GM WhtKnt's GURPS Infinity Unlimited (Inactive)

Game Master WhtKnt

You are a member of Infinity Unlimited, tasked with patrolling the multiverse and keeping it safe from interference from both Centrum and well-meaning (or perhaps just idiotic) tourists alike. You will perform exploration missions, rescues, extractions, and setting right what others have put wrong.


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Scarab Sages

Today turned it to be busier than I thing it would be. Still hoping to get a story up before tomorrow.

Dark Archive

mdt wrote:

@GM - C'Deth's medical skills are based on 'current form', so, if he's a human (base human), then any human would be a normal roll. What penalty would have for working on a gengineered human if he was in human form? Is it a flat penalty or is it based on how many points the racial template costs? Or something else? Same question for if he's in a gengineered form? For example, a Heavy Worlder is radically different from an Alpha, but an Alpha and an Ishtar are basically two versions of the same mods.

Mainly I just want to hammer this out so I can make a matrix, and then decide if it's worth changing forms before doing first aid/etc on someone.

Hmmmm. Good questions. Going with the Physiology Modifiers (p. 181) seems the best solution. By way of example:

If the base is human:
A gengineered human would be at -2
A heavy worlder would be -4
An alpha would be -6

That make sense?


Background, C'Deth:

C'deth Lan'Dra M'th'ra (se-death lahn-duhrah em-th-rah) is from the Quanta known as the Damnation Quanta. This Quanta is quite difficult to access, it's 12 Quantums away from what is coloqiually known as 'Homeline'. It has a (very undeserved) reputation as a hellish Quanta that are the home of the 'Daemonspawn', a race of creatures who infiltrate and destroy other Quanta for fun. No force or scout has ever survived invading, or even returned from this Quanta.

Of course, the truth is far less, and far different. The Quanta of Sathara is a quiet Quanta, and the Sarthan's are highly advanced, and very peaceful. Their Quanta is however a much different Quanta than most, the physical rules of the Quanta are radically different than other Quanta, especially the physical properties of the Quantum Sheath that surround it. Devices which work to breach the Sheath from other dimensions do not work to breach the way back, and the Sathara do not send invaders back, they instead place them on a world in their Quanta, in the case of an invading army, or allow them to live their lives with the Sathara themselves. When the Sathara have criminals, they exile them from the Quanta, which doesn't help their reputation, since most Satharan who are encountered are vicious criminals.

C'deth was a young physician in training. While they C'deth themselves are not immortal, because they can take on the form of any other living being, age is somewhat meaningless, as they make a habit of taking on the form of other species who can adjust their biological age, effectively making them immortal by proxy. Unfortunately, this means that young Satharan's have trouble finding a place in society, since older Sathara only leave the work force by accident or misadventure.

C'deth, being somewhat enamored of non-Satharan, had made friends with out-Quantums. Among them was a young out-Quantum human from a 5th-degree separation Quanta (between Homeline and Sathar). This out-Quantum had a natural ability to travel via Quanta. After two or three years, the out-Quantum had adapted to Sathar's sheath, and was able to leave. They offered to take C'deth with them, and the young physician agreed.

Unfortunately, the young out-Quantum had not adapted enough to leave and take someone with them, and they got separated on the trip, with C'deth being flung far from the 5th Quantum realm his companion was targeting, and landing instead in Homeline.

Infinity detected his arrival, and at first thought of him as a threat. However, once they realized he was not a threat, they instead recruited him. They keep this quiet, and on a strict need to know only, as the reputation amongst the Quanta-verse about Satharans is well known.


Do you still need players, I have not played GURPS since Version 1or2 but this sounds fun, looking a the thread I would probably lean towards some sort of Psionic. Of course I would be working from the lite rules to begin.

Dark Archive

Not a problem, MrStr4ng3. I can take up to 6 and right now I think we're at 5 (and if Grimdog still wants to play, I'll adapt). I am going to close recruitment at this time, then, as those I have seem to be the most interested.


I was working on a character; could I still have a chance to submit?

Dark Archive

Sure. No problem.


Would Possession be a viable option?

Dark Archive

Much as it pains me, I have to say no. Possession would short-circuit several of my planned adventures, including the first one.


