[Gurps(4th Ed)/PbP] Infinte Worlds: Quantinium ((Closed)) (Inactive)

Game Master Sovliss

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@Daniel: I'd strongly recommend defining your character as "unknown creature race" with a base IQ/HT of 12; this gives you no penalties (except that you revert to something other than human when knocked unconscious), while also giving you additional morph forms.

Also, your Morph Limitations reduce cost by -40% (although "Takes Recharge" has a "15 seconds or 5x as long" option, which with Shapeshifting's standard 10 second time would be 50 seconds).

This means that, if you're spending 100 points on it, you're buying the 166.7 point version; if you buy the 168-point version, that brings you up to 150 points spent total, AND lets you shape-shift into any race with a template cost of 128 or less. (I believe you can also count the cost of a race's Will and Per cost increases against the cost to raise its IQ to you rlevel)

Templates with cost of 128 or less (Source):
-Male Wooly Rhinoceros (ST 43, hits for 5d+10 damage on a charge, DR 4 hide, resistant to the snow) while preserving your IQ 12 mental score
-Tyrannosaurus (ST 51, hits for 6d+11 damage with a bite) while preserving your IQ
-Saber-tooth tiger (only ST 20, but comes with 15 stealth and weapon skill), while preserving your IQ

So basically... you can turn into a genius rhinoceros, or mimic a person, or whatever other aliens you see.


OK, OK, I think I have the crunch done.
Look him over, see what you think.


Characters and their slots...

1)Dr. Flynn Carrigan (Thunderbeard)
2)Sir Gavin D'monteforte (Camris)
3)"Dutchess" (Daniel Stewart)
4) Unknown (Aqua-Thor)
5) Unknown (Rknop)

Potentials

A)Unknown (Mdt)
B)Unknwon (Grimdog73)

So far we have a three man team. I can make that work but Would prefer to have at least four. Y'know...for variation and survivability. The Unknowns are the others who have shown interest. So now we wait.

Still planning to start up the "Introductory" Portion of the game come Tuesday.


What's ISWAT? Is it somethnig that would make sense to be a part of in this setting?

Also, I can help anyone who's having trouble with finding content/calculating stats if you want.


ISWAT is in the Infinite Worlds gameworld. It's what the Iconics are part of. If that's wrong for this game I can change that.


Its entirely fine.

As a matter of fact, it fits nicely.


Fair enough. Wasn't sure what languages, familiarities etc. to take, so I figure I'll probably pick two at random and then learn more as we travel.

Also: I think ability score penalties count as disadvantages? I had a question about that earlier in the thread.


They do.

Just now noticed that Gavin's STR needs to be raised back to 10, then I think he might be able to drop dex or INt to even out...


Was contemplating making a displaced 'Genetic Infantryman' ala 2000ad, but it seems you may be all full.

Been a long time since I've looked at GURPS though.


Dom, I'm down two people. So if you can make up a character, by all means.


There's not a ton of interest in GURPS as a system on these boards, so I'd say we could always start with fewer and see if more people show up with good ideas.

But yeah, we could definitely use more characters. Right now, we've effectively seen a Jedi, a Ditto, and a tinkerer/healer. We don't have anything focused on ranged combat, thievery or social skills.


Fear not beard of thunder, Tuesday will begin with or without my originally planned number of people.

Besides, my obsession with RNGs doesn't allow me to foresee the future to clearly. Who knows, we may only need the jedi, healer and ditto. Heh.


I'm currently in the process of throwing all the abilities I want at a notepad before pruning down to a reasonable level.

As a core ability I want immunity or near immunity to radiation and disease. I presume they both fall under the purview of Resistant (Metabolic Hazards) for a big 30 pt chunk (or 15 if I decide to drop to "just" +8 to HT rolls to resist).


I did that with a spreadsheet, sorted from "necessary for the build to function" to "necessary for the theme" to "just kind of neat," then chose a rough point cut off I wanted for advantages.

Disease immunity is specifically listed as a 10-point advantage, and I'm guessing radiation would also fall more on the 10-point list than the 15-point one.

The Machine Meta-Trait can also give you Resistant (Metabolic Hazards) for 25 points instead of 30, and also gives some other machine traits (and doesn't count against your disadvantage limit), if you were planning on being a cyborg/android as the reason for your immunities.


Went and created a profile, included statistics are still in "first-draft", while I tinker with specifics.
If anyone wants to poke holes or give suggestions, feel free. Like I said, it's been a good few years since I've actually played GURPS.


@Teal: You're still quite a bit over the limit, though I assume this is because you're scaling down. If you want STR just for lifting and HP, you can actually buy both of those for less than a point of STR.

Also, Combat Reflexes means that your dodge should be 10.


