; Suspicious of Others [-1].
Skills:  Area Knowledge (IQ/E) IQ [1]-12; Axe/Mace (DX/A) DX+1 [4]-13; Brawling (DX/A) DX [2]-12; Carousing (HT/E) HT [1]-10; Climbing (DX/A) DX-1 [1]-11; Crossbow (DX/E) DX+1 [2]-13; Detect Lies (Per/H) Per+2 [4]-14*; First Aid (IQ/E) IQ [1]-12; Hidden Lore (Demons) (IQ/A) IQ+2 [8]-14; Hidden Lore (Magical) (IQ/A) IQ+2 [8]-14; Hidden Lore (Undead) (IQ/A) IQ+2 [8]-14; Hiking (HT/A) HT+2 [8]-12; Intelligence Analysis (IQ/H) IQ+2 [4]-14*; Interrogation (IQ/A) IQ+2 [2]-13*; Intimidation (Will/A) Will+2 [8]-12; Jumping (DX/E) DX [1]-12; Knife (DX/E) DX [1]-12; Observation (Per/A) Per+1 [1]-13*; Occultism (IQ/A) IQ [2]-12; Running (HT/A) HT [2]-10; Search (Per/A) Per+1 [1]-13*; Shadowing (IQ/A) IQ+1 [1]-13*; Shield (DX/E) DX+2 [4]-14; Survival (Mountains) (Per/A) Per-1 [1]-11; Theology (Human) (IQ/H) IQ-1 [2]-11; Thrown Weapon (Axe/Mace) (DX/E) DX [1]-12; Tracking (Per/A) Per [2]-12; Two-Handed Axe/Mace (DX/A) DX+1 [4]-13; Wrestling (DX/A) DX [2]-12.

* Includes the bonus from Natural Copper.
[/spoiler]

With respect to Obsession vs. Vow, Obsession seems more fitting with "Kill All Evil Things."  A Vow should be specific, like "Suffer not a witch to live," or "Never pass up the opportunity to destroy undead."  You could take both, so that yoru actions are generally driven by your Obsession, but in a short-term scale, you can't pass up the opportunity to kill a witch, even if it might impede yoru long-term objective of ridding the world fo evil.  Frankly, that conflict could prove interesting to RP!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 06:21:38 PM
One skill I see neither of you have taken is Stealth.  This is the key ability for sneaking around.  Lacking this skill could prove disasterous. I mention this only so you can configure your style of play accordingly.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 23, 2012, 07:00:36 PM
Quote from: HumaboutConsidering your lack of physical strength, might I suggest a crossbow?  Perhaps that your manservent cocks for you?
As absolutely hilarious as that image is, I think it would make more sense to just up my strength to regular person.
Quote from: HumaboutAlso, is your butler someone you have hired or someone with a deeper loyalty?
I want him to be old, like I want him to be my grandfather's butler.  He should be old, sad, and so tired of me it is preposterous, but too decrepit and useless to find employment elsewhere.  His long history with my family makes him impossible to get rid of, but our mutual distaste for each other will lead to hilarity, especially since he can only be passive aggressive toward me at most.  He can use a crossbow.

Quote from: HumaboutAdditionally, considering the social nature of your PC, do you have any contacts around the city?  Do you have anyone who owes you a favor?
I imagine the only person to whom I am a legitimate friend, in the sense of mutual respect, is the rare book vendor, Polyester Cowley.  My wealth has single-handedly allowed him to expand his business and our shared interest in the occult has led to a deeper bond, born of secrecy.  Presumably my later father's mistress, Dorothy Miller, would serve as my primary social enemy in the city, as her elevated social status came at the expense of my inheritance.  Finally, Sister Mary, my eclectically dressed but most favorite of prostitutes and dearest confidante.  She cannot read, but that's what I'm there for.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 07:22:48 PM
So let's tack on the following:
ST 10
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 23, 2012, 07:25:33 PM
Quote from: Humabout
So let's tack on the following:
ST 10

  • Ally (Butler; Built on 25% CP; Almost All of the Time, x3; Unwilling, -50%) [2]
    Contact (Polyester Cowley; Occult-18; Fairly Often, x1; Completely Reliable, x3) [9]
    Contact (Sister Mary; Streetwise-15; Fairly Often, x1; Somewhat Reliable, x1) [2]

    Does that look okay?  That brings you up to 183 points.  Is there anything else you think you'd want, ability-wise?
Since I don't think Stealth makes any sense for my character, I can't seem to think of anything else.  If I need to burn more points, I'd like to take some cantrips and improve my base stats a bit, but I'm totally ok with what I have now.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 07:33:47 PM
You don't have to burn more points, but it would put you on more equal footing with your companion, capability-wise.  What do you mean "some cantrips?"
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 23, 2012, 07:48:01 PM
Quote from: Humabout
You don't have to burn more points, but it would put you on more equal footing with your companion, capability-wise.  What do you mean "some cantrips?"
Weak magic.  You said this was a fantasy setting?  With my research into the occult, I may have acquired some parlor tricks, like speaking with the recently deceased, conjuring small flames, or dead pigeons.  Just a thought!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 23, 2012, 07:58:35 PM
Quote from: HumaboutAdditionally, considering the social nature of your PC, do you have any contacts around the city?  Do you have anyone who owes you a favor?
I know this was directed at Numinous, but I think it would be probably that Malachi has a few contacts around the city too.  This would not likely be people who LIKE him, but rather people he has some kind of leverage on, and/or can intimidate into helping him or giving him information.

Also, responding to the stealth bit, it would not go against my character concept to have stealth.  So if I have points to spare I could take stealth.

I am also thinking that "Kill all evil things" might be a little broader than what I had in mind for his obsession.  It may be his job, on behalf of the church to hunt down and kill evil things in general (probably one specific job at a time, giving him free rein might be scary for them) but I expect his true OBSESSION would be about something more specific.  Maybe some intelligent undead killed a close family member (or wife or something) and he is obsessed with killing all of that kind of undead.  And perhaps when he was inducted into the Order of the church he is a part of, he took the vow to "Suffer no witch to live."  The vow might also include demons.  In any case, I do like the idea that the obsession and the vow might conflict from time to time.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 08:56:42 PM
All fair and fine, but I will require details!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 23, 2012, 10:43:32 PM
With limited information posted about Zalhrada, could you give me some more details on the types of undead that might be around (either outside the walls, in the graveyards, or in the undercity)?  Vampires?  Wights?  Ghouls?  Liches?  Ordinary zombies?  If undead killed somebody he cared about, it would help to know what kind of undead were options.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 23, 2012, 11:04:43 PM
Oh sorry man.  Pretty much the standard d&d spectrum - vampires, liches, zombies, wights, wraiths (i love those guys), skeletons, etc.

[EDIT]
I will try to update the setting's wiki as much as possible over the next few days.  Expect an overhaul of what magic musings already exist!  If there are points you'd specifically like covered, let me know.  I'm already intending to talk a little about undead, as well as the local religions.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 24, 2012, 05:32:05 PM
Working on backstory & relevant details, and I have a few questions about the Church: Is there anything notable and out-of-the-ordinary for fantasy setting religions that I should know about?  Also, what is their holy symbol if you have chosen one?  And lastly, are their religious writings available in (for lack of a more accurate term) the common tongue, or are they kept in another language reserved for the priesthood and the nobility (like the Catholic Church's use of Latin in the middle ages)?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 24, 2012, 05:55:34 PM
The Church is a foreign religion that is starting to take root in Zalhrada and it's teachings aren't particularly slightly more optimistic than the local religion, which basically sums up Bad Things as That's Life.  Sometimes Thor-Zues kills people.  Sucks to be those people.  In the Church, Thor-Zeus is one of many gods residing in heaven who, along with other deities and powerful spirits, works to preserve adn protect humanity from the legions of Hell.  Thus, all those local spirits and gods aren't demonized, but their personality is inherently changed from the traditional dualistic nature to a very black-and-white essence of "Good."

On a more human level, the Church is in the middle of some local power plays in an attempt to gain a stronger foothold, both religiously and politically.  In a prospering city-state where intrigue and corruption are already present, the Church is just anothe rplayer trying to get their share of the power pie.

In terms of what is "evil" goes, the Church's dogma views anything that comes from, aids, or abets the minions of Hell as captial-E Evil.  Realistically, enemies of the Church occassionally get thrown into that group, as well.

As far as a holy symbol goes, I haven't picked one yet, but it will likely be fire- or sun-related.  I envision brazers and torches and fires being very prominent in their temples.  And for languages, I hadn't really considered it, to be honest.  Since most people are illiterate, just writing things down will be enough to prevent commoners and many nobles from reading it.  I'm not sure if it needs to be in a "high" language.  At most, it would be in one of the southern languages, from whence the religion originated.  If you really want it to have a secret language, we can go that route, but the traditional religion (having heavy Druidic influences) has its own secret language, too.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 24, 2012, 07:17:47 PM
I didn't specifically want a secret language; I was asking to see how difficult it would have been for him to receive lessons in the beliefs of the Church.  The language question was based on whether he would have HAD to learn one.  I am totally fine with there NOT being a secret language. 

And if the religion is very "Heaven"-centric, then Sun makes for a sensible holy symbol, that being the most prominent object visible in "the heavens."
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 24, 2012, 07:38:37 PM
I like the Sun as being one of its symbols for sure.  I intend for its calendar to be a solar one, as opposed to the lunar calendar of the Old Way.  I also have an unhealthy love of fire that makes me think it'd be really cool if the temples were fire temples with flames that are never allowed to die.  The fire can represent purification, light, power, strength, etc.

So here are a smattering of symbols that all fit the Church:
Sun Wheel (http://upload.wikimedia.org/wikipedia/commons/c/cd/Shamash-sun-symbol.svg), Bells, Candles, Chalice, Eye, Fire, Gold, Round Shield, Sun, Water.

Also, I don't think the Church will use an arcane language to obscure its inner workings.  It wouldn't be hard for him to receieve lessons in the Church's teachings.  They are trying to spread, and they are largely doing so by usurping local religions.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 24, 2012, 08:32:55 PM
I like that Sun Wheel.

I sent you a PM with backstory and some more details on those points you wanted to know.  Let me know if you need anything else.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 25, 2012, 08:38:20 AM
Thanks!  I like that it has a sun, a cross, a wheel, and an eye all rolled into one.  It manages to embody several fitting symbols simultaneously!

With regard to your PM, I have require more information on these points:
1)  Are you sometimes required to perform a duty to the church with some regularity?  If so, you qualify for a Duty (Church).  We will work out the details, assuming this is the case.

2)  Is this vampire specifically out to get you or is it just happenstance that your wife got bitten?

3) It looks like you should have a point in Navigation (Land) (IQ/A).

4) "The War" is most appropriately The Elf Wars, which involved the local elves getting pissed at Zalhrada's deforestation efforts and attacking.  In the end, the elves were decimated and are scattered.  Those who live in the city suffer a Social Stigma.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 25, 2012, 01:08:36 PM
Quote from: Humabout
Thanks!  I like that it has a sun, a cross, a wheel, and an eye all rolled into one.  It manages to embody several fitting symbols simultaneously!

With regard to your PM, I have require more information on these points:
1)  Are you sometimes required to perform a duty to the church with some regularity?  If so, you qualify for a Duty (Church).  We will work out the details, assuming this is the case.

2)  Is this vampire specifically out to get you or is it just happenstance that your wife got bitten?

3) It looks like you should have a point in Navigation (Land) (IQ/A).

4) "The War" is most appropriately The Elf Wars, which involved the local elves getting pissed at Zalhrada's deforestation efforts and attacking.  In the end, the elves were decimated and are scattered.  Those who live in the city suffer a Social Stigma.
Yes, I would say he regularly has to perform some kind of duty to the church.  Technically he is a part of the church, just not as a preacher, but as an "On-call Monster Hunter."  So "Duty (Church)" makes perfect sense.  Navigation (Land) makes sense too.

Regarding the vampire, if it is [actually] out to get him, then it is patient and careful, since Malachi has not yet learned its identity.  It has not been obvious in attempts to harm him since biting his wife.  But when you live forever, you might not feel there is any rush. That said, Mal is certainly out to get IT. 
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 25, 2012, 05:15:17 PM
Ok, excellent!  Please rank how often your Duty (Church) arrises as follows:
Almost all the time
Quite often
Fairly often
Quite Rarely

Also, what happens to Malachi if he refuses to perform his Duty?

As for Enemy, it doesn't sound like the vampire really qualifies just yet.  If anything, it has Enemy (Malachi)!  I'd say you have, at least, Obsession (Kill the vampire who turned my wife) [-5].  You also seem to have Obsession (Kill all vampires) [-10], Vow (Suffer not a witch to live) [-10], and Vow (Celebacy) [-5].

Do you see Malachi as being truly ordained in the Church (Clerival Investment and the churchly authority to perform religious rituals, sacriments, etc.) or just an unofficial operative they use to sick on enemies of the church?  Also, to what extent does the Church actually have Malachi's back if he asks for help?

In addition to Navigation, I'd suggest Phisiology (Specialize:  Demons, Spirits, or Undead) and Psychology (Specialize: Demons, Spirits, or Undead).  The former represents your knowledge of where to hurt (or help, I suppose...) the specialty you choose (e.g., where on this specific demon are its vitals, so i can stab them repeatedly?), and the latter represents knowing how your enemy thinks.  - something useful when attempting to decypher the convoluted, machianelian plans of Hellspawn or the incredibly long-term plottings of sapient undead.

For Contacts, I'll toss these one out there:

Contact (Deader Jeb; Profession (Grave Robber)-15; Fairly Often, 9 or less, x1; Unreliable, x1/2) [1];
Contact (___; Streetwise-15; Fairly Often, 9 or less, x1; Somewhat Reliable, x1) [2];

And lastly, yes, your definition of a "witch" fits perfectly.  Magic isn't viewed as inherently evil, but any contact with demons most certainly is.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 25, 2012, 07:48:52 PM
Quote from: Humabout
Ok, excellent!  Please rank how often your Duty (Church) arrises as follows:
Almost all the time
Quite often
Fairly often
Quite Rarely

Also, what happens to Malachi if he refuses to perform his Duty?