If it was puppet only?

No worries I can go back to the TK I was thinking about.

Dark Archive

I would say that depends on the puppet(s). What did you have in mind?


My preliminary backstory. I will have mechanics done later but I wanted to make sure the backstory was okay:

Spoiler:
In Homeline, the western world was ravaged by accusations of witchcraft throughout the seventeenth and eighteenth centuries. On the world known as Coven, these fears were entirely correct; the Devil himself empowered witches across Christendom, seeking to overthrow the established order of the world. Coven most clearly diverges from Homeline in 1692, when the Salem witch trials began; in Coven, Martha Carrier and most of the people who would be accused of witchcraft in Homeline’s past instead fled New England, disappearing into the mountains of Appalachia. Surprisingly (or perhaps not, depending on your perspective), the witch trials happened regardless, with a new batch of victims targeted.

Martha Carrier rallied an army of witches, Indians and other outcasts in the forests on the outskirts of New England. With the power of witchcraft, she and her coven established what they called the Devil’s Republic in the hinterlands of New England. The colonial government raised an army in an attempt to defeat the witches but with the assistance of the Indians (and surreptitious help from French Canada) the witches managed to fend them off.

Ezekiel Dubois was fourteen when the Devil came to him. The product of an illicit liaison between a French-Canadian fur trader and an English colonist, Dubois lived on the outskirts of Salem Town with his parents. Life was hard; his heritage made him suspect and his mother had a reputation for being a scold and a gossip--serious sins for the time. Sometimes he dreamed of running off and becoming a sailor or joining with the Indians. The year the devil came to him was a particularly harsh winter; the Devil promised Ezekiel enough firewood to last the year if he would only hear his offer and Ezekiel readily accepted. Soon, he joined Carrier in the woods, becoming an early citizen of her Republic of witches.

The gifts the devil gave would seem insignificant to anyone from Homeline: a new dress, a pet bird, the payment of debts. But to a colonial New Englander these were luxuries just within the reach of imagination. And soon the Devil’s gifts grew; he taught them magic, as long as they would let him place his mark upon them and sign their names in his book. The Devil’s plan, they all learned, was to make all men equal and to relieve the suffering they were sentenced to on Earth.

Though Carrier called herself the Queen of Hell, the government she ran was far more egalitarian and meritocratic than her title suggested. Ezekiel rose through the ranks quickly; his apprenticeship under his father to be a tracker made him a useful officer in Carrier’s armies and he took to the Devil’s gifts with natural skill. By the time he was nineteen he was nearly her right hand man (not so unusual at the time for someone so young) and was part of her own coven.

But this was not to last. The English had dismissed reports of the Devil’s Republic as the result of overzealous colonists but as King William’s War ended the Crown was baffled by the continuing battles in New England. Soldiers were at last sent to assist the colony and upon finding that the Devil’s Republic was very much real began a campaign of scorched earth warfare. Abandoned by their French allies, the Republic was crushed by the English army, who burnt much of the land where they had established themselves to the ground.

In the flames, Johnson prepared himself for death; but the Devil came to him in the shape of a woman dressed in men’s clothing. She took his hand and led him through the fire, through a door in the very world itself. And there she revealed the truth to him: she was not the Devil. She was from another world and she offered him an opportunity like the one the Devil had offered him five years ago--join her and live.


The general idea was he would have a set of "suits" Strong guy, fast girl, combat man...

Dark Archive

Hmmmm. The only thing that worries me is having six NPCs accompany you guys on every jump unless I'm misunderstanding your intent.


I think I've seen something like this before in a book. Mr Strange, are you talking about carrying bodies around (not NPCs), kind of in a dimensional pocket, and pulling out a new 'suit' as needed?

Or for that matter, android bodies you switch back and forth to, depending on which book it is I'm mangling in my memory?


How about the advantage Mana battery?

Looking at mechanically a Japanese geisha from a world where Japan won world war 2. Owned property, very beautiful, charisma seductress with a single school of magic illusion.

Dark Archive

Where does Mana Battery come from? I can't seem to find it.


Android bodies would work but I was thinking that was too high a TL. Mostly I figured I would pick a body before we set out on a mission. Then not be able to switch again till we return to where they are.