And this concludes Recruitment:

1)Dr. Flynn Carrigan (Thunderbeard)
2)Sir Gavin D'monteforte (Camris)
3)"Dutchess" (Daniel Stewart)
4)Teal Echo (Domino Masque)

When your able, have your sheets up on a character page. Thunderbeard, thanks for keeping tabs. Very Helpful.

We'll begin tomorrow at your leisure. The joy of PbP.
I'll post some useful information in the Discussion tab later today.


Reshuffled, should be in the right spec now, and added some background.

I do have the character gen, just not on this machine, I'll run it through it later and see if I've made any glaring errors.

Also realised I need gear. I've assumed my homeworld is just pushing TL9, but pretty much all field-tech is TL8 rather than relying on newer technologies.

Further note: I'm on British time (Currently GMT+1), if it matters.


I went with "They're probably just giving us all TL8 gear to start with, if we make it out of basic training we can gear up properly" as an explanation for why I've got TL8 stuff.

Meanwhile, I guess it'll be interesting to see half the team have a crippling duty to an organization that the other half doesn't... (as far as I can tell, ISWAT is a secret, quasi-legal paramilitary organization within the IP?)


Its the military arm... but yes... questionable commands may be given.

Liberty's Edge

@thunderbeard: I like your ideas and will follow your suggestions. Was not too sure how to build such a character before so your help was greatly appreciated!!

Will get an alias us asap!


Hmm, okay, finally read the Infinite Worlds book. It looks like ISWAT runs primarily disavowed black ops within the Patrol—there are only a few hundred of them, and they often smuggle in equipment from the distant future, making them a good allegience for anyone who's acquired a force sword...

Meanwhile, Infinite Patrol itself is the military arm. Dr. Carrigan is probably training as a Communications or Tech Services recruit, with little to no starting knowledge of ISWAT at game start, though that might change I guess.


AAaaarrgh! I JUST got those points balanced! *glares at Thunderbeard.*

Your Honor, since we're on the subject, isn't it true that the Advantages (like Legal enforcement powers), disadvantages (like Duty), and skills required of all player characters NOT count towards the point total?


My bad—I mostly wanted "if we can lower our ST for bonus disadvantage, I'd like to lower mine as well." Though if you've got no reason to need a higher ST, it might be a safer choice than some of the disadvantages you've taken.

That said, you've got an absurdly high sword skill—I think the idea of 150-point character creation is that it's in the range appropriate for "new recruits"

I think the only required advantages in this campaign are "language: English" and "TL8"?


Yes. And the relevent cultural familiarity of your home regions.


On that note from camris, ill be giving some stuff to you all shortly.


One of the requirements of Precognitive Parry is a weapon skill >=18, that's why I have it cranked so high.


So long as you've made it work, well done!


Oh! Good to know, I don't have the martial arts book. Fair enough. (And it does let you parry lasers, which is cool).

If you're still looking for something to cut (it looks like you're 10 points short), you could probably reduce your law enforcement perk, with it leveling back up once you finish basic training and appease your superiors in ISWAT?


Um... You know, that makes a great deal of sense.
I guess if you're going to an academy they're not going to give you a licence to kill with your freshman class schedule.


They might! ISWAT recruits from the IP, but they also recruit some agents directly, then enroll them in the Patrol as cover (and thus you *could* be sent into the Academy with a license to kill from your secret director... but with all the other perks you're getting, it's less important to what I would guess is your central character of angry-aristocrat-turned-morally-ambiguous-jedi)


OK, should be balanced now.


Yeah—looks like you found a way to accomplish what you want to without sacrificing power. I mean, you've got an 85% chance to parry melee attacks, and a 75% chance to parry everything else.


Added some gear, switched loyalty to Patrol, rather than ISWAT. I've run the numbers through the GCA and it's not raised any issues.


Is this still recruiting? If so, I've got the rulebook, but never have had a chance to play GURPS. IF you don't mind a complete noob, I'd like to throw my hat into the ring.

Nevermind...Just read the post about recruitment closing.

And I was already getting excited to play a mercenary mech pilot too.


Not sure how likely full mechs are in this setting (and they're definitely TL>8), but if space opens up in the group we'll probably be recruiting again.


Have a character on standby, ee go per mission. So we'll see what happens.


thunderbeard wrote:
Not sure how likely full mechs are in this setting (and they're definitely TL>8), but if space opens up in the group we'll probably be recruiting again.

True, but the ones I have mind are TL9. between 15 to 20 feet tall at most and about as heavy as an IFV. If you've ever heard of MobileFrameZero, those are the kind of mechs I was thinking of.

Bringer of Stories wrote:
Have a character on standby, ee go per mission. So we'll see what happens.

Aye, aye. Do you want me to PM it to you once I have the character made?


Well, like, the GURPS basic set has stats for some low-tech armored suits; they're TL9 and around $100k.