As for Enemy, it doesn't sound like the vampire really qualifies just yet.  If anything, it has Enemy (Malachi)!  I'd say you have, at least, Obsession (Kill the vampire who turned my wife) [-5].  You also seem to have Obsession (Kill all vampires) [-10], Vow (Suffer not a witch to live) [-10], and Vow (Celebacy) [-5].

Do you see Malachi as being truly ordained in the Church (Clerival Investment and the churchly authority to perform religious rituals, sacriments, etc.) or just an unofficial operative they use to sick on enemies of the church?  Also, to what extent does the Church actually have Malachi's back if he asks for help?

In addition to Navigation, I'd suggest Phisiology (Specialize:  Demons, Spirits, or Undead) and Psychology (Specialize: Demons, Spirits, or Undead).  The former represents your knowledge of where to hurt (or help, I suppose...) the specialty you choose (e.g., where on this specific demon are its vitals, so i can stab them repeatedly?), and the latter represents knowing how your enemy thinks.  - something useful when attempting to decypher the convoluted, machianelian plans of Hellspawn or the incredibly long-term plottings of sapient undead.

For Contacts, I'll toss these one out there:

Contact (Undead Jeb; Profession (Grave Robber)-15; Fairly Often, 9 or less, x1; Unreliable, x1/2) [1];
Contact (; Streetwise-15; Fairly Often, 9 or less, x1; Somewhat Reliable, x1) [2];

And lastly, yes, your definition of a "witch" fits perfectly.  Magic isn't viewed as inherently evil, but any contact with demons most certainly is.
I am inclined to say "Quite Often."  Sometimes he can come finish a job only to be immediately given another mission, but that would not necessarily be the norm.  He would sometimes have downtime to rest, do research, or do freelance or charity work.  The church would have some resources available to Malachi for properly performing his duty, and in circumstances where he is clearly dealing with something big and is completely in-over-his-head they might call in others to assist, or to take over control of the operation.  This is of course assuming their resources are not already committed elsewhere.  So for Mal to need help would be one thing, but to refuse his duty completely would...not go over well.  It might make a difference if he gave a valid reason why he SHOULDN'T, but without a very good reason, refusal would suffer serious consequences.  He could well become a fugitive of his own order.

I would see Malachi as being legitimately ordained.  He may not have any ability in divine magic, but would know the rituals and sacraments (especially things like death rites).  I figure that some of his missions would involve having to say words over victims of monsters, or even over his targets themselves.  I envision the Church wanting to save the souls of the Witches they hunt, or giving last rites to vanquished undead. Of course, his FUNCTION would be as more of an operative than a priest.

And if Physiology and Psychology of demons, undead, etc. are not covered by Hidden Lore, then yes, I would definitely agree that Malachi should have them. 

Regarding the contacts, it would help if I better understood what the stats MEANT, but they probably are good.  The name I gave was "Deader Jeb" not "Undead Jeb."  I was figuring "Deader" might also be slang for one of Jeb's "profession."  Don't have a name for the other yet.  Of course, if he felt he needed serious help (as opposed to just a lead) he would probably go straight to Ezekiel. 
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 25, 2012, 08:48:52 PM
Sorry about Jeb's name; corrected.  I like the profession "deader," too.  Awsomeness.

Stat-wise, a Contact is someone you can try to reach (roll against the frequency of appearance (X or less) whenever you want to reach them.  failure means they are unavailable for some reason).  If you reach them (a success on that roll), they can make a skill roll (Profession (Graverobber) for Deader Jeb) at the level listed on your behalf.  On a success, they give you information related to the roll they made for you.  The results of a failure depend on how reliable they are; the less reliable, the more likely they are to lie or sell you out to yoru enemies or the authorities.  Jeb sounds pretty coerrsed into his position as "contact" so i ballparked him as Unreliable, which means he will throw you under the bus and then drive the bus over you, if he thinks he can get away with it.  Threats, bribes, and such can potentially increase his willingness to not screw you.  :)

I think Rank within the Church probably best models how much the Church is willing ot back you.  It doesn't sound like they currently give you any special treatment a priest or some such wouldn't receive just as part of being a priest.  Yours is tailored to your particular needs.  The rest of your priestiness is represented by the following bits:  Clerical Investment [5], Legal Immunity (Church) [5]; Religious Rank (Church) 1 [5]; Social Status 1 [5].

Your particular Duty looks like the following:  Duty (Church; Quite Often, 12 or less; Hazardous; Involuntary) [-20].  This treats your duty to the church as akin to that of a soldier in the Army; you desert and you are a fugitive who will be arrested and imprisoned at best.  And hunting monsters is certainly Hazardous.

With regard to the following skills, could you score them like you did the others, please (and omit any that you don't want):
Exorcism
Navigation (Land)
Phisiology (Demons)
Phisiology (Undead)
Psychology (Demons)
Psychology (Spirits)
Psychology (Undead)
Religious Ritual

I'll put all of this together with your feedback and post an updated stat block.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 26, 2012, 11:15:40 AM
Your assessment of Jeb sounds about right, and you are spot on about his Duty.  The advantages and disadvantages all sound good. 

Exorcism--Professional
Navigation (Land)--Amateur
Phisiology (Demons)--Professional
Phisiology (Undead--Expert
Psychology (Demons)--Professional
Psychology (Undead)--Expert
Religious Ritual--Professional
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 26, 2012, 11:51:24 AM
One potential complication for play that I am seeing is that I am unsure how inclined Malachi would be to work with Alexander.  I figure he would see him as more of an annoyance than a help.  He might occasionally know more about things Mal only has peripheral knowledge of, but it would probably be revealed rather quickly that Alexander didn't REALLY know what he was doing in a real fight.  But these can be role playing challenges, I suppose.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 26, 2012, 12:19:11 PM
Alright, I tweaked your settup a little to squeeze in those last (higher point cost) skill levels.  So you are slightly more intelligent than before and your relative skill levels (Attribute+X) are slightly lower.  It'll matter if we float your skill to a different attribute (floating Lockpicking from IQ to DX for avoiding a poisoned pin within a lock mechanism, or the like).  For the most part, it won't make a difference.  So here's you're updated character:

[spoiler=Crunch]
238 points
Attributes:  ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 10 [ 0].
Secondary Characteristics:  Dmg 1d-1/1d+1; BL 24.2 lbs.; HP 11 [ 0]; Will 10 [-15]; Per 12 [-5]; Basic Speed 5.50 [ 0]; Basic Move 5 [ 0].
Advantages:  Church Rank 1 [5]; Clerical Investment [5]; Combat Reflexes [15]; Contact (Deader Jeb; Profession (Grave Robber)-15; Fairly Often, 9 or less; Unreliable, x1/2) [1]; Contact (Marcus the Mangler; Fairly Often, 9 or less; Somewhat Reliable, x1) [2]; Danger Sense [15]; Empathy [15]; Legal Immunity (Church) [5]; Luck [15]; Natural Copper 2 [20]; Social Status 1 [5].
Perks:  Style Familiarity (Axe-and-Shield Fighting) [1]; Sure-Footed (Uneven) [1].
Disadvantages:  Callous [-5]; Duty (The Church; Quite Often, 12 or less; Hazardous; Involuntary) [-20]; Obsession (Kill the vampire who turned my wife) [-5]; Obsession (Slay All Vampires) [-10]; Odious Personal Habit -1 (Blunt Asshole) [-5]; Vow (Chastity) [-5]; Vow (Suffer not a Witch to Live) [-10].
Quirks:  Nosy and Accusative [-1]; Suspicious of Others [-1].
Skills:  Area Knowledge (IQ/E) IQ [1]-13; Axe/Mace (DX/A) DX+1 [4]-13; Brawling (DX/A) DX [2]-12; Carousing (HT/E) HT [1]-10; Climbing (DX/A) DX-1 [1]-11; Crossbow (DX/E) DX+1 [2]-13; Detect Lies (Per/H) Per+2 [4]-14*; Exorcism (Will/H) Will+2 [12]-12; First Aid (IQ/E) IQ [1]-13; Hidden Lore (Demons) (IQ/A) IQ+1 [4]-14; Hidden Lore (Magical) (IQ/A) IQ+1 [4]-14; Hidden Lore (Undead) (IQ/A) IQ+1 [4]-14; Hiking (HT/A) HT+2 [8]-12; Intelligence Analysis (IQ/H) IQ+1 [2]-14*; Interrogation (IQ/A) IQ+1 [1]-13*; Intimidation (Will/A) Will+2 [8]-12; Jumping (DX/E) DX [1]-12; Knife (DX/E) DX [1]-12; Navigation (Land) (IQ/A) IQ-1 [1]-12; Observation (Per/A) Per+1 [1]-13*; Occultism (IQ/A) IQ-1 [1]-12; Physiology (Demons) (IQ/H) IQ-1 [2]-12; Physiology (Undead) (IQ/H) IQ+1 [8]-14; Psychology (Demons) (IQ/H) IQ-1 [2]-12; Psychology (Undead) (IQ/H) IQ+1 [8]-14; Religious Ritual (IQ/H) IQ-1 [2]-12; Running (HT/A) HT [2]-10; Search (Per/A) Per+1 [1]-13*; Shadowing (IQ/A) IQ+1 [1]-14*; Shield (DX/E) DX+2 [4]-14; Survival (Mountains) (Per/A) Per-1 [1]-11; Theology (Human) (IQ/H) IQ-2 [1]-11; Thrown Weapon (Axe/Mace) (DX/E) DX [1]-12; Tracking (Per/A) Per [2]-12; Two-Handed Axe/Mace (DX/A) DX+1 [4]-13; Wrestling (DX/A) DX [2]-12.
* Includes the bonus from Natural Copper.
[/spoiler]

I have one last question for you:  Do you have a home base or do you keep ALL of your wealth and possessions with you as you wander around slaying things?

[EDIT]
I'm not particularly worried about that.  You forget that even if Alexander is a bumbling idiot, he has social connections Malachi does not.  Malachi can't just demand an audience before the Senate because he is not a nobleman.  Malachi probably can't even get into a high society ball, and if he does, no one will talk to him, but they certainly will talk about him and probably condescend to him, if they are forced to address him at all.  Frankly, I'm glad the two of you managed to not try to cover similar niches.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 26, 2012, 12:46:34 PM
Since it looks like ya'll have your PCs sorted out, here's the next bit:  Possessions.

Rule-wise, you either get 20% of your Starting Wealth ($2,000 for Malachi; $4,000 for wealthy little Alexander) and a place to live and common sense household stuff assumed to belong to you (a home, clothes, bed, sheets, table, chair, cooking equipment, etc.) or 100% of your Starting Wealth and no place to live and no assumed possessions - even down to underwear.  From what has been relayed about PCs so far, I'd assume Alexander has a home base and 20% of his starting money.  Also, you can spend 1 point to gain $1,000 to spend however you see fit.

So without having to type up rediculously long item lists, I'm going to just ask it this way:  List, in order of want, your wishlist.  I'll go through the books and see how much it all costs and get back with options for squeezing it into budget.  Remember that armor is heavy but generally well worth the decreased movement speed and dodge; it's also likely to be the most expensive thing you purchase.  Be specific about coverage; we will use hit locations, so you can choose to not cover specific bits of the body, which cuts down on weight and cost at the expense of risking injury.  Lastly, if you know something exists or even think something would be cool if it did, just list it (and explain it, if need be).  We will sort out if it does exist and for how much money.

Zalhrada is a huge city and almost anything can be found there for sale.  There are no personal firearms, though.  The dwarves refuse to sell them to Zalhrada, even if the city is equipped wtih defensive cannon and its galleons with naval guns.  Gun powder and firearms are controled by the dwarves of the mountains.  Otherwise, the city is roughly akin to high medieval/early rennaissance technology levels.  Science hasn't really taken off, but astronomy is pretty well developed when it comes to tracking stars, planets, the moon, eclipses, etc.

Here is a link (https://www.dropbox.com/s/thju03f2e484hx0/Common%20Armors%20%26%20Loadouts.docx?m) to some common armors and loadouts in Zalhrada, just for point of reference.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 27, 2012, 02:14:50 AM
QuoteRule-wise, you either get 20% of your Starting Wealth ($2,000 for Malachi; $4,000 for wealthy little Alexander) and a place to live and common sense household stuff
For me, does this mean 20% of $2000 ($400) or that $2000 is 20% of my starting wealth?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 27, 2012, 05:14:38 AM
I've been avoiding the thread for a bit, trying to think of what I would want to buy with my 20% besides antique tea sets, and I'm afraid I don't really have any idea.  I feel like Alexander isn't the armor type, namely because he isn't the fighting type.  If not wearing armor is suicidal, I think I would go for one of the cloth sets, and then use the rest of my money to hire someone with better armor to stand between myself and the monsters.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 27, 2012, 01:00:12 PM
SH, you get 20% of $2,000.  So you either get $400 + basic living stuff like an apartment, a mattress, cooking stuff, etc. or $2,000 and no assumptions about your possessions are made - you have to list everything you own and its cost must come out of that $2,000.  You can spend 1 CP to get $1,000 exta toward your starting cash, which may be divided up however you see fit.  Alexander spent points on increasing his starting wealth, so he gets double what you have, although he still only gets $1,000 per CP spent on extra cash.

