
Bringer of Stories |

Recruiting four to five players for an Infinite Worlds GURPS Campaign.
GURPS I.W. Allows cross genre characters to exist under s single roof and thus I’m excited for the myriad of possibilities.
The game will begin on the Q(Quantra)6 world (other dimension of Earth) called Mummut-1. This world is currently in it’s Ice Age and shows no sign of intelligent life. Humans simply didn’t spawn on this world. However massive mammoths, saber-tooth tigers and some other critters are known to roam the snow filled wastes that is North Dakota. Or at least, where it would have been.
The infinite Patrol has created a training Academy for cadets to learn Parachronics(The study of dimension travel) in a ‘safe’ environment. Here they also learn skills in self defense, History, engineering and a wide range of survival skills in hopes that where ever these cadets end up, they can survive.
All the options of your imagination are open. So long as you can make it fit in a Dimension hopping campaign.
Points: 150/-35
Magic, Psi and High/Bio-Tech are all open.
Starting Tech Level: 8
Starting Monies: $20,000
Don't Forget Social standings, Cultural Familiarities, Languages, Etc...
Design Characters with this thought in mind: I love Random World Generation.
For those of you who do not have access to GURPS Material and would like to know more, Send me an email via PM and ill give you a link to my cloud so that you may enjoy a cornucopia of material.
Unless your characters are designed around tactical combat, We wont be using combat maps. Unless the situation is a do-or-die moment, Like a boss fight or something significant. Thus, we’ll be Theater-of-the-mind...ing! When this comes up, we’ll decide on what to use. Either Google, Roll20, so on...
The game’s focus will entirely depend on the group formation. If we have a bunch of Magi or magical entities then we will move toward a direction that best compliments that. On the other hand, If we have a Technology heavy group, we’ll shift that way. If we end up with a mix... Magically Infused Cyborg Nazi’s will happen. Yup.
I'll base recruitment on survivability and adaptability. If you believe your more suited then another player, Do battle.
So, who wants in?

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Ok, I think I am going for a morph with partial amnesia. It is not even sure what it's native species is, or where it comes from. Am slowly fleshing it out now....I took the "Unlimited" addition to the power, so it can become almost anything!!! It also has a minor phobia about being left alone....and as DM you get to choose some other abilities that are secret until I guess I discover them (as per the partial amnesia disadvantage)

Bringer of Stories |

Sounds exciting.
Gonna try and have him "Parry Missile Weapons" too? Y'never know when a spear coming at you needs to not be doing that.
When you start polishing your concepts, please help a GM out with a little back story when you get a character slot made up :P
Current Group Concepts:
1) Omni-Morph
2) Beam-saber Swashbuckler
3)
4)
5*)

thunderbeard |

Huh, haven't played GURPS since 3rd ed way back in high school. Had a cool character I built but never had a chance to try... a little worried that he might not fit with the "necessary combat toughness," but the basic concept (at least, with what worked on a starting 3e character sheet) is something like...
"The Mathemagician"
Flaws:
-Refuses to carry or use conventional weapons
Special Abilities:
-Can spontaneously create nearly any small device
-Player allowed to carry a graphing calculator at all time to represent character's mathematical skills
-Perfect photographic memory
-Really, really good at math, chemistry and engineering
Honestly I just want to play a GURPS McGuyver, but I'd have to see how 4e character building works.
EDIT: Reading GURPS light... does the disadvantage penalty maximum apply to background skills/traits as well as disadvantages, or just disadvantages?

Bringer of Stories |

I'm not sure I understand your question.
The Disadvantage Maximum only applies to disadvantages...if I answered that correctly.
So in this case, you can only wrack up a total of 35pts from Disadvantages.
If your feeling McGuyver, May I suggest Checking out the advantages "Gizmo" and "Gadgeteer." Although I do enjoy the Inventing rules explained in detail in the Basic Set: Campaign book(P.473), I'm hesitant to allow the "Quick" Version of Gadgeteer as it seems to blow any realism out of the water. IE build a plasma grenade from a rubber band and a tooth pick.
If we do have inventors in the group, you may use the "Down time between Missions" to perform inventions creations.
Also, due to this being PbP I don't feel it necessary to have the "Lightning Calculator" Advantage. Although in game it's quite pleasant, it serves best at a table. We have so much time between posts it feel it may be under utilized.