Also, since the IP setting may potentially involve going undercover in lower-tech worlds (or ones with approximately our modern tech level), it would definitely be worth coming up with things to do when you're not in your suit.


Gotcha. I'll have a character up for review in a bit.


Keep in mind, you may have a base of TL 8...but you can buy the increased TLs as you need to make this Mobile suit come to fruition. I wont deny the large machine for you to use, though It's size would make it difficult to project.


Some sort of drone piloting skill, a la Shadowrun Returns, might also make a neat option for miniaturizing something like that.


Could "Ironman" suit the thing instead as well.


Hmm. That does present some possibilities. I was going to give her some computer programming skills and some mechanic skills, throw in some engineering skills, and things get very interesting.

Apologies if the following isn't very coherent.
So, my first ever GURPS character is a hot-headed mercenary mech pilot with a dire fear of dogs, especially corgis. (There's no reason for it other than I find the idea of a battle-hardened soldier cowering at the sight of one of the least threatening dog breeds in existence humorous.) Her name is Jaquline Cho, though she goes by Jaq.

I just need to know how large is large? This was more the scale I had in mind: Scroll down for the images. I wasn't wanting anything like a Gundam or a Valkyrie from Robotech. Most of the weapons would be what you'd find on a modern or near future battle vehicle, railguns and lasers being the most exotic weapons mounted. I also imagined that she'd be able to maintain her own equipment, since mercenaries don't exactly get the best support. I really like the idea of her building a small squad of drones to help her out. Anyway, this is somewhat what I'm looking at. I've never built a GURPS character before, and it's turnign out to be really, really involved, and I'm not sure about a lot of things. For example, do you use the setting TL or your personal TL to determine starting cash?

TL: 9 (+5)

Attributes:
ST: 8 (-20)
DX: 12 (+40)
IQ: 11 (+20)
HT: 12 (+20)

Advantages:
-Wealth: Wealthy (5X starting cash, $100,000 for TL8, $150,000 for TL9) (+20)
-Charisma 1 (+5)
-Accute Hearing 2 (+4)
-Accute Vision 3 (+6)
-Combat Reflexes (+15)
-Enhanced Dodge (+15)

Disadvantages:
-Odious Habit: Smacks chewing gum when impatient or nervous (-10)
-Fear: Dogs, especially Corgis (CR: 9) (-7)
-Impulsiveness (-10)
-Curious (-5)
-Hot Tempered (CR: 15) (-5)
-Quirk: Nosy (-1)
-Quirk: Likes to see/feel her handiwork. (Schlock Mercenary has a character named Pi that likes his job just a bit too much. He says at one point in the comic, "Let's not get too far away. I like to feel these things.") (-1)
-Quirk: Gun Nut (It's not a pistol, it's a Colt M1911 Custom and his name is Benji.) (-1)

Skills:
-Driving: Mecha, Drone
-Mechanic: Mecha, Drone
-Engineer: Mecha, Drone
-Gunner: Cannon, Missiles, Rockets, Machine Guns
-Guns: Pistol, Rifle, Shotgun, Light Machine Gun
-Computer Operating
-Computer Programming
-Computer Hacking
-Armory: Small Arms, Rifles, Missile weapons, battlesuits, cannon
-Electronic Operating: Electronic Warfare, Nav systems, Communication systems
-Electronic Repair: Computers, Electronic Warfare, Nav systems, Communication systems
-Explosives
-Environment Suit: Vacc Suit, Armored Vacc Suit (Not sure what the right skill for this one is.)
-Tactics
-Soldier

I haven't decided on the skills or equipment, but I feel good about the rest of it. If you guys have any tips or suggestions, I'd be happy to hear them. Also, haven't looked at the final point total yet, so I may have to massage things a bit more.


I can answer a few of these? (All answers subject to GM correction or overrule, of course!)

1. "Too big" depends entirely on what you want to use it for. The combat suit you describe—which seems quite appropriately TL9—can be used in any terrain, but won't be usable inside buildings, and might raise questions in any technological setting (most worlds tied to the Infinite Patrol are TL8 or less, and blending in is always encouraged—generally a higher starting tech involves some connections to ISWAT, and while the suit itself might not be contraband, you'd probably want a way to collapse it and move it around (potentially as a large, mysterious tarp-covered "time engine" you haul around on a truck).

2. Starting wealth doesn't go up with higher TL—it's set to the campaign's TL. Typically, tech ahead of time costs double per TL, but I think our GM is waiving that due to the fluidity of characters' backgrounds.

3. You want Environment Suit: Battlesuit/TL9. Vacc Suit refers to regular space suits.

4. I'll copy some descriptions from Ultratech of potential battlesuits of interest:

Light Exoskeleton (TL9), $25,000, 8-feet tall (SM+1), no standard weapons, D/12 hr, DR 10/0, civilian-grade, 50 lbs disassembled.
This is a lower-powered but less bulky exoskeleton. It grants the wearer Lifting ST+10 and Striking ST+6.