Numinous, does Alexander own any musical instruments, a collection of rare books, a particularly nice horse and horse furniture, a falcon for hunting, a hunting dog, etc.?  As for armor, he could wear something that's more ornamental but still protective, just as he probably wears a sword, even if he's not particularly good with it in a real fight.  He needn't be decked out in full armor or even equipped like a soldier.  Even just a vest of brigandine is a good start, and IRL, was often made quite ornately and used by the wealthy as a fashion statement.  It wouldn't be out of place for him to have such armor, even if he doesn't fight.  As for hiring someone goes, it's not a bad idea, but remember that you will have to pay him monthly, (your Independent Income covers your personal cost of living.  It does not account for your butler's or any hirelings, or their pay.  That means you need a job to support more than just yourself.).  A personal guard for daily life would run you $500/mo., and he'll likely not be willing to follow you into the dungeons below the city without at least double that pay.  Of course, the more you pay, the more loyal he'll be and the more he'll risk his life for you.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 27, 2012, 04:54:06 PM
Wish-List for Malachi

Important for what he does:
Mace
Shield
Crossbow with Ammunition (& a quiver to store said ammunition)
Knife
Holy symbol
Clerical Vestments (things like a stole, and any other necessary ritual garments)
Ordinary clothes of some kind (I envision him with a heavy leather coat and a wide-brimmed hat)
A couple wooden stakes (he'd always have a couple on hand in case of Vampires)
Backpack
Trail Rations
A bedroll and/or blanket
A skin which he can fill with water

Things that would be nice
Chest Brigandine
Cloth Hauberk
Some kind of greaves (either metal or stiffened leather)
Forearm bracers or Gauntlets (again, metal or stiffened leather)
Holy Water (of a kind usable as a weapon against demons & undead)

As for living arrangements, I don't expect he still lives in that cabin in the woods.  I more envision him having a cell at a monastery in the city where he sleeps, eats, prays with the monks (though probably not as often as the monks themselves do), and has access to the library.  The Cabin may still be there, but he has not been back in years.  He would have gone back once or twice since his training to look for clues, but it may have since become occupied by other people (or even animals), been torn down for materials for some other project, or just become a run-down ruin.

So in his cell, he would not have MUCH that he could not carry with him.  A bed with a mattress and sheets, a few changes of clothes, some personal trinkets of little monetary value, and probably one or two things that belonged to his wife.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 27, 2012, 06:10:05 PM
Pretty reasonable.  We can make the monastic cell and your clothing all part of your Cost of Living, so that it gets maintained and we don't have to track it.  Monthly living expenses are probably $300 a month, considering the spartan conditions.

I'll work out the rest over tonight and tomorrow.  I'm guessing you'll have points left over.  You can spend them or just sit on them until you know what you want to do with them; either is an option.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 27, 2012, 07:26:43 PM
Finished faster than anticipated.  I took the liberty of adding a coupel survival gear items you missed, as well as boots and gloves (gauntlets don't cover the palms and don't protect against the cold).

I see two options for yoru gear, here, btw.  You can either forgo the brigandine, pick up a level of ST (which lets you use that mace without penalty for insufficient ST), and pick up $515 in spending cash, or get the brigandine, forgo the Strength boots, incurr a -1 penalty to DX for layering armor, incurr a -1 penalty to Axe/Mace because you don't have the ST for your weapon, have $165 in cash, and 9 points to spend or save as you see fit.  Personally, I'd suggest the former.

Alternatively, you can parse your list down however you like.  Mind you, the bulk of your weight is in your armor and shield (as are your costs).

[spoiler=Crunch]

Mace $50 5 lbs.
Medium Shield, Heavy $60 14 lbs.
Fowling Crossbow $450 9 lbs.
Crossbow Bolts (x12) $24 0.72 lbs.
Shoulder Quiver $10 0.5 lb.
Large Knife $40 1 lb.
Holy symbol $50 1 lb.
Clerical Vestments 2 lbs.
Ordinary Clothes 2 lbs.
Wooden Stake (x2) $8 1 lb.
Backpack, Small $11 1 lb.
Trail Rations (21 meals) $42 10.5 lb.
A bedroll and/or blanket $20 4 lbs.
Wineskin $4.5 0.75 lbs.
Gallon of water 8 lbs.
Boots $80 3 lbs.
Gloves $15 0.5 lbs.
Personal Basics $33 1 lb.
Tent, 1-man $50 5 lbs.
Pouch $2 0.3 lbs.
Brigandine Chest $1,350 15 lbs.
Cloth Hauberk $798.75 42.3 lbs.
Medium Hardened Leather Greaves $63 7.5 lbs.
Medium Hardened Leather Bracers $31 3.8 lbs.
Hardened Leather Gauntlets $13 1.5 lbs.
Holy Water Flask (x2) $30 2 lb.

Cash: $515 0.515 lbs.
Totals: $1,885 127.89 lbs. (Heavy Encumbrance)

Cash: $165 0.165 lbs.
with Brigandine Chestpiece $3,235 142.54 lbs. (Heavy Encumbrance)

[/spoiler]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 27, 2012, 09:11:36 PM
Is my strength currently too low to use the mace without penalty? Well in that case I do think that should be fixed.  I didn't think he should be super-strong, but definitely strong enough to use his weapon appropriately. 

I am leaning towards the former option as well. I am willing to forgo brigandine to avoid penalties on DX and my Axe/Mace skill. 

If this results in my having $515 in spending cash, is there anything that you would suggest I add to my equipment?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 28, 2012, 07:07:21 PM
Quote from: HumaboutNuminous, does Alexander own any musical instruments, a collection of rare books, a particularly nice horse and horse furniture, a falcon for hunting, a hunting dog, etc.?  As for armor, he could wear something that's more ornamental but still protective, just as he probably wears a sword, even if he's not particularly good with it in a real fight.  He needn't be decked out in full armor or even equipped like a soldier.  Even just a vest of brigandine is a good start, and IRL, was often made quite ornately and used by the wealthy as a fashion statement.  It wouldn't be out of place for him to have such armor, even if he doesn't fight.  As for hiring someone goes, it's not a bad idea, but remember that you will have to pay him monthly, (your Independent Income covers your personal cost of living.  It does not account for your butler's or any hirelings, or their pay.  That means you need a job to support more than just yourself.).  A personal guard for daily life would run you $500/mo., and he'll likely not be willing to follow you into the dungeons below the city without at least double that pay.  Of course, the more you pay, the more loyal he'll be and the more he'll risk his life for you.
Useless Items:Useful Items:
So, how would I go about hiring a ragamuffin exactly, and why can I not spend a portion of my income on hiring him?  Just trying to figure out what the difference is between a disposable mook and a piece of equipment.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 28, 2012, 10:27:21 PM
Quote from: Numinous
Quote from: Humabout
You don't have to burn more points, but it would put you on more equal footing with your companion, capability-wise.  What do you mean "some cantrips?"
Weak magic.  You said this was a fantasy setting?  With my research into the occult, I may have acquired some parlor tricks, like speaking with the recently deceased, conjuring small flames, or dead pigeons.  Just a thought!

Holy crap missed this post!  So sorry man!  If you want to start to dig into magic, you're dealing with a freeform system that doens't do "cantrips" in the d&d sense.  Anyone with any points in Thaumatology can technically attempt magic, although he's not likely to get too far without being quite lucky.  I'd at least take Magery 0 [5] and put a point or several in Thaumatology for starters and not attempt anything major.  You'll find that with careful planning, you can pull off pretty impressive things, but not really on the fly at this point.  I don't mind explaining the magic system further, but it'd be most easily done in a PM or via IRC Chat, since it could get involved.  Also, double-post coming with your equipment stuff so far.

For what it's worth, with the equipment you've listed so far, you have 59 points left to burn, so I'd say you could totally afford some reasonable magic.  I'll set in on typing up a PM to you outlining how the system functions.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 28, 2012, 10:41:30 PM
Quote from: Numinous
So, how would I go about hiring a ragamuffin exactly, and why can I not spend a portion of my income on hiring him?  Just trying to figure out what the difference is between a disposable mook and a piece of equipment.

If you wish to hire one in game, you'd use some of those shiny social skills to locate a mook and rp out offering him a job, settle on a pay rate, and then you have to pay him regularly or he gets annoyed and leaves (or worse, if he's the unscrupulous type).

As for how a mook differs from an item goes, disposable mook is a job, not an item.  Your mook will require monthly pay or he'll quit.  That's that primary difference, really.  He's not a slave.  Then again, I suppose I could sort out some prices for the slave market... your call there.  I guess you could spend a portion of your income to retain him, but as of right now, you have enough independent income to cover your cost of living at the standard of an average freeman.  You would need additional income to afford your mook's monthly wages.  Heck, you would hire his services for a month or some such with starting cash and have him for that length of time.  To retain him longer, he will want more money or he'll probably leave unless you really gain his loyalty in the meantime.

Would Alexander have anything else particular?  Anything special aside that list?  Considering your income and status, he'll have nice clothes, winter clothes, etc.  Does he do the outdoorsy thing at all?

Lastly, when we complete chargen, you have the option of sitting on extra points or turning them into cash (only this one time; you don't get to do it in play).  so without further adieu, here's what I've got for you, gear-wise:

[spoiler=Crunch]

Antique Violin $1,000 5 lbs.
Violin Case & Supplies 10 lbs.
My Glimpse of the Abyss:  Memoirs of a Warlock $200 7 lbs.
Rich-hiker's Guide to Daemons and Spirits $200 7 lbs.
Herold the Lanner Falcon 1.5 lbs.
Falcon Transport Box $75 11 lbs.
Falconry Kit (Hood, Leach, Anklet, Jessets) $100 2 lbs.
Falconry Gauntlet (DR 2*; Forearm and Hand) $19 2.35 lbs.
Brigandine Vest w. Relief Work $3,755 16.69 lbs.
Dyed Red Cloth Sleeves w. Embroidery $1,305 8.8 lbs.
Broadsword $600 3 lbs.
Small Metal Buckler $200 4.5 lbs.
Pouch $2 0.3 lbs.

Cash $344 0.34 lbs.
Total: $7,456 79.48 lbs.

[/spoiler]
It's worth noting that this brings you to 191 points of a 250 point limit.  That leaves you 59 points remaining, after spending 1 to get your falcon as a pet and 7 for cash.  I should also warn that your sword is too heavy (ST 10 req) for your Strength (ST 9).  This will result in a -1 penalty to Broadsword to use it.  I figure I'd mention it, but it sounds pretty fitting from your description of Alexander.  So if you'd like to dabble in magic, you most certainly can (and effectively, even!) with that many points left over!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 29, 2012, 01:22:42 AM
Quote from: Humabout
Quote from: Numinous
So, how would I go about hiring a ragamuffin exactly, and why can I not spend a portion of my income on hiring him?  Just trying to figure out what the difference is between a disposable mook and a piece of equipment.
If you wish to hire one in game, you'd use some of those shiny social skills to locate a mook and rp out offering him a job, settle on a pay rate, and then you have to pay him regularly or he gets annoyed and leaves (or worse, if he's the unscrupulous type).

As for how a mook differs from an item goes, disposable mook is a job, not an item.  Your mook will require monthly pay or he'll quit.  That's that primary difference, really.  He's not a slave.  Then again, I suppose I could sort out some prices for the slave market... your call there.  I guess you could spend a portion of your income to retain him, but as of right now, you have enough independent income to cover your cost of living at the standard of an average freeman.  You would need additional income to afford your mook's monthly wages.  Heck, you would hire his services for a month or some such with starting cash and have him for that length of time.  To retain him longer, he will want more money or he'll probably leave unless you really gain his loyalty in the meantime.
I think I understand it now, and I think hiring one for a month out of my starting salary is totally something I intend to do, as I'm going to want a mook to defend me on the upcoming adventures.

Quote from: HumaboutWould Alexander have anything else particular?  Anything special aside that list?  Considering your income and status, he'll have nice clothes, winter clothes, etc.  Does he do the outdoorsy thing at all?
I thought heavy winter clothes and my general wardrobe came with my house.  If that is not the case, I'll dump a bunch of my money into an impractical wardrobe for all occasions along with a carriage.  In fact, I definitely want a carriage, especially because it is impractical.  It might have to be a tiny carriage though.
Quote from: HumaboutLastly, when we complete chargen, you have the option of sitting on extra points or turning them into cash (only this one time; you don't get to do it in play).  so without further adieu, here's what I've got for you, gear-wise:

[spoiler=Crunch]

Antique Violin $1,000 5 lbs.
Violin Case & Supplies 10 lbs.
My Glimpse of the Abyss:  Memoirs of a Warlock $200 7 lbs.
Rich-hiker's Guide to Daemons and Spirits $200 7 lbs.
Herold the Lanner Falcon 1.5 lbs.
Falcon Transport Box $75 11 lbs.
Falconry Kit (Hood, Leach, Anklet, Jessets) $100 2 lbs.
Falconry Gauntlet (DR 2*; Forearm and Hand) $19 2.35 lbs.
Brigandine Vest w. Relief Work $3,755 16.69 lbs.
Dyed Red Cloth Sleeves w. Embroidery $1,305 8.8 lbs.
Broadsword $600 3 lbs.
Small Metal Buckler $200 4.5 lbs.
Pouch $2 0.3 lbs.

Cash $344 0.34 lbs.
Total: $7,456 79.48 lbs.

[/spoiler]
It's worth noting that this brings you to 191 points of a 250 point limit.  That leaves you 59 points remaining, after spending 1 to get your falcon as a pet and 7 for cash.  I should also warn that your sword is too heavy (ST 10 req) for your Strength (ST 9).  This will result in a -1 penalty to Broadsword to use it.  I figure I'd mention it, but it sounds pretty fitting from your description of Alexander.  So if you'd like to dabble in magic, you most certainly can (and effectively, even!) with that many points left over!
I'd like to cap my points using magic skills as long as that leaves me enough money to pay a month's wages for a mook and have a sizeable wallet to indulge my compulsive spending habit.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 29, 2012, 01:38:31 AM
Quote from: NuminousIt might have to be a tiny carriage though.
You should totally have people carry you around in a Sedan Chair.