thunderbeard |

Just borrowed a rulebook.
Gadgeteer seems overblown and very arbitrary in its rulings; I'm hesitant to take it, since I figure grabbing it means I'll always have to use it. Gizmos could be pretty interesting, but might be more interesting with a few trait limitations on it (such as costing fatigue). It seems probably worth it to start with at least some magic, too, for anyone with a high IQ.
-To clarify my question on disadvantages: the RAW state that disadvantage limit is a limit on the total negative modifiers you can get, but I wasn't sure if that's what you meant. (For instance, there seems no point in starting with any stat below 10, since it's easy enough to hit 35 points of drawbacks that lowering Str to 8 so you can increase int another point seems not worth it). GURPS is somewhat infamous for putting the "min-" in min-maxing, so there's probably merit to ruling this either way.
-What would you suggest for "per session"/"per hour" abilities?
-How do you feel about advantage limitations? There's definitely a lot of room to run with this (I'm thinking of a lot of abilities that make sense for flavor but not power, and it might be a way to nerd some of them), but I figure you might just want to avoid them altogether.
-Would a skill like Autohypnosis allow rerolls out of combat? I can't tell how this would go.

Bringer of Stories |

Starting with Gizmo. Its a "Per session" ability. To make things easy will simply make that a "Per mission" usage and call it good.
Magic is pretty awesome.
Taking a drop in Strength counts toward that Disadvantage Limit. At least to my understanding.
If you want to play with the power limitation/advantages to design something specific, By all means go-to.
Ultimately, Before we play Id like to go over a character sheet. and if I feel that character seems fun and non-world-bending, Then WOO!

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As you know from another thread, I'm definitely interested in this game.
I'm tempted to try to play an AI in a cybershell of some sort, but I suspect that would be extremely challenging to pull off in 150 character points.
Looking at the people already interested, I'd like to have something that complements what's there. It looks like the party could use a "Face" guy -- somebody who's really good at convincing people to do things, who is good at blending in and being a social chameleon, who's charming, etc. I might try to go with something like that. Probably a homeline native.

Bringer of Stories |

Current Group Concept:
1)Omni-Morph
2)Beam-saber Swashbuckler
3)Psychic "Enforcer"
4)Math Whiz/McGuyver
5)"Face"
Well, hey. If this group keeps it's interest then it looks like we are set. I throw some 'potential' extra slots down below.
If you are able, try and solidify the concepts by Sunday evening. If all goes well, I'll begin the game this coming Tuesday.
Potential Extras
1)
2)
3)

thunderbeard |

Hmm, alright. Steering clear of Gadgeteer, because I think I'll stick to a character who tries to use/create things possible without bending the rules of physics too much.
Would it make sense to have a single magic item on starting? I'm thinking something like a magical staff inherited from a wizard mentor.

thunderbeard |

It's in "GURPS Fantasy," according to my Google-Fu. It looks like the item gains the ability to level up over time if you use it for its intended purpose, but starts exactly like a normal item/magic item of its type.
What price point would I use for calculating the value of a magic item? The best I can find is $25/energy point in a standard setting with some magic, or $1/energy point in a high-magic campaign.
Since we're in a survivalist-setting, should we apply $20,000 to starting items, or still assume only 1/5 can be spent on useful stuff while the rest stays behind at our off world homes?

thunderbeard |

Campaign guide, B483. $25/point for reasonable enchantments, $50/points where they're difficult, and $1/point for easy things (like Staff). The Magic Guide breaks it down further into what's likely to make items cheap or expensive, but I figure it makes the most sense to just start with one item priced at $25/point (a staff passed down from a magical mentor), and maybe try to acquire more magic items as we get more wealth.
Meanwhile, 1/mission seems rarer than 1/campaign. Should I be building a character now? General roles would be knowledge, engineering, defensive buffs and healing.