Magic 4th Ed. It basically costs 50 pts with some restrictions if I want and I create mana to use even in magicless worlds


Oh, so like check the local morgue every week and switch bodies? That'd be kind of a neat (but morbid) character. A bit necromantic as well... Like a ghost...

Dark Archive

MrStr4ng3, I have no issue with Possession used in that manner. That is, only puppets and having no access to the others "on-mission." Most missions (though not all), you will know what you are getting into beforehand, so it won't cripple you overmuch.

Edelsmirge, I'm not finding it, but no worries. So long as it isn't unlimited (i.e., it can run out of power or fail to operate), then you can have it.


Amos Anders fluff:

Battle is a strange thing. You can't hear anything, yet you hear everything. You know where your squad is even if you don't see them move. You can look at your Sarge and know the order before he gives it.
Amos, however, had none of that.
They are all dead.
Bullets whiz and snap by his head as he relocates. Plaster and cement explode all around. He holds his ground.
Kneel. Shot. Kill. Relocate. Brace. Shot. Kill. Relocate.
They were herding him. He was forced down into the lower floors of the concrete shell of a building that used to be an apartment tower.
Grenade out. Cook. Toss. Cover. Screams. Relocate.
One clip left.
Door breach. One enemy squad is looking in the other direction. Knife out. Break knee. Cut. Snatch weapon. Fire. Five down. Human shield. Return fire. Seven down. Clear.
Amos makes for the side exit and eliminates two more squads with environmental hazards. He opens the door. It is immediately slammed closed again by large caliber impacts. His route is compromised.
Suddenly, suppressive fire stops. He can smell the enemy retreating, hear their receding footsteps. Ten seconds later, *poof*, a green gas fills the room. His eyes immediately close on reflex, but it BURNS! Yet another adrenaline shot kicks him into high gear...

The next thing he remembers is laying in a ditch two miles away with multiple gunshot wounds and bleeding eyes. His enhanced biology is the only thing that saves him over the next month. He survives on road kill grilled on a blacktop street created by the punishing middle eastern sun. He drinks water that smells like gasoline.
He makes it. Barely. He survives.

A month of rehab later he is finally informed that the gas wasn't just chemical or biological. His system could deal with that. It was new. It targeted DNA.

He was honorably discharged six months later after it as determined that the damage was irreparable. His eyes were genetically damaged beyond repair. This is how Amos Anders became the first genengineered citizen. The government didn't know what to do with him, so they off-loaded him on the practically failed VA system and left him.

Civilian life was a complete mismatch for Amos. A disaster as only a man literally designed and grown for combat and military life can be. His biology prevented any kind of alcohol or drug addiction, but he was in court within a month for assault and battery.

As he sat in his cell staring a hole through the floor he was suddenly interrupted by a visitor. He was smartly dressed and moved with a fluidity that screamed military. The man sat down across from Amos, explained Infinity, Quanta, and everything at a pace that suggested Amos wasn't the only Genengineered in the room. He then made Amos an offer he couldn't refuse.

RPG Superstar 2012 Top 32

@WhtKnt- would it be okay if I potentially split my talent into two different ones? I'm not sure exactly how it would effect my point distribution (maybe keep one as is and use the points from quirks to pick up 1 level of the other?) but I feel like separating the abstract skills from the tangible ones kind of makes more sense...

The two new talents I was thinking about would be:
Computer Minded- cryptography, computer hacking, computer programing, expert skill, intelligence analysis, and mathematics.
-and-
Tech Savvy- computer operation, electrician, electronics operation, electronics repair, engineer, mechanic.

Several of those skills I don't currently have any points in... some I might try to find a point for now, others I might pick up later (or not at all but they fit the theme). Please let me know what you think so I can finalize everything.


Mr. Stranger, it would be cool if you were a sentient virus instead of a ghost. :P You need to infect a dead body though, to take it over. :)


Hey guys! Just a warning, I'll be travelling over the weekend, so I might find myself without the ability to post more than a dot.

It should all be back to normal on Sunday, though!

I'm planning on posting a backstory then, too.