Battlesuit blurb:

BATTLESUITS
A battlesuit is an armored exoskeleton. Its strength- amplifying feature lets a battlesuit trooper carry squad-sup- port weapons like heavy machine guns or semi-portable blasters. Many battlesuits have built-in tactical systems such as sensors or weapon mounts, and are designed for hostile environments.
Battlesuits are much more expensive than ordinary combat armor, and require more training to use, but they greatly increase effectiveness. A single battlesuit trooper with heavy weapons can be as effective as an entire squad, and nearly as mobile as an armored vehicle. Gadgeteers also love to build futuristic battlesuits: an ultra-tech suit in the modern world lets even a normal person become a super-powered hero or villain.
Battlesuits do not run any faster, since the user’s speed is limited by the length of his legs, but suits with strong leg muscles can move quickly by using a series of jumps, which may provide both the Super Jump advantage and an increase in Basic Move. Wearing a suit is not fatiguing; except for the helmet, the armor’s weight does not count as encumbrance while powered up. If the suit loses power, the wearer can still move (unless he’s in a combat walker), but he must use his own ST to carry the weight!
Unless otherwise noted, a battlesuit opens at the waist so that the user can easily step in or out. This takes three seconds, plus another three to screw on the separate hel- met, if there is one. However, it takes 30 seconds to do this and perform all the subsystem checks, power everything up, and connect all features (such as the waste relief and biomedical telemetry). This time is halved on a successful Battlesuit skill roll. It’s also possible to omit the check-out procedure and just start moving, but if so, the GM should feel free to have internal systems fail (“due to your rush, the suit filter wasn’t properly locked down – looks like that nerve gas will affect you after all”).

Smaller battlesuits can also be disguised as extremely heavy armor, or even regular metal armor in a medieval setting with the right skills!

Infantry Combat Walker (TL9), $300,000, 8-feet tall and barrel-shaped (SM+2), no weapons included in cost, DR 200/120, E/24 hr, military-grade, 800 lbs disassembled.
Lifting ST+20, Striking ST+20, +1 Basic Move but cannot jump, Bad Grip 2.

Powered Combat Armor (TL9, as described in Basic Set), $80,000-90,000, 7-feet tall, infrared cloaking, no weapons included in cost, DR 70/50, E/18 hr, military-grade, 150 lbs disassembled.

Lifting ST+10, Striking ST+10, Super Jump 1.

There aren't stats for any suits larger than 8-feet tall at TL8.

My personal recommendation would be to go with either
A) Modular suit, consisting of potentially motorcycle-sized parts that come together (maybe impractical)
or
B) Powered Combat Armor, mocked up to look like a medieval suit of armor made for a very large knight (and maybe a bit of fast-talking skill to explain away the whirring noises). This could actually turn you into a very effective attacker both in melee and at range, let you fit through doors with stooping, and blend in somewhat.


Well done thunder.

In this matter, I've had very little experience with larger battle suits in this system.

Now, one can use their character points to create "Gear/Gadgets" as well. This would make the suit a little more affordable, but in situations where your suit is simply unavailable, your going to be rather naked.

An alternative would be to simply build it piece by piece as you earn money and/or character points. Start with a base model as suggested by Thunderbeard. Maybe take a little more wealth and grab the infantry suit, who knows. There after after every mission you can dedicated the 'down time; to upgrades via money or point expenditure.

It would be nice to a have a full techy with us. But playing this character will be a bit difficult to play right off the bat.


Okay, I think I have something close to done. I'm posting a link to the sheet, since I couldn't just export as a BBCoded file.

Jaquline Cho

Now I just have to work on her background and the other bits of flavor to tie it together. She still has almost $300,000 left in her budget, Some of that is for ammo, but any ideas for anything that would be useful would be great. Also, how useful would a flatbed truck be?


That is... a lot of cash. (What perk gave you more than 100k?)

You could try buying some slightly futuristic weapons or robots in that case; I don't have access to books right now, but there might be something. You'll also want any skills related to your TL9 equipment (battlesuit) to be trained at TL9 (I don't remember if this was the case or not).

Infinite Worlds also provides IP agers with vastly scaled-down computers, such that we get a small laptop for free in this campaign, and a wearable screen to go with it is something like $50 with negligible weight.


Base is $20,000, Very Wealthy is 20x base, so that's $400,000 by my math.

Of course, I probably made a mistake if I'm getting raised eyebrows. :D

All I have is the basic set, so I may be making a few purchases from e23 in a bit. Any suggestions on that front? I'm guessing Infinite Worlds is a sure bet and probably High tech, any others?


Ultra tech for u.

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