Dr. Flynn Carrigan |

Alright... here's thunderbeard, checking in with a character.
Born on a medium-technology, low-magic world, Flynn Carrigan grew up as a polymath, achieving degrees in a number of fields at a young age. Though he held a few minor lecturer positions and engineering jobs over the years, Dr. Carrigan was rarely focused or genius enough to achieve anything truly notable. His true academic interests lay in the study of theoretical and rumored paradoxes, bouncing between unfunded speculation and discredited occultism, neither earning much praise or wealth.
And then, one day, he met the Jumping community. Most of them were born with gifts, though a few claimed to have learned their talent through study, and even fewer claimed descent from other worlds. They gathered in basements below casinos and trade shows, telling tales of remote worlds and times scried through remote viewing, a few demonstrating jumping practices and time distortion that bore more resemblance to stage magic than anything else. And Dr. Carrigan discovered a bit of talent of his own, combining seismograph and meteorology tips with a hodgepodge of unproven physics theory to predict when and where space-time paradoxes and blips might occur.
So it happened that, when the Mathemagician stepped into an abandoned Church in a small town, he was met by a dozen smiling spectators, time hobbyists and paradox junkies and conspiracy theorists all following Flynn Carrigan to the dirt end of nowhere. And after some words and measurements and a few encircling pentagrams, the great wizard decided that he saw some potential in the magic-sensitive young doctor, and invited him to leave for more interesting worlds as apprentice to a real spellcaster.
For a decade, Flynn Carrigan traveled as apprentice to the secretive and talented Tymander the Mathemagician. His mentor focused on teaching simple physics spells, insisting it was important that his student learn how to dodge and block flying objects before learning any dangerous spells. And the first few years were slow going, with Dr. Carrigan mostly taking notes and idly watching as Tymander traveled from world to world on a quiet pilgrimage, trading research and healing the injured while refusing to engage in any sort of conflict.
Often, the young apprentice felt his mentor to be toying with him, keeping real magic out of his reach while teaching him simple healing charms. But the Mathemagician insisted that on his home world, where mana ran freely, it was only those with true mathematical talent who could become truly legendary wizards—and that Dr. Carrigan's intuitive grasp of a wide range of science would be a much more important part of his future than any spells he learned now. And the spells he learned were mathematical—Tymander was unlike other parachronic spellcasters, casting spells as a correspondence with the physics of the world around him, spelling out trajectories and energy balances in runes and equations and letting nature adjust in response.
And then, as these stories go, a botched teleportation landed the pair in a place between places, and Tymander was attacked by a shadowy beast from beyond the stars. While he easily defended himself, by the time the two made it back to a proper world, the Mathemagician's wounds had grown entropic and non-euclidean—and, drained by the ordeal, neither were able to cast sufficient spells to reverse them. As he lay dying, Tymander bequeathed his enchanted staff and magical research to his student, entreating him to continue his life's work.
The staff itself—a carved stick of magically forged metal, ringed with mathematical runes and tracings—proved quite useful in self-defense, but the sheafs of notes and half-written spellbooks, encrypted in increasingly intricate ciphers, proved elusive. With no way to continue travel by magic, Dr. Carrigan found his way back to a city of some familiarity, where an old acquaintance suggested he join the Infinite Patrol for a tour or two to learn jumping from the professionals.
The idea of joining a military unit has given him some pause—but the IP are the good guys, and Flynn Carrigan's seen nothing especially worrying since signing on for training as a field engineer and combat medic. On Mummut, he refuses to carry the standard arms he's been given, but wears tactical armor whenever he's in the field, along with as many monitors and radios as he can fit in his pack. His wizard's staff, encased in a plastic shell, resembles little more than a walking stick or snow pole, but he's still had trouble making any headway with the spellbooks, choosing instead to read up on easier subjects like the local wildlife.
-Minor combat buffer/debuffer, able to stun enemies and haste or protect allies
-Decent engineer/chemist/improviser
-Good at parrying and dodging, better at using physics-based magic to turn blades and bullets away from self and allies

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Ok, here is my submission, such as it is. There are a number of unknowns for this character, and as a morph it can become almost anything, but usually is seen as a French Poodle, sometimes called Duchess. Not too many skills, as it can become many different forms - mostly different types of animals. Might need more fleshing out, but with the partial amnesia did not want to fill in too much (left perks open to discover as we play!!)
Name: Unknown (Duchess)
Race: Human
Attributes [60]
ST 10
DX 10
IQ 12 [40]
HT 12 [20]
HP 10
Will 12
Per 12
FP 12
Basic Lift 20
Damage 1d-2/1d
Basic Speed 5.5
Basic Move 5
Ground Move 5
Water Move 1
Social Background
TL: 8 [0]
Cultural Familiarities:
Languages:
Advantages [100]
Morph (Costs Fatigue (+2); Limited Use (10/day); Psionic; Takes Recharge (15 seconds); Unlimited) [100]
Disadvantages [-30]
Amnesia (Partial) [-10]
Cannot Speak [-15]
Curious (12 or less) [-5]
Quirks [-5]
_Unused Quirk 1 [-1]
_Unused Quirk 2 [-1]
_Unused Quirk 3 [-1]
_Unused Quirk 4 [-1]
_Unused Quirk 5 [-1]
Skills [24]
Brawling DX/E - DX+4 14 [12]
Naturalist (Earth-type) IQ/H - IQ+2 14 [12]
Stats [60] Ads [100] Disads [-30] Quirks [-5] Skills [24] = Total [149]