I love the idea of the Puppeteer, but I think it might be a bit too ambitious for my first build (6 Characters instead of 1).

I think I am going to go PsySpy


Back again for some assistance.

I gave up on PsySpy, mostly because I am not sure how I would do Psychic invisibility.

Looking again at puppets, (A Puppet will always have IQ 0...) is that a free 200 points on each ally?

Edit
I was re-reading the older posts, the net effect of the 0 IQ is my 45 disad points are accounted for.

I might be stretching too far for my first shot. at GURPS

Scarab Sages

Ya. I've found this system is less than friendly to the new player. Best to go with something nice and simple. Like a damaged soldier. :P

We could totally be a security team if you wanted.


Yeah, I'd honestly go for something simpler for your first attempt. If you'd like Mr Stranger, I have all the 4th edition books and a program for building characters. I don't mind helping you build one if you can give me a fairly good description of what you want. At the very least, I can get it mostly done, and you'd be able to tweak and make changes. I did something similar for Choon.

@Choon - That reminds me, are you good with it as is?

Dark Archive

Invisibility (40 points): Can Carry Objects: Heavy (+100%), Switchable (+10%), Telepathic (-10%) = 80 points. You could reduce the cost by reducing the amount you can carry.


@mdt I sent you a PM, as an alternative I like Choon's idea of Security, some sort of Brick.

@GM The single sense thing was what was throwing me off for Invisibility, but I was probably over thinking it.

Scarab Sages

Is there a huge benefit to being ambidextrous? If there isn't then could I get some more weapon or vehicle training by dropping it?

edit: Or having no appendix? Could that get me points?

RPG Superstar 2012 Top 32

@WhtKnt- I don't mean to pester (you might be looking at my question right now for all I know) but I just wanted to make sure you noticed my question about changing my talent? Also- so far it doesn't look like we really have a linguist or a field-leader type... I could tweak Thom more towards either of those roles if it would be helpful? For the linguist I'd drop the air force stuff and some of like the repair skills and focus on cryptography/hacking and linguistics (with a much longer list of languages). For a field-leader I'd focus more on the military stuff and pick up a couple things like tactics and whatnot. Let me know.

@Choon- as I understand it, getting rid of those benefits from your template is allowed but it counts against your total of -45 from disadvantages.

Dark Archive

@nate: Yes, your proposal makes good sense. You can split the two.

@Choon: As nate noted, if you modify the template, it reduces your disadvantages. The primary advantage of Ambidexterity is, of course, no off-hand penalty. This can be very useful.


Yeah, the idea of a template is, you get some things that are useful, a couple of minor things that are of limited use, and some disads. My racial template gives me growth and shrinking, letting me change size mod by 1 level, but it's of limited use, because I don't change mass. So if I become a lion, I'm a 200 lb lion. If I become a wolf, I'm a 200 lb wolf. So that's 25 points for the ability to basically pick animals that aren't human sized, but not really pass for them except at a distance. :P Anyone trying to move me in horse form is going to realize I'm not a horse instantly. But it made sense for the race. And a 200 lb python does have it's advantages, so sometimes it's useful being a dense coil of muscle.


I updated my talents and skills. I'll try to add a little more detail to my background, and a quick description of my appearance, later tonight.

As always- feedback is welcomed (and appreciated)


This is my preliminary statblock; I am open to suggestions or advice.

Attributes (105 points):
ST: 12 (20)
DX: 13 (60)
IQ: 11 (20)
HT: 10

HP: 12
Will: 11
Perception: 12 (5)
FP: 10
Basic Speed: 5.75

Languages (4 points):

English (Native]
French (Accented) (4)

Advantages (62 points):

Magery 1 (15)
Talent (Outdoorsman) (10)
Alternate Form (Wolf, Skinbound) (Gadget Limitation (Skin), DR 2 -10%, Not Repairable -7.5%, SM -2 -10%, Can be Stolen -10%) (15)
Flight (Gadget Limitation (Flying Stick) DR 5 -15%, Size -3 -15%, Can Be Stolen, Can’t be Immediately Used -15%) (22)

Disadvantages (-45 points):

