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Introductory GURPS Game: Players Wanted

Started by Humabout, December 19, 2012, 10:51:33 AM

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kreios

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]

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.
[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]
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

kreios

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.

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!
`\ o _,
....)
.< .\.
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kreios

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?

Humabout

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.
`\ o _,
....)
.< .\.
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Humabout

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....
`\ o _,
....)
.< .\.
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kreios

#97
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?

Humabout

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. =)
`\ o _,
....)
.< .\.
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Seraph

Do we know when we would want to do this?  Should we start posting our schedules?
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

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Humabout

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?
`\ o _,
....)
.< .\.
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Numinous

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.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Seraph

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.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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kreios

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        --------|                                       |-----------------------------------------------------------------------------------------------------------------------

Humabout

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.
`\ o _,
....)
.< .\.
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