(http://janeaustensworld.files.wordpress.com/2008/11/sedan-chair-21.jpg)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 29, 2012, 01:51:36 AM
Quote from: Seraphine_Harmonium
Quote from: NuminousIt might have to be a tiny carriage though.
You should totally have people carry you around in a Sedan Chair.

(http://janeaustensworld.files.wordpress.com/2008/11/sedan-chair-21.jpg)
I was going to, but I didn't know where I would put my luggage.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on December 29, 2012, 12:37:03 PM
Quote from: Numinous
I was going to, but I didn't know where I would put my luggage.
(http://www.files.fortressofdoors.com/images/nodwick.jpg)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 29, 2012, 04:51:26 PM
Quote from: Seraphine_Harmonium
Quote from: Numinous
I was going to, but I didn't know where I would put my luggage.
(http://www.files.fortressofdoors.com/images/nodwick.jpg)
You appear to have mistaken me for you.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 29, 2012, 05:14:42 PM
Haha!  Dude, it will be awesome once you get some income going on (or just come into some serious money).  I'd love seeing you with an entire army of servants and such.

As for winter clothes and that sort of thing, yeah, you're assumed to have some nice cloths suitable to a Status 1 person (you don't really have enough wealth to be too extravigant at the moment), winter clothes, etc.  I was asking about actual outdoors equipment, like a tent, bedroll, canteen, personal basics, etc.  The sort of thing you'd need to go hiking through the woods or mountains.  It's not necessary, and with the cash you'll likely have lying around, you will probably be able to just buy what you need when it becomes necessary.

As for a carriage, those require horses.  And horses are very expensive to own and to care for.  I'd suggest hiring a couple bums to carry your ass around along with all your stuff.  A sedan chair costs less, and you don't necessarily have to feed hirelings (though you should probably pay them enough to not starve to death or toss you and your chair over a cliff :p).

All of that said, I could look the other way if you want to own one horse, quite possibly a pony.  You should have the wealth for that much.  A rouncy horse - not a courser or a destier.  You'd have a suitable riding (not war) saddle, as well.  Between feed, stabling, a groom, and a farrier, such a horse would cost around $330 per month to keep and care for.  Again, you can pay for a month of care out of your starting cash, if you like.  Same if you want to pay some people to port you around in a chair and carry your things for you.

[EDIT]
I'm trying not to double-post so much.  Numinous, I've added the following to Alexander, which leaves him with 40 points to spare:

Advantages: Magery 0 [5].
Skills: Thaumatology (IQ/VH) IQ-2 [2]-10; Path of Mind, Spirit, and Undead, each (IQ/VH) IQ-2 [2]-10; Path of Body, Chance, Crossroads, Energy, Magic, and Matter, each (IQ/VH) IQ-3 [1]-9.

This will give you amateurish skill with Mind, Spirit, and Undead and leave you capable of using the other paths, albeit with a less than 50% chacne of success.  Of course, you can use astronomical alignments, sympathies, contagions, and such to give you bonuses to these skills when casting a spell, if you take the time to really get into it.  So you're not so much a bad wizard as you require a lot of effort and preparation to perform significant magic.

A couple of thoughts I had were to either expand his social ties more, perhaps buying your household as Allies who feel a dedication to you.  Alternatively, you might consider not having lost so much of your money and increasing your Wealth level.  It strikes me that you want to live like a lord but you've got the money of a stonemason.  Of course, you are free to blow all 40 points on $40,000 in starting cash.  Personally, I'd feel that rather unwise, since once that money is spent, those points are just gone.  Even if you buy things with them, those possessions aren't plot-proof.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on December 30, 2012, 03:05:37 AM
Quote from: Humabout
<snip>
I'll take a rouncy pony to carry my belongings, a two-pack of rapscallions to carry my failing dignity and its trappings, as well as my extended household for allies who want to backstab me to claim the non-existent fortune of my ancestory, with one wealth status upgrade to garnish.  I want these points gone!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 31, 2012, 04:00:21 PM
Ok Numinous, I have your PC sheet completed now.  I've added in another 16 people worth of allies to represent the whole of your household - servants, a groom for the horse, house guards and their captain, cooks, housekeepers, and porters.  The estate and staff costs a total of $6,800 per month to maintain, and you receieve $2,000 per month from what is left of your family's holdings.  This leaves a difference of $4,800 a month that you have to make up.  After paying for all of your gear, plus a sedan chair and upgrading your broadsword to a higher quality one (+1 to skill of the user because it's very well balanced), you have $6,894 in starting cash.  I was thinking this could be what remains of the spoils from your last adventure, and it will run your household for another six weeks.

To represent your household trying to screw you out of what fortune they think you have, the entire household is also an Enemy.  Periodically, they will try some scheme that shouldn't result in your death but will be aimed at completely ruining you.  If successful, this could result in financial ruin, public embarassment, or further loss of social standing.  Such things will be roleplayed out, so don't worry about getting randomly screwed - you will get a chance to foil their plots.

----

Ok guys!  I will start making your actual PC sheets and PM them to you.  They will look like a mess, but they will also have all the information we will need to play.  In terms of adventure, I'm considering something of a social-polital intrigue with supernatural ties, but I won't railroad you into it.  I prefer to run more of a sandbox game than the B&O.  So feel free to ignore any hooks that get dropped and do your own thing.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on December 31, 2012, 04:41:13 PM
Quote from: Seraphine_Harmonium
Is my strength currently too low to use the mace without penalty? Well in that case I do think that should be fixed.  I didn't think he should be super-strong, but definitely strong enough to use his weapon appropriately.  

I am leaning towards the former option as well. I am willing to forgo brigandine to avoid penalties on DX and my Axe/Mace skill.  

If this results in my having $515 in spending cash, is there anything that you would suggest I add to my equipment?
Crap I think I missed this post earlier.  Sorry SH!

Yeah, maces and axes alike are beasts of weapons that require a lot of ST.  That said, they inflict horrific amounts of damage, and maces being crushing weapons, have a lot of nasty side effects that accompany them (knockback, blunt trauma, reduced protection from many armor types, etc.).

As for equipment, I don't see a lantern or lantern oil, or at least torches.  Undead and darkness kind of go hand in hand.  I'm as much a n equipment whore as a skill whore, so I'd probably try to buy one of everything in every book, but while I could list a bunch of climbing gear, ropes, traps, a spyglass, etc., you're probably better off just sitting on the cash, acquiring an adventure, and then buying what you need for it.  But yeah, light is a must.

[EDIT]
By the way, I just realized you have 2 points remaining and are currently illiterate.  Full native level fluency costs 3 points, but you can have slightly deficient literacy for 2, if you want.  It's not crucial, but I don't know if you were assuming you could read or not.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on December 31, 2012, 05:28:15 PM
Hi to all,

I'll probably be joining this game.

My character concept would be a magic artificer; basically the concept of a confused, obsessive inventor transcribed in a fantasy setting.

I'll be making a character sheet until some time tomorrow, maybe day after.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 01, 2013, 02:10:30 PM
Quote from: Humabout
Quote from: Seraphine_Harmonium
Is my strength currently too low to use the mace without penalty? Well in that case I do think that should be fixed.  I didn't think he should be super-strong, but definitely strong enough to use his weapon appropriately. 

I am leaning towards the former option as well. I am willing to forgo brigandine to avoid penalties on DX and my Axe/Mace skill. 

If this results in my having $515 in spending cash, is there anything that you would suggest I add to my equipment?
Crap I think I missed this post earlier.  Sorry SH!

Yeah, maces and axes alike are beasts of weapons that require a lot of ST.  That said, they inflict horrific amounts of damage, and maces being crushing weapons, have a lot of nasty side effects that accompany them (knockback, blunt trauma, reduced protection from many armor types, etc.).

As for equipment, I don't see a lantern or lantern oil, or at least torches.  Undead and darkness kind of go hand in hand.  I'm as much a n equipment whore as a skill whore, so I'd probably try to buy one of everything in every book, but while I could list a bunch of climbing gear, ropes, traps, a spyglass, etc., you're probably better off just sitting on the cash, acquiring an adventure, and then buying what you need for it.  But yeah, light is a must.

[EDIT]
By the way, I just realized you have 2 points remaining and are currently illiterate.  Full native level fluency costs 3 points, but you can have slightly deficient literacy for 2, if you want.  It's not crucial, but I don't know if you were assuming you could read or not.
Oh right, torches and so forth. Duh.  Ok, so a lantern and oil sound good.  And I figure if anything happens to the lantern itself, I could use some oil on a wadded up cloth wrapped around a stick or a bone for a makeshift torch.  I suppose I'd also need flint & steel or matches or something to actually LIGHT those too.

And yes, I figured he would be able to read at least somewhat, but "slightly deficient" sounds about right.  I imagine, being low-born he would not have been taught to read when growing up.  He would have been taught while training with the Church, enough to read the ecclesiastical texts and generally make use of the library, but I can imagine it taking him a while to read, and needing to consult for help sometimes, or getting caught up on more elaborate passages.  And there would be gaps in his ability (and  vocabulary) for things that are not in his field of expertise.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 01, 2013, 05:50:49 PM
Flint is in cluded in personal basics (also includes a small knife and ten yards of chord). So with broken literacy, your character is complete!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 01, 2013, 06:01:52 PM
Quote from: kreios
Hi to all,

I'll probably be joining this game.

My character concept would be a magic artificer; basically the concept of a confused, obsessive inventor transcribed in a fantasy setting.

I'll be making a character sheet until some time tomorrow, maybe day after.
Cool!  Good to see another participant!  I am fond of the kind of character you describe too, so I look forward to seeing it in play.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 01, 2013, 06:19:05 PM
I've begun building a character for this. The premise is "Gnome inventor, alchemist, magician, mechanist...", basically a mash-up of Mad Scientist. After all, there's a reason for clichés...
[spoiler]
Attributes   +110   -50 / +160
   St      8      -20
   Dex      13      +60
   IQ      15      +100
   HT      9      -10
   HP      9      0
   Will      15      0
   Per      13      -10
   FP      9      0
   Basic Speed   5      -10

Languages:   +3
   English      Native(lit.)   +3

Advantages:   +65
Racial:
   Acute Smell/Taste 2      +4
   Discriminatory Smell      +15
   Green Thumb         +5
   Nicht Vision 3         +5
   Resistance to poison (+3)   +5
   Widget Worker 2         +10
   Gnomish Gifts         +1
   Huge Weapons         +1
Other:
   Photographic Memory      +10
   Less Sleep 2         +4
   Intuitive Mathematician      +5



Disadvantages:   -73
Racial:
   Curious (12)         -5
   Reputation (-2, Inventor)   -10
Other:
   Cowardice (12)         -10
   Obsession (Make Impact)      -10
   Skinny            -5
   One Eye            -15
   Overconfidence         -5
   Workaholic         -5
   Appearance: Ugly (-2)      -8   Scars

      

Skills:      +25
   Alchemy IQ/VH         +1   IQ-3      12
   Armoury Missile Weapons (IQ/A)   +1   IQ+1      16 Talent
   Blowpipe DX/H         +1   DX-2      11
   Chemistry IQ/H         +1   IQ-2      13
   Climbing DX/A         +1   DX-1      12
   (Crossbow DX/E)         +1   DX      13
   Engineer (???) IQ/H      +1   IQ-2      13
   Explosive (Demolition) IQ/A   +1   IQ-1      14
   Hiking HT/A         +1   HT-1      8
   Hidden Lore (Magic) IQ/A   +1   IQ-1      14
   Intelligence Analysis IQ/H   +1   IQ-2      13
   Lockpick IQ/A         +1   IQ+2      16 Talent
   Mathematics (applied) IQ/H   +1   IQ-2      13
   Melee Weapons (????) DX/??   +1   ??
   Metallurgy IQ/H         +1   IQ-2      13
   Occultism IQ/A         +1   IQ-1      14
   Physics IQ/VH         +1   IQ-3      12
   Poisons IQ/H         +1   IQ_2      13
   Research IQ/A         +1   IQ-1      14
   Scrounging Per/E      +1   Per+2      15 Talent
   Smith (Iron) IQ/A      +1   IQ-1      14
   Stealth   DX/A         +1   DX-1      12
   Swimming HT/E         +1   HT      9
   Symbol Drawing IQ/H      +1   IQ-2      13
   Traps            +1   IQ+2      17 Talent
[/spoiler]
This should, unless I'm mistaken, sum up to 130points, leaving 120 for the rest. No quirks yet.

Basically, as I envision it, the yet nameless character goes on 'adventures' or wherever we'll go to test out his inventions and to gain new ideas. Plus, curious. He's extremely intelligent, and quite a bit dexterous, but small and skinny. He can read, of course, probably keeping a journal or so (maybe as quirk?). Aside from the usual gnomish advantages, he also doesn't sleep much (after all, the world is much too interesting) and both never forgets things and has a knack for numbers. A big one.
Now, as every gnome ever, he's very curious, plus people don't like... uhm... innovative people. He's obsessed with making an impact by inventing something big (which he most definitely will, according to himself), nearly as obsessed as he's with staying alive until that happens. I foresee some interesting clashes between curious and coward... The last time he had a 'great invention' (new, more effective black powder), he however happened to get a bit singed... namely, he lost his eye, and got terribly scarred. Skills are mostly a big mixture between... well... most things.
Please feel free to sanity check this part of the character sheet, as I'm not sure about anything. Especially if something turns out to be not allowed.

Now, for magic. I've looked into the monster hunter book, and was looking at the magic system there, assuming that to be what you'll use.
Now, assuming both this and ritual adept to be allowed (however, that might make magic too powerful), I'd choose Magery 4 (+45), Ritual Adept (+40), Thaumatology (IQ/VH) [+4]: 14, and Energy and Matter paths at +4 for 14, too; Chance and Mind at +2 for 13, and the rest at 1 each for 12 skill level, resulting in a total magic cost of 108. This should, I think, fit in nicely with the inventor type, with chance and mind due to the "Blue" color magic part. However, this is especially check-worthy.