Skinny (-5)
Phantom Voices (-5)
Supernatural Feature (No Shadow) (-10)
Impulsiveness (-10)
Social Stigma (Second Class Citizen: Outtimer) -5
Bad Temper -10

Quirks (-5 points):

Devil’s Mark
Strange Accent
No Spice Tolerance
Can’t Recite the Lord’s Prayer
Superstitions

Skills (27 points):

Animal Handling (Equine) IQ/avg (2) 11
Bow Dex/Avg (2) 13
Brawling Dex/Easy (2) 14
Camouflage IQ/Easy (1) 12
Guns (Rifle) Dex/Easy (1) 13
Melee Weapon (Knives) Dex/easy (2) 14
Naturalist IQ/hard (4) 12
Navigation (Land) IQ/avg (2) 12
Occultism IQ/avg (4) 12
Riding (Horse) Dex/avg (1) 12
Stealth Dex/avg (2) 13
Survival Per/Avg (2) 13
Tracking Per/Avg (2) 13

Spells (2 points):

Sense Foes IQ/hard (1) 10
Sense Emotion IQ/hard (1) 10


First Pass Mr. Stranger

My opinion, the Prometheon is going to kill your build, that 85 points is just incredibly expensive. You also want Mind Shield, which I got you, and a Telepathy Talent. Getting just 6 skills gives you only 4 points left for skills. I'd drop back and deal with the stutters honestly. That would be 19 points more for skills, and you'd end up with a semi-skilled gengineered person.

Scarab Sages

Ahhh. I see. Nevermind then.


@mdt

Aren't you charging me for Enhanced Time Sense twice?
I am not sure it is worth the points for this character.

and I think I will drop mind reading, that is expensive.

If I replace the Psy Knife with Agony Whip
10 Afliction
100 Agony
50 2nd ary Coma
100 Maladiction
-10 Telepathy
-20 Melee Weapon Whip range no Parry
+ 220%

32 /level

Is a level 1 likely do effect someone?
Herakles
Part of me wants to go with a 10 year old Herakles with a handful of skills


Str 9 (-10)
Int 12(40)
Dex 12(40)
Ht 10 (0)

Advantages:
Lv 3 magery (35) -40% dance to cast: 21
Combat reflexes (15)

Disadvantages:
Obsessed with gaining more magical power -10
Social stigma: valued property -10
Racial intolerance: Chinese -10
Sterile -5
Jealousy -10

Quirks: purrs when talking -1
Loves singing -1
Likes to change outfits -1
Enjoys pleasing people -1
Loves dancing -1

That is what I have so far


No, the Promethus comes with 45 pts for time sense, and +2 IQ (40 pts) for 85 pts total.

As to the affliction, not sure it would be worth it. It actually costs 20, not 19 (I forgot to add on IQ penalty to drop the will). But it would reduce IQ by 1 if you succeed. Making it harder for them to think.

Ok, I did that, that brings you to 167/200 points (plus you need 50 pts of disads). I replaced Innate Attack with Whip 9- for 1 point. I assume you want that raised higher. You'd get a +1 with your whip because of the Telepathy Talent, but you'll have to remember to add it in because it's conditional.

As to the effect, as you've written it, you hit someone with this, and they fail their ht roll by 1, they are in agony for 1 minute, lose 1 fatigue point, are then stunned afterward until they can make a health check, and can only scream while under the affect.

If they miss their health by 5 or more, they enter a coma and die in a few days. So uh, yeah, it will be effective. It won't make you many friends though.

If I could suggest, I'd go with unconsciousness and forget the coma. If you can knock them out for a few minutes, that will let us zip tie and duck tape their mouths.


@mdt I'll take you advice on Unconsciousness over Coma, and roll those points into Linking Mind Probe and my agony whip.

Background idea:
Ibab short for IBAN:655321 came from a world where mega-corporations rule the world, he was an interrogator. By chance he questioned an infinity agent and learned too much. He was extracted. He was raised as an asset and has been assigned to Amos to learn independence.

If Amos is ok with this What would you focus on teaching Iban? I believe I have about 5 points.

