Leif's DISCONTINUED GURPS Traveller Game OOC01

Okay, evasion post up. I took a crapton of license, Leif...hope that's okay. :)
Sure, that's ok! ;) Hey! I assume your 'license fee' check is in the mail? :D
I figured the 13 roll was good for at least a partial sucess, but then figured, hey, why not give someone a Gunnery check too?

So...lets shoot down some missiles!
Sounds ok, I guess. I was thinking that these Vargr ba*****s probably didn't have the stones to start anything as serious as a shooting war, but, hey, go for it! Maybe only the Vargr Captain is as wimpy as I thought, and the gunner(s) are more inclined to act? Yeah, that's the ticket!
I've updated Doc to 4th ed in the RG thread. He is significantly worse now. He will be absolutely useless in space combat now and cannot help pilot the ship nor back up engineering.
Insight, that just blows severely. :( Guess maybe you have more incentive to earn some CPs now, though, eh? :D
 

log in or register to remove this ad



Insight, if you post your character sheet here, I'd be happy to give it a look. There are a number of ways to get characters happy in GURPS...not all of which are easily visible to one new to the system.
 

Insight, if you post your character sheet here, I'd be happy to give it a look. There are a number of ways to get characters happy in GURPS...not all of which are easily visible to one new to the system.

I'm not new to the system. I've owned GURPS 4th ed since it came out.

The changes between 3rd and 4th really screwed Doc's IQ, which was the basis for his skills. In order to even get close to what he could do in 3rd ed, I had to kill pretty much all of the skills that allowed him to do stuff like fight and fly spacecraft and crap like that. Now, he is only a doc and a cybersurgeon and pretty much useless outside those fields.

I could get rid of his cybernetics, but that pretty much guts the character concept. Not sure what else to do at this point.

I'm thinking now that this character concept isn't going to work. Maybe a renowned cyber-surgeon can't be built as a starting character. I'm sure I can make something more viable if I get rid of some stuff.


EDIT: Apparently, I missed that we have 210pts to build our characters. I thought we were stuck at 110pts. This changes everything. Should be OK now... I think.
 
Last edited:

Insight, if you post your character sheet here, I'd be happy to give it a look. There are a number of ways to get characters happy in GURPS...not all of which are easily visible to one new to the system.
Can you please share some of your tips with me? :D I want to know how to do it right, too!

What I've figured out so far (and this may or may not be totally correct) is that once you have the skills you need and want, probably most of your points should be spent on improving ability scores, yes?
 

Can you please share some of your tips with me? :D I want to know how to do it right, too!

What I've figured out so far (and this may or may not be totally correct) is that once you have the skills you need and want, probably most of your points should be spent on improving ability scores, yes?

Unfortunately, there's no right way to build a GURPS character. I would say start with what ability scores you can live with and then buy your skills. If you don't need to sink a lot of points into advantages, buy up your most important ability scores so that your skills go up.
 

Hahaha...no wonder you were so despondent! Half point level!

Glad things worked out.

I'll have to redo Zoe's sheet though, since psionics are totally different in 4e. Part of a unified power system, rather than following their own rules.

Shouldn't take long.

Leif, the GURPS "build order" is pretty easy.

1) Buy your attributes up to (ideally) 1 point lower than what you want your attribute-dependent skill levels to be. So if you want a lot of IQ based skills at 15, buy an IQ of 14. Most skills in GURPS are DX or IQ based. That is why those two stats are more expensive. Note too that for unmodified rolls, a skill of 14 is the 'sweet spot.' Higher skill levels just suck up penalties for the most part.

2) Buy your primary skills up to 14 minimum. Secondary skills can be at 12. Ancillary directive - Don't buy EVERY skill you think is neat! Remember that even untrained skills will usually default from trained ones at a decent level. Only buy skills your character has invested significant time and/or talent into developing.

3) There are basically two kinds of advantages; skill-boosting and special powers. Skill-boosters give you situational bonuses to certain skills, or allow you to use existing skills in new ways. Special powers give you abilities that you would otherwise not have in any degree (ie - aren't based on skills or existing uses for attributes). Go easy on advantages, they can get expensive.

Always go back and check the character out from the start before you decide you're done. Changes you make in steps 2 and 3 might change your mind about what attributes you want to focus on, and to what extent.
 


Just about done with the Doc Hannigan rebuild. He is now a somewhat capable backup gunner, engineer, and pilot. I could use the rest of his points to make him a little better in a fire fight. Not sure yet.
 

Remove ads

Top