That whole thing would leave me with 12 points (if I'm not mistaken), to be taken as allies, contacts and so on.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 01, 2013, 07:03:19 PM
Before I even try to sanity check that, let me ask you a few questions:

You're a gnome.  Why aren't you living with other gnomes in the foothills?
What is your rank within society?  A freeman?  A minor noble? etc.
How rooted are you in Zalhrada?  Do you maintain a shop or store or anything?

[EDIT]
So after openning the spoiler, I notice two things immediately:  You're one of the smartest people in Zalhrada and you're only slightly less dextrous than a cat (Lower DX and High Manual Dexterity might be more fitting)?

As for the magic end of things, why do you need Ritual Adept if you're just an inventor?  It seems kind of excessive.  As for the path set, that makes sense.  I'd just keep your actual working tinted toward blue magic.  You could take Higher Purpose (Blue Magic) to represent a focus on it.  You'd get up to +3 (for three levels, and you can't exceed a total of 3 levels across all HIgher Purposes for magic) to rolls to cast blue spells.

Also, you're ignoring Doodad and Gizmos?  That's surprising.  If you look to getting Quick Gadgeteer [50], it will work thusly:  You can adapt items for use as other items, with a successful Engineering roll of an appropriate specialty (at -1 per $250 of value of the final item), and your Doodad and Gizmo levels are uncapped.

Your skillset seems like a wonky mishmash of randomness.  Lots of sciences (ok, i get you're an inventor), blowpipe?!?!?, crossbow, some melee weapon skill (do you actually have any training in using it?  If so, what martial art did you study?), and lockpicking?  It looks weird.  Especially considering that you have professional to expert levels of expertise in all of it except swimming.

Which Engineering skill do you have, by the way?  What sort of things do you invent? 

So you invent.  Do you build the stuff yourself?  If so, where are the skills to represent that?  Mechanic, Leatherworking, Seweing, Smith, Carpentry, etc.

You're forgoing Luck?  And you play with explosives?  Speaking of that, you'll need a license from the city to do that.  It's a 1 point perk and if you cause any problems for the city or your neighbors, it'll be revoked (you won't get that point back, either, without RPing it out).
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 01, 2013, 07:25:06 PM
I am rather amused by this trio shaping up. 

Kreios' character sounds like the
(http://a744.g.akamai.net/6/744/582/000/images.hollywood.com/images/large/l_1750863.jpg)

to my
(http://images2.wikia.nocookie.net/__cb20091103224325/hohrpgseries/images/c/cb/Auto_Crossbow.jpg)

Meanwhile Numinous' character is a nominally more masculine (but less competent) version of
(http://24.media.tumblr.com/tumblr_lvjhh2PS9T1qacnpio1_400.jpg)

Inventor, Monster Hunter, and the Aristocrat
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 01, 2013, 07:36:45 PM
It should be one of the weirdest parties i've ever encountered.  Hehehe.  It'll be interesting to see you three running around the city and countryside for sure!

By the way, how do you all know each other?  I'd prefer if we don't have to blow a session just getting everyone to work together.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 01, 2013, 08:30:34 PM
Quote from: Humabout
It should be one of the weirdest parties I've ever encountered.  Hehehe.  It'll be interesting to see you three running around the city and countryside for sure!

By the way, how do you all know each other?  I'd prefer if we don't have to blow a session just getting everyone to work together.
Seraph, feel free to reject this in whole or in part.  I imagine that at some point in time in the past, Alexander had a monster problem with the catacombs beneath his home.  In much the same way as we would call a plumber, Alexander's father called the church.  Malachi was dispatched to dispose of the bohemian vampire squatting in the family crypts, and reducing property values for the estate.  Alexander of course tagged along, like the precocious youth he once was, being thoroughly irritating and observing the practices of a monster hunter.  Finding the career too messy and brutish, he decided instead to advance his studies in the ivory tower of the occult.  Once he found himself in need of more money, he decided that the "job" he was most qualified for, from an outside perspective, was monster disposal, and he has set about persuading the church to acquire Malachi as his assistant in this new venture.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 02, 2013, 07:07:04 AM
Thank you very much, that's pretty much exactly what I meant by 'Sanity Check'. Reworked.

Quote from: Humabout
Before I even try to sanity check that, let me ask you a few questions:

You're a gnome.  Why aren't you living with other gnomes in the foothills?
What is your rank within society?  A freeman?  A minor noble? etc.
How rooted are you in Zalhrada?  Do you maintain a shop or store or anything?
- Gone into the city to gain a better technological basis? Or, alternatively, there was that small incident with the black powder... yes, I think I like that. Basically, an experiment went wrong, and to start over, he went to the city.
- Rank I'd say to be of a 'normal' citizen, freeman.
- Idea'd be to possess a small shop, producing very, very specialized gadgets, and usually only in very small quantities. Maybe couple it with a regular blacksmith and business partner, who does the administration and the boring tasks.

Quote from: Humabout
[EDIT]
So after openning the spoiler, I notice two things immediately:  You're one of the smartest people in Zalhrada and you're only slightly less dextrous than a cat (Lower DX and High Manual Dexterity might be more fitting)?

As for the magic end of things, why do you need Ritual Adept if you're just an inventor?  It seems kind of excessive.  As for the path set, that makes sense.  I'd just keep your actual working tinted toward blue magic.  You could take Higher Purpose (Blue Magic) to represent a focus on it.  You'd get up to +3 (for three levels, and you can't exceed a total of 3 levels across all HIgher Purposes for magic) to rolls to cast blue spells.
Corrected dexterity to 10 and 2 high manual. Forgot about manual dexterity.
I redesigned magic to follow all paths at IQ-3, but with three ranks in blue magic, to better follow the purpose. The basic idea with Ritual Adept, and with the whole skill selection is that the guy is extremely talented, but also very unskilled. He came by without really learning anything, which will probably change soon, though...
Quote from: Humabout
Also, you're ignoring Doodad and Gizmos?  That's surprising.  If you look to getting Quick Gadgeteer [50], it will work thusly:  You can adapt items for use as other items, with a successful Engineering roll of an appropriate specialty (at -1 per $250 of value of the final item), and your Doodad and Gizmo levels are uncapped.

Your skillset seems like a wonky mishmash of randomness.  Lots of sciences (ok, i get you're an inventor), blowpipe?!?!?, crossbow, some melee weapon skill (do you actually have any training in using it?  If so, what martial art did you study?), and lockpicking?  It looks weird.  Especially considering that you have professional to expert levels of expertise in all of it except swimming.
Picked up Quick Gadgeteer, maybe Gizmos later.
I mostly missed (of course...) said skills, added them now. Blowpipe, crossbow and melee skill were meant to show a familiarity with those items. I dropped them, let's work off defaults!
Lockpicking was meant to symbolise the ability to pick locks due to having designed several locks, and the ability to design them in the first place. I think there is no locksmith skill.

Quote from: Humabout
Which Engineering skill do you have, by the way?  What sort of things do you invent? 

So you invent.  Do you build the stuff yourself?  If so, where are the skills to represent that?  Mechanic, Leatherworking, Seweing, Smith, Carpentry, etc.

You're forgoing Luck?  And you play with explosives?  Speaking of that, you'll need a license from the city to do that.  It's a 1 point perk and if you cause any problems for the city or your neighbors, it'll be revoked (you won't get that point back, either, without RPing it out).
Well, engineering I've added two now (Materials and Clockwork), though not sure about them. Added the rest, too.
Invention is thought to be a very mishmash, maybe like some renaissance inventors, plus trying to infuse them with magic.

Explosives without luck, you're right. Added that, too. Though, with the eye... ;-)
I've not yet added the perk, but will do that later.
Sheet now looks like this:
[spoiler]
Attributes   +65   -40 / +105
   St      8      -20
   Dex      10      +0
   IQ      15      +100
   HT      9      -10
   HP      9      0
   Will      15      0
   Per      13      -10
   FP      9      0
   Basic Speed   5      +5

Languages:   +3
   English      Native(lit.)   +3

Advantages:   +140
Racial:
   Acute Smell/Taste 2      +4
   Discriminatory Smell      +15
   Green Thumb         +5
   Nicht Vision 3         +5
   Resistance to poison (+3)   +5
   Widget Worker 2         +10
   Gnomish Gifts         +1
   Huge Weapons         +1
Other:
   High Manual Dexterity 2      +10
   Photographic Memory      +10
   Less Sleep 2         +4
   Intuitive Mathematician      +5
   Quick Gadgeteer         +50
   Luck            +15

   Perks:
      None yet, Licenses...



Disadvantages:   -78
Racial:
   Curious (6)         -10
   Reputation (-2, Inventor)   -10
Other:
   Cowardice (12)         -10
   Obsession (Make Impact)      -10
   One Eye            -15
   Overconfidence         -5
   Skinny            -5
   Workaholic         -5
   Appearance: Ugly (-2)      -8   Scars

      

Skills:      +28
   Alchemy IQ/VH         +1   IQ-3      12
   Armoury Missile Weapons (IQ/A)   +1   IQ+1      16 Talent
   Carpentry IQ/E         +1   IQ      15
   Chemistry IQ/H         +1   IQ-2      13
   Climbing DX/A         +1   DX-1      9
   Engineer (Materials) IQ/H   +1   IQ-2      13
   Engineer (Clockwork) IQ/H   +1   IQ-2      13
   Explosive (Demolition) IQ/A   +1   IQ-1      14
   Hiking HT/A         +1   HT-1      8
   Hidden Lore (Magic) IQ/A   +1   IQ-1      14
   Intelligence Analysis IQ/H   +1   IQ-2      13
   Leatherworking DX/E      +1   DX      10
   Lockpick IQ/A         +1   IQ+1      16 Talent
   Machinist IQ/A         +1   IQ-1      14
   Mathematics (applied) IQ/H   +1   IQ-2      13
   Mechanic (Clockwork) IQ/A   +1   IQ-1      14
   Metallurgy IQ/H         +1   IQ-2      13
   Occultism IQ/A         +1   IQ-1      14
   Physics IQ/VH         +1   IQ-3      12
   Poisons IQ/H         +1   IQ-2      13
   Research IQ/A         +1   IQ-1      14
   Scrounging Per/E      +1   Per+2      15 Talent
   Sewing DX/E         +1   DX      10
   Smith (Iron) IQ/A      +1   IQ-1      14
   Stealth   DX/A         +1   DX-1      9
   Swimming HT/E         +1   HT      9
   Symbol Drawing IQ/H      +1   IQ-2      13
   Traps            +1   IQ+2      17 Talent
Magic:    +80
   Magery 1         +15
   Ritual Adept         +40
   Higher Purpose (Blue Magic) +3   +15
   Thaumatology IQ/VH      +1   IQ-3      12
   Body IQ/VH         +1   IQ-3      12
   Chance IQ/VH         +1   IQ-3      12
   Crossroads IQ/VH      +1   IQ-3      12
   Energy IQ/VH         +1   IQ-3      12
   Magic IQ/VH         +1   IQ-3      12
   Matter IQ/VH         +1   IQ-3      12
   Mind IQ/VH         +1   IQ-3      12
   Spirit IQ/VH         +1   IQ-3      12
   Undead IQ/VH         +1   IQ-3      12
[/spoiler]
With 12 points left.
Though I'm thinking about maybe dropping gnome and going with human, but let's see.

For direct criticism (and questions), I'll be in IRC for a bit.
Again, thank you for your input.

Quote from: Humabout
It should be one of the weirdest parties I've ever encountered.  Hehehe.  It'll be interesting to see you three running around the city and countryside for sure!

By the way, how do you all know each other?  I'd prefer if we don't have to blow a session just getting everyone to work together.
My idea would be for Malachi to have come by to get some gadget made, or maybe needed explosives to do the job. As for Alexander, how about needing to identify a gadget to sell it?
Alternatively, Kreios (going with Kreios for now) could have tagged along at the Catacomb-Thing, to blow those things if necessary. Maybe his license comes from that?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 02, 2013, 10:00:07 AM
Before I respond to Kreios, something about SH's post just kept bugging me, and then it hit home.  The girl looks too competent.  I have been picturing Alexander more as this:

(http://www.starwarsautographcollecting.com/Autographs/Spaceballs/PrinceValiumJMBullock.jpg)

and Keiros like this:

(http://24.media.tumblr.com/tumblr_ltgokk1O3G1qdb5zao2_500.jpg)

Will edit with a response to Kreios in a few minutes.  This will take some typing and thinking (possibly in that order!)

[EDIT]
Background looks good!

QuoteI redesigned magic to follow all paths at IQ-3, but with three ranks in blue magic, to better follow the purpose. The basic idea with Ritual Adept, and with the whole skill selection is that the guy is extremely talented, but also very unskilled. He came by without really learning anything, which will probably change soon, though...
Do recall that a score of 12 - 13 is considered sufficient to earn a living with.  If you're envisioning that level of skill, then you're on the right track; otherwise, I think the only way for you to drop your scores low enough (and keep that crazy IQ) is to increase Thaumatology and run path skills at default.  I leave that up to you, though.

My concern with Ritual Adept is that you're going to try to go blaster mage style (a bad idea with this system, anyway, but....), and that just doesn't sound like it suits your concept.  That's 40 points that could be applied to being more Doc Brown.  I guess my question is really what aspects of Ritual Adept are the most appealing?  It can be broken down into it's parts pretty easily (I think there's actually a breakdown in the book.  If not, PK has posted it on the forums for certain).

