I'm sorry for missing last session; I managed to completely forget it.
I'll join next session. Monday, 7:30mp EST?
I'll join next session. Monday, 7:30mp EST?
We're back!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: HumaboutEquipment coming right up. In the meantime, how about cake?
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!
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.
Quote from: Seraphine_HarmoniumWell, 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.
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?
Quote from: HumaboutFor 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 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!
Quote from: HumaboutCorrected.
HP 9 should cost you 2 points. Your ST is 8.
Quote from: HumaboutIn that case, it probably depends on the others, but I guess I'll keep it.
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.
Quote from: HumaboutI strongly resent that! My character does not wear glasses.
and Keiros like this:
[spoiler]
[/spoiler]
QuoteChanged to quarterstaff.
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 13And gone.
Quoteto blow those things if necessary. Maybe his license comes from thatRead about the enclosed space rule. Got very funny ideas using magic to form force walls.
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!
Quote from: Humabout- 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.
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?
Quote from: HumaboutCorrected dexterity to 10 and 2 high manual. Forgot about manual dexterity.
[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.
Quote from: HumaboutPicked up Quick Gadgeteer, maybe Gizmos later.
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.
Quote from: HumaboutWell, engineering I've added two now (Materials and Clockwork), though not sure about them. Added the rest, too.
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).
Quote from: HumaboutMy 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?
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.
Page created in 0.384 seconds with 13 queries.