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503-B OOC


ArcaneStomper

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Alright I have opened an advertisement. Not sure how well this is going to go because there isn't a way to just post a new advertisement to the top like there was in the old site.

 

Anyone know if there is a thread of GURPS players like there was in the old site.

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Possibly have some interest here, as a lot of the game types I'm looking for are a bit... sparse at the moment.

To me, this sounds like a pretty good mix of Stargate SG1, Morrow Project, with dashes of the Quantum Earth book series by Dennis E Taylor. Could be interesting. Got a couple of ideas already, with one in the lead. How long is Recruitment and Selection?

 

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I'm not sure what role Gerald would best fit into-he's a bit of a caster, bit of a scout?

He uses psionics to impede enemies at close range, and outside of his ability to "talk" to anything with intelligence, he's got decent perception, observation, and can activate a sort of 'x-ray vision' mode.

 

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3 hours ago, TheDude2371 said:

Works. Already started looking at the mechanics for my candidate.

What sort of roles have already been filled by the team?

 

Jack Reygar is the team lead. He's a sniper and recon expert with a head for tactics and a cross-training in botany. He's also a damn good cook.

Jordan Pierce is the team second. She's a field engineer and technician with cross-training in recon, urban ops, and field research.

Gerald is the "weird guy." He's a bioroid with an array of subtle psionics that actually make him pretty hand for recon operations.

We had a "face" character for the longest time who was also a history expert and anthropologist. He was a really good fit. We had a recent addition who was a bioroid designed for covert operations and recon. We used to have a field medic who also happened to be an unarmed combat specialist. We had a field technician with a talent for gunslinger. A dedicated scientist, a heavy weapons specialist, and/or a pilot would also be handy skill set for our team.

Despite the TL level, our team tends not to emphasize or rely on high-tech equipment. In a setting where we might pop into a worldline where tech doesn't work, we gravitated toward having tech but not making it the basis of our character builds. Versatility is the key! Also, we're all members of the ARK's pseudo-military and tend to carry ourselves as a military unit.

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On 11/7/2023 at 1:16 PM, Lonewalker said:

 

We used to have a field medic who also happened to be an unarmed combat specialist. We had a field technician with a talent for gunslinger. A dedicated scientist, a heavy weapons specialist, and/or a pilot would also be handy skill set for our team.

Despite the TL level, our team tends not to emphasize or rely on high-tech equipment. In a setting where we might pop into a worldline where tech doesn't work, we gravitated toward having tech but not making it the basis of our character builds. Versatility is the key! Also, we're all members of the ARK's pseudo-military and tend to carry ourselves as a military unit.

Then my concept would fit into the combat medic role. I've been modeling him along the lines of the training a USAF PJ would get, combined with several years of experience. I'm not quite done with him, as I want to throw in some hobby skills and tweak him a bit.

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Something that got kicked around in Gateway chargen that I quite liked was to allocate more than a single point to your "area or areas of specialty." I know GURPS makes it easy to get high skill levels with a single point and a decent base stat or helper advantage, but [4] in a skill says "I spent some time really studying this." For example, Jack has medical skills, and a decent IQ, so his skill levels are good. Someone who showed up with the same skill level but with [4] points in the skill will get deferred to as someone "highly trained" in that skill, and probably more rightly deserves the title 'Doctor'.

I used this technique to emphasize Jack's "niches" - you can see the ones bolded on his character sheet.

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It does turn out that my guy definitely has more than 4 points allocated to the skills to get where they are. I'm also going to adjust a few things around. I took a lot of influence from the training packages in the Action! supplements, as well as several forum posts/discussion lines regarding just how many points a PJ would have in what skills. Rather interesting to read, especially since I was toying with doing a GURPS SpecOps campaign where PJ was an option. (Same with SF 18D Medic or USN SARCC.)

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