QuoteBlowpipe, crossbow and melee skill were meant to show a familiarity with those items. I dropped them, let's work off defaults!
You don't have to drop them.  They just looked horrifically out of place from what description you'd given - particularly Blowpipe.  It'd be reasonable to have or learn some sort of fighting skills, unless you're intentionally going for the classic nerd :p  Heck, you could make de-nerding yourself a character goal!  It wouldn't be hard to find a teacher, but the training might kill you :D

QuoteIntelligence Analysis IQ/H   +1   IQ-2      13
Gwhuh what?  Just speaking of things not explained in the back story or fitting to the core concept, why does he have one skill iconic to detectives/investigators and no others?  I stuck that one in Malachi's sheet because his job explicitly consists of him hunting down things (which requires analyzing clues as to what it is, where it is, and how to kill it).  I'm not sure how this skill fits into your concept.  Not saying ot drop it, just asking for an explaination.  It strikes me more as something best run off of default to your impressive IQ.

Quoteto blow those things if necessary. Maybe his license comes from that
Part 1.  Please read Explosions in Enclosed Spaces on page 181 of GURPS High Tech before making any booms in a dungeon.  The consequences are pretty nasty.

Part 2.  Blowing up things inside the city is the sort of thing that gets your license revoked, not granted.  I had figured you got the license because you were refining the serpentine powder used by the city's cannon toward the corned powder the dwarves use (which allows them to actually use personal firearms, I might add).  The dwarves withold this from Zalhrada, though, so the city is certainly interested in gaining this secret for themselves.  By no means have you invented corned powder, but your research has been sufficiently fruitful for the city to grant you a license.  Feel free to keep that or come up with another reason!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 02, 2013, 12:52:49 PM
Quote from: NuminousSeraph, feel free to reject this in whole or in part.  I imagine that at some point in time in the past, Alexander had a monster problem with the catacombs beneath his home.  In much the same way as we would call a plumber, Alexander's father called the church.  Malachi was dispatched to dispose of the bohemian vampire squatting in the family crypts, and reducing property values for the estate.  Alexander of course tagged along, like the precocious youth he once was, being thoroughly irritating and observing the practices of a monster hunter.  Finding the career too messy and brutish, he decided instead to advance his studies in the ivory tower of the occult.  Once he found himself in need of more money, he decided that the "job" he was most qualified for, from an outside perspective, was monster disposal, and he has set about persuading the church to acquire Malachi as his assistant in this new venture.
The idea of Malachi being ALEXANDER'S assistant is kind of hilarious.  It would actually give a decent reason why Mal has to stick around, and would make him very grumpy having to not only put up with the annoying little shit of a rich kid, but also have to play second fiddle to the foolhardy boy as well.  Malachi would do it if the Church commanded, but I expect would be inclined to undermine or ignore Alexander's so-called authority on a regular basis.  There would be some conflict between them, but probably not enough to result in an actual PvP, so it would be a somewhat dysfunctional arrangement, but one that still kind of worked.


Quote from: Humabout
Before I respond to Kreios, something about SH's post just kept bugging me, and then it hit home.  The girl looks too competent.  I have been picturing Alexander more as this:

(http://www.starwarsautographcollecting.com/Autographs/Spaceballs/PrinceValiumJMBullock.jpg)

and Keiros like this:

(http://24.media.tumblr.com/tumblr_ltgokk1O3G1qdb5zao2_500.jpg)

I was simply noting the parallels in our little party to the movie Van Helsing.  I did note that she was too competent to really apply when I posted the image.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 02, 2013, 12:54:31 PM
I haven't seen Van Helsing, so I didn't get what you were going for.  The image for you seemed pretty fitting, though.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 02, 2013, 04:07:35 PM
Quote from: Humabout
I haven't seen Van Helsing, so I didn't get what you were going for.  The image for you seemed pretty fitting, though.
And I admit that the picture representing Kreios' character didn't really show it, but he was an inventor.  Who was also a friar.  Couldn't find a good picture of him in his workshop.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 02, 2013, 07:03:21 PM
As a note, I'm dropping the Gnome Race, and going with human (normal crazy) inventor

Quote from: Humabout
and Keiros like this:
[spoiler]
(http://24.media.tumblr.com/tumblr_ltgokk1O3G1qdb5zao2_500.jpg)
[/spoiler]
I strongly resent that! My character does not wear glasses.

Quote
You don't have to drop them.  They just looked horrifically out of place from what description you'd given - particularly Blowpipe.  It'd be reasonable to have or learn some sort of fighting skills, unless you're intentionally going for the classic nerd :p  Heck, you could make de-nerding yourself a character goal!  It wouldn't be hard to find a teacher, but the training might kill you :D
Changed to quarterstaff.
QuoteIntelligence Analysis IQ/H   +1   IQ-2      13
And gone.

Quoteto blow those things if necessary. Maybe his license comes from that
Part 1.  Please read Explosions in Enclosed Spaces on page 181 of GURPS High Tech before making any booms in a dungeon.  The consequences are pretty nasty.

Part 2.  Blowing up things inside the city is the sort of thing that gets your license revoked, not granted.  I had figured you got the license because you were refining the serpentine powder used by the city's cannon toward the corned powder the dwarves use (which allows them to actually use personal firearms, I might add).  The dwarves withold this from Zalhrada, though, so the city is certainly interested in gaining this secret for themselves.  By no means have you invented corned powder, but your research has been sufficiently fruitful for the city to grant you a license.  Feel free to keep that or come up with another reason!
Read about the enclosed space rule. Got very funny ideas using magic to form force walls.
The license part was thought to be like that: Alexander's father wants those beasties gone. He decides to hide Malachi. He really want them gone, so he hires Kreios, too, to blow the place if necessary, and gets him an explosives permit for that, due to corruption.

Anyway, new sheet looks like this, with some few changes:
[spoiler]

Attributes   +65   -40 / +105
   St      8      -20
   Dex      10      +0
   IQ      15      +100
   HT      9      -10
   HP      9      0
   Will      15      0
   Per      13      -10
   FP      9      0
   Basic Speed   5      +5

Languages:   +3
   English      Native(lit.)   +3

Advantages:   +106
Other:
   High Manual Dexterity 4      +20
   Photographic Memory      +10
   Less Sleep 2         +4
   Intuitive Mathematician      +5
   Quick Gadgeteer         +50
   Luck            +15

   Perks:
      Explosives License   +1
      Style familiarity   +1   Quarterstaff



Disadvantages:   -59
   Curious (12)         -5
   Cowardice (12)         -10
   Obsession (Make Impact)      -10
   One Eye            -15
   Overconfidence         -5
   Skinny            -5
   Workaholic         -5
   Appearance: Unattractive (-1)   -4

      

Skills:      +27
   Alchemy IQ/VH         +1   IQ-3      12
   Armoury Missile Weapons (IQ/A)   +1   IQ-2      14
   Carpentry IQ/E         +1   IQ      15
   Chemistry IQ/H         +1   IQ-2      13
   Climbing DX/A         +1   DX-1      9
   Engineer (Materials) IQ/H   +1   IQ-2      13
   Engineer (Clockwork) IQ/H   +1   IQ-2      13
   Explosive (Demolition) IQ/A   +1   IQ-1      14
   Hiking HT/A         +1   HT-1      8
   Hidden Lore (Magic) IQ/A   +1   IQ-1      14
   Leatherworking DX/E      +1   DX      10
   Lockpick IQ/A         +1   IQ-1      14
   Machinist IQ/A         +1   IQ-1      14
   Mathematics (applied) IQ/H   +1   IQ-2      13
   Mechanic (Clockwork) IQ/A   +1   IQ-1      14
   Metallurgy IQ/H         +1   IQ-2      13
   Occultism IQ/A         +1   IQ-1      14
   Physics IQ/VH         +1   IQ-3      12
   Poisons IQ/H         +1   IQ-2      13
   Research IQ/A         +1   IQ-1      14
   Scrounging Per/E      +1   Per      13
   Sewing DX/E         +1   DX      10
   Smith (Iron) IQ/A      +1   IQ-1      14
   Staff DX/A         +1   DX-1      9
   Stealth   DX/A         +1   DX-1      9
   Swimming HT/E         +1   HT      9
   Symbol Drawing IQ/H      +1   IQ-2      13
   Traps            +1   IQ      15

Magic:    +80
   Magery 1         +15
   Ritual Adept         +40
   Higher Purpose (Blue Magic) +3   +15
   Thaumatology IQ/VH      +1   IQ-3      12
   Body IQ/VH         +1   IQ-3      12
   Chance IQ/VH         +1   IQ-3      12
   Crossroads IQ/VH      +1   IQ-3      12
   Energy IQ/VH         +1   IQ-3      12
   Magic IQ/VH         +1   IQ-3      12
   Matter IQ/VH         +1   IQ-3      12
   Mind IQ/VH         +1   IQ-3      12
   Spirit IQ/VH         +1   IQ-3      12
   Undead IQ/VH         +1   IQ-3      12
[/spoiler]

28 points are left, to be spent maybe towards an additional point of luck, and social ties, though I'm not sure where exactly, at the moment.
Plus, if the campaign is planned to involve many fights, dropping cowardice.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 02, 2013, 07:27:06 PM
HP 9 should cost you 2 points.  Your ST is 8.

The amount of combat in game largely depends on what ya'll try to do.  If you start fights or go looking for them, you'll find them aplenty.  If you try to avoid them, you should be reasonably safe, as long as you don't botch a roll.  Remember you can always make potions of bravery, too, or cast spells on yourself to pluck up your courage.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 03, 2013, 12:49:45 AM
I'm working on a short piece of writing that will lay out my vision for how we know each other as a party.  It is a portrayal of events that captures Alexander's current affairs while recollecting his experience with Malachi, as a young boy.  I'm not sure how Kreios fits in, however I imagine he would be easily integrated as a contractor in the business of eliminating evil, with explosives most likely.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 04, 2013, 09:34:18 AM
Quote from: Humabout
HP 9 should cost you 2 points.  Your ST is 8.
Corrected.
Quote from: Humabout
The amount of combat in game largely depends on what ya'll try to do.  If you start fights or go looking for them, you'll find them aplenty.  If you try to avoid them, you should be reasonably safe, as long as you don't botch a roll.  Remember you can always make potions of bravery, too, or cast spells on yourself to pluck up your courage.
In that case, it probably depends on the others, but I guess I'll keep it.

As for allies, contacts and so on, I thought about three people. One who's in a business partnership with him, and basically administrates and makes smaller things, one exotic merchandise trader, and maybe a research wizard, if things like that exist.

I'll take a look at equipment, too, later.

And, by the way, I've written a short piece about him, but in a third person view:
[spoiler]
"You really need that thing, don't you?", I asked. The other man, face hidden inside his cowl's shadow, nodded.
"Well, the good news is, I know just the man you're looking for. One who can build something so delicate, so precise... but there is a problem with that." The Other leaned forward. "Let me tell you a story... the story of how I met him."
"A few months back, I really needed a... let's just say I needed a special item, not unlike yours. Let's call it a rose. I went around the city for two weeks, looking for someone who could get me one. Blacksmiths, merchants for the more exotic needs, mages, alchemists... I could go on. I probably was one of the few who actually knew all of the merchants, all of the craftsmen in the city, and none could get me my... my rose.
But, as my luck would have it, one of them - can't really say I remember who - sent me to this guy's workshop. Genius, he said. But he didn't warn me, and that's what he should've done. That's why I'm warning you. Went there the next day, by myself, and nearly didn't find it. You know the slums, by the North Road? Spent two hours there, trying to find that damn house. Went past it two, three times, until I finally noticed it. Just a small sign there. "Inventor. Unique Items, custom made." The door even narrower than the rest in the quarter, and the whole building just looked decayed, more so than the surroundings. And, even worse when I knocked and he opened... Well, he didn't open at once. I had to knock three times, and wait nearly fifteen minutes. The door opened with the creaking sound of years without even a drop of oil, and there he was... I'm not making this too suspenseful, am I?" He didn't even bother answering.
"He's tall, and he's skinny. That's the first thing you'll notice. Immediately afterwards comes the face. Quite attractive once, and maybe still is - if you like scars, and only one eye. An experiment gone wrong, he later told me. I don't want to know what he was experiencing with. Not my nature, if you catch my meaning. But it looked like if he were a bit unluckier, he wouldn't have a face like that, he wouldn't have any.
Young, he was, too. Wouldn't have thought him to be old like me, but that guy looked like he could've been my son. 'Course, I'd have raised my son a bit politer, you know? He just listened to what I wanted - didn't even make notes! - and only asked two or three questions. Afterwards, he simply told me to go, and to come back tomorrow. Nothing whether he'd make my cross... my rose, or how much it was. Nothing. And, when I asked, he told me he wouldn't have told me to come back if he wouldn't have made it by then! Bloody arrogant, that guy. But he didn't ask me for an advance payment like so many charlatans, so I actually came back the day after. And had to wait, again.
He didn't leave me standing in that anteroom, that looked like a store decaying for a decade, this time. Instead, we went down to what I think was his own private part of the catacombs. I haven't seen all of it, but I think he's blasted most entrances, and then bricked them up. I saw a room full of alchemical instruments, another dark and barred with a heavy door with "Explosives. Come in and have a blasted time" written on it. A forge, and many more things like that. And, he has this one, big room inside. Maybe 50 yards by 50, and five to ten high. Blasted, with black walls, chips and and knocks on the walls, and what I'm pretty sure were scores of protective magic in the walls. Why he'd need something like that, I don't know. He had my... my lily there, and some dummies I could try it on. I was... well, I can say as much... I was very excited. Except for the price. I don't know if it's his business strategy - probably not, considering all the other things -, but he only told me the price once I saw it, used it, and knew it should be mine. I paid it, in full, mind you, but I really wished I would've asked before." The other man now was leaned back.
"Anyway, that's my experience with that guy. He's a genius, and he'll build you what you want. But don't waltz in there like I did, or it'll cost you very, very much."
[/spoiler]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 05, 2013, 11:50:48 AM
Well, I was thinking that either at some point in the past, Malachi had commissioned some device from Kreios, or will need something for an upcoming mission.  Or both.  Maybe they've worked together before.  Would Kreios possibly have a contract with the Church?