Skills:
Detect Lies att-2 1pt
Innate Attack att+1 2pt
Interrogation att+0 2pt
Mathematics/10 (Statistics:) att-1 2pt
Speed-Reading att+0 2pt
ADVANTAGES:
Photographic Memory: 10pt
Intuitive Mathematician: 5pt

Disadvantages:
Clueless -10pt
Easy to Read -10pt
Killjoy -15pt
(Cynophobia): -5pt
Post-Combat Shakes -5pt

Quirks:
stares at people
Likes to Quote the odds "possibility of successfully navigating an asteroid field is approximately 3,720 to 1."
Dull
Blue Iris
Neutered


Hey mdt can you help me flesh out my character better?


@edelsmirge - Sure, what are you wanting exactly? Sorry, I may have missed a post.

EDIT : Oh, right, Geisha, got it.


@Mr Stranger - Third Draft

Mind Whip is now Unconscious instead of agony/coma (leaves them alive, which makes more sense for an Interrogator, unconsciousness removes fatigue points, making it harder to resist). Probably ought to rename it, lol, just realized I didn't.

Removed Telepathic Talent, you didn't have enough telepathic skills for it to make sense. Added Engineered Interrogator (Detect Lies, Intelligence Analysis, Interrogation, Law, Forensics, Psychology).

Since you wanted to be a walking calculator, I thought we'd add a few things that use that. Added Engineer Parachronic, Navigation (Parachronic), and the pre-req skills for those (Math Applied and Physics). That should let you be a backup engineer/navigator for our parachronic vehicles. Never hurts to have one of those.


@edelsmirge - First Draft

Ok, so here's what I came up with. Rather than the dancing limitation on your magery, I put it as One College. One College still lets you cast other spells, but it's harder (because you're using your magery 0 to cast them). You can't put limitations on Magery 0, only on Magery 1+ (it's literally two different powers). This lets you cast as a mage 3 if it's Illusion & Creation spells, or mage 0 for everything else. I bought you a lot of Illusion spells (if it's 13, it's illusion, if it's 10, it's not). We can change those spells around if you like.

You can't really take owned property because you're not owned property anymore. Sterile isn't a 5 pt limitation, it's a 1 point. So I reworked your disads based on your background. You said a geisha from a world where Japan won, so I figured that a former bodyguard geisha for an Oyabun would work well. So I gave you a mix of performance type skills, some combat skills, fast draws, and piloting (basically the oyabun's pilot and bodyguard). Maybe you had a sister who was his driver and bodyguard. Also bought you poisons (so you could recognize them) and Thaumatology (how magic works) and some Hidden Lore and Occultism.

For the disads, to match the background, I got you indecisive, you're not used to making your own decisions, so when presented with multiple things to do, or nothing to do, you have problems figuring out what to do. I also bought your will back by 2 points to represent that former slave training. Then added in Code of Honor (Professional), and Compulsive Carousing (again, that geisha training on both of those).

I bought you a couple of advantages that will help. Maximum Appearance (4 levels), Charisma 1, Flexibility, and Perfect Balance. Basically, you can do yoga and then some, run across a tight rope without missing a step, and even fly better because of the perfect balance.

What do you think? What do you want to change?


That looks pretty good mdt do you think it fills the mage and face position well for the group?

RPG Superstar 2012 Top 32

Why does she know how to fly fighter planes?!? Also, in a game like this the face should probably have that language advantage, and at least 5-6 languages...


1) I forgot to do languages, she needs english.
2) High Performance Planes isn't fighters, it's high speed planes, that's any plane capable of hitting 600 mph or higher. That means that private jets like Gulfstreams (max speed just over 700mph) and Cessna Citations (about 700mph top) are High Performance Jets. So is an Airbus A360 (650 mph). I'm thinking an oyabun probably has a high speed personal jet (Gulfstream analog), as well as larger slower passenger planes (707 analog, heavy airplanes), plus smaller low speed things under 10 tons (light aircraft). GURPS doesn't differentiate by what the plane does (fight, etc), it differentiates by weight and top speed. If she could do fighter planes, she'd have Gunner as well.
3) I didn't do language talent and multiple languages because my understanding we've all recently joined the company, so we're not fully trained out for everything. I can put those in if wanted, of course. But I'll need to take out 20 points of something else.

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