And I like the idea of Mal having once cleared out the Blackwell estate of it's vampire problem. 
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 05, 2013, 12:17:28 PM
[note]
Alchemy Workshop cost and weight is derived from the cost and weight of an Alchemist's Kit ($125, 25 lbs.) multiplied by the same factors as an Electronics Repair Kit to get an Electronics Repair Workshop (x25, x50) in GURPS High Tech

A Basic Magical Workspace Kit has a price adjusted for reduced base wealth equal to ($300, 20 lbs.); a Good Magical Workspace Kit is ($1,500, 200 lbs.); and a Fine Magical Workspace Kit has ($6,000, 2,000 lbs.).  See GURPS Monster Hunters 1 - Champions for details.
[/note]

I like the writeup!  I'd definitely say he has an alchemy workshop ($4,375, 1,250 lbs.), and I'd say you could use it at a -2 familiarity penalty as a Basic Magical Workspace, as despite having the hardware for brewing up magic, it doesn't have the oddball ingredients a magical kit would.

So for contacts, I was thinking these (any of them could be combined in a single person; one failed appearance roll would only mean he doesn't have time to use that specific skill for you):

Contact (Griswald; Accounting-12; 12 or Less, x2; Usually Reliable, x2) [4]
Contact (Griswald; Administration-12; 12 or Less, x2; Usually Reliable, x2) [4]
Contact (Griswald; Blacksmith-12; 12 or Less, x2; Usually Reliable, x2) [4]

Contact (Benny the Fence; Perveyor of Exotic - and not always legal - Merchandise; 12 or Less, x2; Somewhat Reliable, x1) [2]
Contact Group (Philosopher-Wizard; Lore!-15;  6 or Less, x1/2; Usually Reliable, x2) [10]

All of that would add up to 24 points.  Feel free to tinker with and tweak it!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 05, 2013, 04:18:51 PM
Quote from: Seraphine_Harmonium
Well, I was thinking that either at some point in the past, Malachi had commissioned some device from Kreios, or will need something for an upcoming mission.  Or both.  Maybe they've worked together before.  Would Kreios possibly have a contract with the Church?
Well, I'd say if the challenge was interesting enough, he'd work for the church, but probably not on a regular (as  in 'half his time') basis.

Quote from: Humabout
I like the writeup!  I'd definitely say he has an alchemy workshop ($4,375, 1,250 lbs.), and I'd say you could use it at a -2 familiarity penalty as a Basic Magical Workspace, as despite having the hardware for brewing up magic, it doesn't have the oddball ingredients a magical kit would.

So for contacts, I was thinking these (any of them could be combined in a single person; one failed appearance roll would only mean he doesn't have time to use that specific skill for you):

Contact (Griswald; Accounting-12; 12 or Less, x2; Usually Reliable, x2) [4]
Contact (Griswald; Administration-12; 12 or Less, x2; Usually Reliable, x2) [4]
Contact (Griswald; Blacksmith-12; 12 or Less, x2; Usually Reliable, x2) [4]

Contact (Benny the Fence; Perveyor of Exotic - and not always legal - Merchandise; 12 or Less, x2; Somewhat Reliable, x1) [2]
Contact Group (Philosopher-Wizard; Lore!-15;  6 or Less, x1/2; Usually Reliable, x2) [10]

All of that would add up to 24 points.  Feel free to tinker with and tweak it!
For contacts, I'd use basically all as they're now, but would drop the blacksmith. It's the business end that matters, not the 'create me something' end. That'd bring me to 20 points on contacts, and leave me with currently 6 points left, to be spent on gear.
I'll probably take the workshop as signature gear, as suggested, but I'm thinking about maybe blowing all 6 points on an unspecified "Workshop" concept, encompassing different workshops, as I can't seem to find a smithy's cost. But I'll post more about that tomorrow.
For now, sheet looks like this (This time hopefully without mistakes...)
[spoiler]
6 pts left


Attributes   +67   -40 / +107
   St      8      -20
   Dex      10      +0
   IQ      15      +100
   HT      9      -10
   HP      9      +2
   Will      15      0
   Per      13      -10
   FP      9      0
   Basic Speed   5      +5
   Basic lift   16lbs      0

Languages:   +3
   Zalhrathan   Native(lit.)   +3

Advantages:   +106
Other:
   High Manual Dexterity 4      +20
   Photographic Memory      +10
   Less Sleep 2         +4
   Intuitive Mathematician      +5
   Quick Gadgeteer         +50
   Luck            +15

   Perks:
      Explosives License   +1
      Style familiarity   +1   Quarterstaff



Disadvantages:   -59
   Curious (12)         -5
   Cowardice (12)         -10
   Obsession (Make Impact)      -10
   One Eye            -15
   Overconfidence         -5
   Skinny            -5
   Workaholic         -5
   Appearance: Unattractive (-1)   -4

      

Skills:      +27
   Alchemy IQ/VH         +1   IQ-3      12
   Armoury Missile Weapons (IQ/A)   +1   IQ-2      14
   Carpentry IQ/E         +1   IQ      15
   Chemistry IQ/H         +1   IQ-2      13
   Climbing DX/A         +1   DX-1      9
   Engineer (Materials) IQ/H   +1   IQ-2      13
   Engineer (Clockwork) IQ/H   +1   IQ-2      13
   Explosive (Demolition) IQ/A   +1   IQ-1      14
   Hiking HT/A         +1   HT-1      8
   Hidden Lore (Magic) IQ/A   +1   IQ-1      14
   Leatherworking DX/E      +1   DX      10
   Lockpick IQ/A         +1   IQ-1      14
   Machinist IQ/A         +1   IQ-1      14
   Mathematics (applied) IQ/H   +1   IQ-2      13
   Mechanic (Clockwork) IQ/A   +1   IQ-1      14
   Metallurgy IQ/H         +1   IQ-2      13
   Occultism IQ/A         +1   IQ-1      14
   Physics IQ/VH         +1   IQ-3      12
   Poisons IQ/H         +1   IQ-2      13
   Research IQ/A         +1   IQ-1      14
   Scrounging Per/E      +1   Per      13
   Sewing DX/E         +1   DX      10
   Smith (Iron) IQ/A      +1   IQ-1      14
   Staff DX/A         +1   DX-1      9
   Stealth   DX/A         +1   DX-1      9
   Swimming HT/E         +1   HT      9
   Symbol Drawing IQ/H      +1   IQ-2      13
   Traps            +1   IQ      15

Magic:    +80
   Magery 1         +15
   Ritual Adept         +40
   Higher Purpose (Blue Magic) +3   +15
   Thaumatology IQ/VH      +1   IQ-3      12
   Body IQ/VH         +1   IQ-3      12
   Chance IQ/VH         +1   IQ-3      12
   Crossroads IQ/VH      +1   IQ-3      12
   Energy IQ/VH         +1   IQ-3      12
   Magic IQ/VH         +1   IQ-3      12
   Matter IQ/VH         +1   IQ-3      12
   Mind IQ/VH         +1   IQ-3      12
   Spirit IQ/VH         +1   IQ-3      12
   Undead IQ/VH         +1   IQ-3      12

Contacts +20
   Griswald, Accounting-12      +4   12 or less, usually reliable
   Griswald, Administration-12   +4   12 or less, usually reliable
   Benny the Fence         +2   12 or less, somewhat reliable, Purveyor of Exotic - and not always legal - Merchandise
   Philosopher-Wizard Lore!-15   +10   6 or less, usually reliable
[/spoiler]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 06, 2013, 07:44:18 AM
This is what I want.  I really really want to not tread on other people's toes, so alterations are more than
welcome.  All snobbery comes from Alexander, so please don't take it personally, as I intend it to be in character.
[ic=Alexander Maximillian Blackwell]Out of ink again, Alexander found himself struggling to his feet, grimacing at
the pins and needles in his foot.  He had been at work too long again, writing letters to creditors and old friends
in an effort to acquire some working capital with which he could rebuild his family fortune.  Despite periodic
yelling, his manservant Robert had failed to replenish the ink for over an hour now, and thus Alexander was forced
to conclude that he had fallen asleep on duty again.  Or worse, he was pretending not to hear his calls for
assistance out of spite.  If only he could afford a younger and more capable servant, these "incidents" of choleric
irresponsibility might stop cropping up quite so often.

Irritated, Alexander stomped down the richly panelled hall from his study to a bloated door, stuck from the
moisture in basement.  Upon wrenching it open with a start, he found himself coughing heavily and scrambling for his
handkerchief before the assault of the mildewed air.  The oppressive odor and clammy texture reminded him of a
much earlier venture into these catacombs, that time not in search of ink, but something much darker.

A scarred and miserable man, at first glance recognizable as eminently expendable to society, picked his way
carefully down the dilapidated tunnels.  Crumbled masonry and slick oozes alike were carefully avoided as the grimy
man breathed steadily between his clenched teeth, well aware that a single misplaced footfall could forfeit his
advantage of surprise.  As he turned the corner, he sprung immediately into action and swung his mace violently at
the fleck of gold that caught his vision.  Only with great difficulty was he able to divert his swing into the wall
instead of the creature that he had only soon enough recognized as his employer's progeny.

"What on earth are you doing down here, kid?  You're apt to get yourself killed, by the creeps or by me, if you
scare me like that again." grumbled the monster hunter.
"Your name is Malachi.  Father told me that.  That's like in the stories I learned at school.  Are you a priest
too?" chirped the blonde little boy.
"Not a priest, but a holy man."
"What's the difference?"
"I've got dirty hands.  Ones that no amount of prayers'll clean."


Slowly, the room came into focus.  Alexander pinched the bridge of his nose and squinted as he noticed the light
falling through his window.  The ink had dried in his pen again, and the bottle was still empty.  Must not have
made it to the cellar after all, he thought, at least Robert would be awake by now, though.  Reaching for a scrap
of paper from the corner of his desk, he added another entry to a list entitled "Means of Removing the Adjective
"Impoverished" from the Family Name Blackwell".  The entry was short, but heavy -- "Contact Church -- Buy Malachi
-- Lucrative Opportunity".  Rising from his chair and bathing in the morning light, Alexander smiled at himself
knowing that he was about to become the hero and restore his wealth doing so.  He would become the monster hunter,
he just needed some dirty hands to do the lifting.[/ic]
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 11, 2013, 05:23:23 PM
Quote from: Numinous
This is what I want.  I really really want to not tread on other people's toes, so alterations are more than
welcome.  All snobbery comes from Alexander, so please don't take it personally, as I intend it to be in character.

I must say, I really, really like it. Alexander seems really, really... likeable. And leaves some nice plot hooks concerning what they actually did find there.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 11, 2013, 05:42:39 PM
Ok, so I'm guessing we have ourselves a party, eh?  Wait; I think I'm still waiting on kreios' list of possessions!

THEN we will have a party!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 11, 2013, 07:15:56 PM
Quote from: Humabout
Ok, so I'm guessing we have ourselves a party, eh?  Wait; I think I'm still waiting on kreios' list of possessions!

THEN we will have a party!
Equipment coming right up. In the meantime, how about cake?

[spoiler=Equipment]
Item                  Cost      Weight      Notes
Quarterstaff         10      4lbs      sw+2/thr+2 cr dmg; Reach 1, 2; Parry+2
Backpack, Small      60      3lbs      40lbs of gear
Lantern               20      2lbs      24 hours per pint of oil
Oil (1pint)            2      1lb
Purse, Small         10      -      3lbs inside.
[/spoiler]

This is basically what I'd think he'd take with him on an adventure, the rest being inside the house. Total cost: $102, 10lbs. Plus clothes and so on.
As for workshops, I plan buying them as signature gear, with 6 points, buying as much as I can.
An alchemical workshop, in any case, and probably a magical one. However, this is where I'm absolutely unsure. Could you maybe make some workshops for six (or seven, or so) signature gear points up?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 11, 2013, 08:30:35 PM
Give me a list of workshops you'd like to have access to and I'll do my best.  I may have to extrapolate from High Tech, like I did for the alchemical workshop.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 12, 2013, 06:54:58 PM
Here are some tool kits from Low Tech that might interest you:

Tailor's Kit ($95, 2.75 lbs)
Carpenter's Kit ($250, 21 lbs)
Smith's Kit, with Anvil ($1,630, 117.5 lbs)
Stoneworker's Kit ($551, 42.5 lbs)

All of these would let you use their related skills without any equipment penalties.  A blacksmith's workshop woudl also require a furnace, which might take some research on my part to price out, though.  The rest might be expanded into Workshops by adding more tools and the pricing modifier and weight modifier I mentioned earlier.  If you get into making your own cloth, I think I have information on looms somewhere....
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 12, 2013, 06:57:24 PM
Right. I'll just go on from the character's abilities.

Alchemy: The alchemy lab. Already got that.
Armoury: Probably portable Toolkit (Armoury), $600
Carpentry: Saw, hammer, and so on, probably the Portable Toolkit (Carpentry), $300
Chemistry: The alchemy lab?
Engineer (Materials): The alchemy lab?
Engineer (Clockwork): A mechanic portable toolkit? $600
Leatherworking: No idea
Machinist: Portable Toolkit, $600
Metallurgy: A smelter?
Sewing: Well, needles, thread, ...?
Smith (Iron): An anvil, plus fire... ?

So, (though it seems to get a bit more highpriced than I thought), remaining'd be: Leatherworking, Metallurgy, Sewing and Smith.



Edit:
Right. So, that adds the Tailor's Kit, Carpenters kit, smith's kit... knew I should've looked in LowTech again.
So, in total, for workshops, a bit under 9k, and quite heavy. I'll drop will by one, leaving me with 11 character points.

Would 'workshops' be an acceptable concept for signature gear?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 13, 2013, 12:05:33 PM
Alchemy is Chemistry at this TL.  And workshops would be, although being non-portable, if you voluntarily leave home, your workshop is obviously out of the picture.  However, if you blow up your workshop, you'll have bought plot protection for your equipment; it'll somehow survive or get replaces at no cost to you.  And goblins won't randomly burn down your workshop. =)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 17, 2013, 12:12:14 AM
Do we know when we would want to do this?  Should we start posting our schedules?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 17, 2013, 08:42:40 AM
Definitely!  It looks like we are all set.  If each person could post their availability, I'll check it all against my own (which admittedly varies from week to week), and we'll get a session set up.  Should scheduling conflicts prove insurmountable for an IRC game, we'll fire up a play by post game, instead.  That sound good to everyone?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 17, 2013, 09:26:24 AM
I'm down and ready to go.  I keep the hours of EST, so from 7-12 in the evening just about any day of the week will work.  I will update this when the semester gets underway, but it should hold.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 17, 2013, 10:06:32 AM
Well, my Thursdays are currently full when it comes to gaming, between Cad Goleor, and occasionally joining Vreeg's SIG.  At the moment, Wed or Friday could work.  I technically am free on Monday and Tuesday as well, I just know that I frequently seem to have things come up on those days, which could interfere.  Anytime after 3:30pm PACIFIC should work for most days, but 4:30-on is safe.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 17, 2013, 01:01:32 PM
It seems as if my schedule is the biggest problem. While I'm probably available nearly every day (maybe except wednesdays), my availability those days is about 7am GMT until about 1am GMT latest, which is

UTC: 7am until 1am
EST: 2am until 8pm
PST: 11pm until 4pm

To graphicalize it:

UTC(hrs)    00    01    02    03    04    05    06    07    08    09    10    11    12    13    14    15    16    17    18    19    20    21    22    23
Num.         |------------------------------|
Seraph.      -----------------???                                                                                                                                          (- - -)|-
kreios        --------|                                       |-----------------------------------------------------------------------------------------------------------------------
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 17, 2013, 03:10:03 PM
Hmm, well that sucks.  When I'm available (days vary), I'm around until some time between 10 am and 11 pm, EST (usually only half of that time and working the other half, but they haven't taken away our days off.....yet).

Considering our schedules, it looks like we're stuck with play by post format.  I hope we can keep the pace up with it - especially when combat occurs.  I'll try to be around IRC periodically to answer questions, but otherwise PM me.  I'll try to put together an openning post at some point this week.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 17, 2013, 07:17:23 PM
SOME days I could be available that early, but I could never GUARANTEE that.  I can always get called in to work.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 22, 2013, 12:43:17 PM
Just a quick update for everyone:

We are going to take a stab at an IRC game.  Start time will be 7:30 pm EST.  Date is yet to be determined; I can't get free that time this week (yay work....).  Tenatively, I'm eyeing Monday evening, maaaybe a week from Friday, if Monday falls through.

Let me know if anyone has any last minute tweaks they'd like to make to their PCs.

Lastly, I have posted a number of animals (http://www.thecbg.org/wiki/index.php/Animals_%28Zalhrada%29) and some information on Faeries (http://www.thecbg.org/wiki/index.php/Faeries_%28Zalhrada%29).
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 28, 2013, 06:18:25 PM
Would that be this Monday we are doing this?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 29, 2013, 11:38:20 AM
Did we end up with a log of yesterday's game?  Also, sorry for having to stop so suddenly.  I was needed for comforting.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 29, 2013, 01:31:07 PM
It's all good.  Numinous emailed the log to me, and I am forwarding it to you.  In summation, Alexander has struck on a business idea to rid the rich of any monsters lurking in the cellars, catacombs, and sewers beneath their houses with the help of Malachi.  The two were arriving at prominent spa in a wealthier part of town to drum up clients.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: kreios on January 30, 2013, 01:27:13 PM
I'm sorry for missing last session; I managed to completely forget it.

I'll join next session. Monday, 7:30mp EST?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 30, 2013, 08:53:55 PM
That will depend on Numinous.  He usually has something going on that night.  Let's let him chime in; otherwise, we'll check our schedules and see what we can manage.

And don't worry about missing the session.  We really didn't get very far anyway.  Really only rolled for enemy and ally appearance and then started RPing the rest of the session.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 31, 2013, 01:07:01 AM
Quote from: Humabout
That will depend on Numinous.  He usually has something going on that night.  Let's let him chime in; otherwise, we'll check our schedules and see what we can manage.

And don't worry about missing the session.  We really didn't get very far anyway.  Really only rolled for enemy and ally appearance and then started RPing the rest of the session.
I have a meeting at 9 pm EST every Monday that is not mandatory, but missing every one is frowned upon.  So doing it pretty consistently on Mondays would not work long term.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on January 31, 2013, 12:43:08 PM
Then I suggest we aim for this friday or a week from this friday.  Any preferences?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on January 31, 2013, 01:08:01 PM
Well, I don't know the exact details of this friday, but I am busy much of it, so I would tentatively like to push for a week from friday instead of THIS friday.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on January 31, 2013, 07:45:48 PM
Quote from: Humabout
Then I suggest we aim for this friday or a week from this friday.  Any preferences?
I guess I can do that.  Friday is a thing I have, but everybody has things.  Although I would prefer a week from Friday, as SH said.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on February 01, 2013, 10:55:44 AM
Week frmom friday is perfect for me too.  It is set then!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on February 05, 2013, 01:41:44 PM
Just a reminder:  We are still on for this friday at 7:30 pm.  Is everyone still ok with that?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on February 05, 2013, 07:24:45 PM
Aye.  I'm good to go.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on February 05, 2013, 08:57:02 PM
Ah, turns out this friday is looking unlikely.  Sorry guys.  There's a ton going on this weekend.  After work I've got to drive 2.5 hours to my girlfriend, and pack her stuff to come out here.  We have a rehearsal out here, and we are planning to move into a new apartment soon.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on February 07, 2013, 12:00:17 AM
I'm actually back to being available Friday.  My schedule got pushed back a day.  So if you guys still want to play this Friday, I am in.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on February 07, 2013, 11:08:11 AM
I'm still good!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on February 12, 2013, 01:28:53 PM
Hey guys, just wanted to give a quick update.  It looks like I'm going to have to skip this week.  Next week, however, is looking pretty open at this point (monday through friday).  I'll keep you posted as I find out more.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on February 12, 2013, 09:02:46 PM
That's ok.  I won't have internet yet this friday come game time anyway.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on February 18, 2013, 12:32:44 AM
A bit busy, but I am tentatively saying that I will be available to game this week.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on February 18, 2013, 12:44:17 PM
Alright.  My work schedule has changed, although being sick, I will likely call out tomorrow.  Still, I'll probably have to work Wednesday night.  When are you available?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on February 18, 2013, 05:22:19 PM
I am free from Somewhere around 3pm Pacific to 6pm Pacific.  So add three hours on for Eastern
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on February 18, 2013, 05:26:13 PM
I'm cool with letting you plot things, and then I can tell you if I'm free.  I have Friday from 2-8:30 pm EST free, and Thursday evening after 7.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 01, 2013, 06:01:45 PM
So I am busy today, and will not be able to game, if you had plans to hold one.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 02, 2013, 04:42:39 PM
Sorry guys. I really gotta buckle down on this game.  For now, I'll tenatively say that the next two fridays are good for me.  Let me know how that works for ya'll.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 03, 2013, 10:36:02 AM
I am tentatively available this upcoming Friday, pending rehearsal schedule madness as we prepare for Julius Caesar

Next Friday (The Ides of March) is when we open, so that's right-out for me.  I guess we'll find out about the weeks following later.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on March 03, 2013, 04:33:35 PM
I'm available both Fridays, since my movie night is apparently on hiatus for a while.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 04, 2013, 08:44:31 PM
So tenatively looking like MArhch 15 then?  I'll try to plan a little combat, perhaps, to make it a session to remember :)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 04, 2013, 08:58:42 PM
Negative.  As I stated above (perhaps not clearly enough) I cannot play on the 15th because I am performing that day.  I CAN play THIS Friday.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 04, 2013, 10:59:26 PM
Oh!  My mistake!  This Friday it is!  Let's assume 7:00 pm, or as soon as everyone is present!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on March 06, 2013, 08:49:59 PM
Done deal.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 07, 2013, 09:36:22 AM
Quote from: Humabout
Oh!  My mistake!  This Friday it is!  Let's assume 7:00 pm, or as soon as everyone is present!
Would people be ok with pushing that back by 45 min to an hour?  Looks like I'll be having some one-on-one time with my director at 7 eastern
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 07, 2013, 04:40:20 PM
I could be, but friday is looking more iffy for me at the moment, although, Saturday evening is wide open for me now.  Go figure.  It's ya'll's call.  We can always shoot for tomorrow and if it can't happen, try Saturday.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 07, 2013, 05:45:26 PM
Saturday's a maybe for me.  I'm busy in the morning and the evening, but I may have a gap between 12 and 5 (pacific).
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on March 07, 2013, 07:22:14 PM
Quote from: Seraphine_Harmonium
Saturday's a maybe for me.  I'm busy in the morning and the evening, but I may have a gap between 12 and 5 (pacific).
I can make that.  Or a delayed Friday.  Take your pick.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 07, 2013, 07:51:04 PM
Actually Saturday is looking more likely to me as well.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 07, 2013, 08:17:43 PM
Im thinking saturday is a surer thing for me, if its good for yall.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 07, 2013, 08:46:33 PM
Yeah, I think Saturday is best this week.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on March 08, 2013, 12:15:28 AM
Quote from: Seraphine_Harmonium
Yeah, I think Saturday is best this week.
I'm down then.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 08, 2013, 10:07:59 AM
Saturday it is then!  I'll be on from 5 pm est until 10:30ish pm.  I'm good for any time in that window.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on March 08, 2013, 10:35:15 AM
Let's shoot for the beginning of that window, as from 8pm est on is not good for me.  So try around 5pm est, 6 at the latest to begin?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on March 08, 2013, 10:38:09 AM
Fine by me!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on May 30, 2013, 06:09:38 PM
Are you guys still interested in continuing this?  I am waiting to get my work schedule for next week, but intend to post some optional game times and try to continue this game.  So le time know what's up guys!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Llum on May 30, 2013, 07:02:40 PM
I am once again interested now that I have boatloads of free time :)
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on May 30, 2013, 07:09:19 PM
Excellent!  Even if the others can't join, we will make something happen for sure!  I'll try to get with you tomorrow if you're around.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on May 30, 2013, 08:59:28 PM
I would like for this to continue!  Malachi and Alexander arguing was so much fun to roleplay!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on May 30, 2013, 09:26:31 PM
Totally! I am hoping to just add llum into the mix.  I also intend to have a combat finally!  Even if it is just a bar brawl.  I really hope num is still up for this.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on May 30, 2013, 11:51:06 PM
I have no reliable Internet before Tuesday, operating on a phone for now.  However, as I am clear of finals now, if you still want my crunch-challenged self involved, I will be more than happy to continue.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on May 31, 2013, 12:26:57 AM
Quote from: Numinous
I have no reliable Internet before Tuesday, operating on a phone for now.  However, as I am clear of finals now, if you still want my crunch-challenged self involved, I will be more than happy to continue.
Yay!  We'll wait for you, Num.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on May 31, 2013, 04:47:11 PM
Yup!  We will wait and add in Llum in the meantime.  I'm looking good for any time Tuesday/Wednesday and will be around a lot in the afternoon/evening this weekend.  Keep us all posted on your availability!  Also, if you have any questions, PM me or find me in the IRC channel!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Llum on May 31, 2013, 05:46:59 PM
Wednesday I can't do anything.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on May 31, 2013, 08:43:16 PM
I should be around Friday evening after 5 pm EDT (as of now, though I can't promise plans won't arise).
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on June 02, 2013, 01:48:10 PM
Okay, looks like Friday isn't going to happen.  I should be able to do something Tuesday, also, if that's good for everyone.  After that, I'm available Saturday - Monday of next week, too.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on June 02, 2013, 03:51:25 PM
I might be able to play any of those days.  My available hours are from 4pm pacific on, sometimes earlier.  Saturdays and Sundays I am more flexible.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on June 02, 2013, 04:27:53 PM
Excellent!  Just need to get some confirmation from Numinous and Llum, then!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on June 02, 2013, 04:37:04 PM
I remain hesitant to guarantee my attendance for a session on Tuesday, just in case the net installation goes horribly wrong.  Barring disaster though, I would very much like to attend.  Also, in case we have forgotten, I operate in EST and have a fairly open schedule for the summer.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on June 02, 2013, 07:26:38 PM
I (currently) operate in EDT, for the record.  I think a reasonable course of action is to try to meet up for Tuesday, and if that falls through, make Saturday our next option.  Worst case, we can screw around a little and recap stuff on Tuesday, if it turns out to be a no-go for you, Num.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on June 04, 2013, 06:52:18 PM
UPDATE TIME!!  I have internet, and it feels so good.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on June 04, 2013, 07:29:21 PM
Excellent! I'm heading to IRC now!
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on June 05, 2013, 12:45:51 AM
Oh crap.  TODAY tuesday.  In my head we were waiting a week.  Sorry guys.  I WAS rather busy today though.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on June 05, 2013, 01:57:37 PM
It's all good.  We can aim for Saturday if ya'll like.  What's a good time?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Llum on June 05, 2013, 02:19:37 PM
I can do anytime saturday with a bit of warning
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on June 05, 2013, 10:25:47 PM
My Saturday this week looks pretty packed.  Future Saturdays should be doable.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Humabout on June 05, 2013, 10:58:26 PM
That's cool, SH.

How does Sunday look for everyone?  And at what times?
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Seraph on June 06, 2013, 12:13:35 AM
Possibly.  Need a day or two to be sure.  Will let you know.
Title: Re: Introductory GURPS Game: Players Wanted
Post by: Numinous on June 06, 2013, 02:06:24 AM
Quote from: HumaboutHow does Sunday look for everyone?  And at what times?
Works for me, afternoon to late night.  I am so nocturnal it's disgusting.