Leif's DISCONTINUED GURPS Traveller Game OOC01

Okay, here's some thoughts.

<snip useful stuff>

Additionally, there's no such skill as Mechanics (Jump Drive). You -have- to have Engineering, because that skill is required to plot the jump, as well as maintain and repair the drive.

According to my 3rd Ed GURPS book, there are specialisations of Mechanics for Spaceship Drive AND Starship Drive. The specialisations for Engineer are much more 'generic' e.g. Vehicles, Plumbing, Electrical.

By that line of reasoning (and you're own explanation), Mechanic is what I want as he has no 'formal education' per se plus the skills are much more relevant.

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Now, as for the ship...

I suggest that you and I link our backgrounds somehow....

<more snippage>

OK, no problem with previous association. I had in mind something more like: your character has come into possession of an old barely working ship, possibly salvaged as per your idea. It plays up and he is forced to land on planet X. While scratching his head as to what's wrong with it, he encounters my character who takes one look at it and correctly diagnoses the problem ('ah, your atmosphere intake inverter is likely clogged. Here, I've got something that'll sort it out for you). So impressed, you offer me a job ;)

Does that sound a workable jumping off point?
 

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A few questions for the GM (and rules gurus).

I have in mind for my character this incredible affinity for fixing stuff. There are two ideas I have but I'm unsure if they are legal and how to cost them.

- idea 1 is that if he's seen it (and not necessarily for real, could be in a book/film/holosuit) he can fix it. The obvious choice for this is Eidetic Memory. But I don't want the whole shooting match, as it is *only* mechanic type stuff that he has an intuitive feel for. As one of the other benefits of EM is that you get a cost break on Mental skills, can I buy a limited version for a reduced cost that only works on Mechanic (and other related) skills with the GMs permission? If so, how much of a reduction? Half reasonable? So I'd get the 'basic' level for 15 points, and any points I put into the subset of skills would count double.

- idea 2 is that he is a latent psychokinetic but has no real control over it. The ability to move things by thought may help when fixing things, but it is not conscious, so would be bought with the 'no control' limitation. I don't see him being able to move huge objects, but would probably have to also buy a decent skill in order to get the necessary fine control. How would this interact with skill checks? I'm not sold on it actually being vital to the concept, and am more than happy to ditch it if, say, Scotley wanted to play a psion - was only really doing it as it was inkeeping with the system/background, but it does also give a potential hook in for Scotley seeing as the Zhodani might very well be interested in a psionic Vargr...
 

A few questions for the GM (and rules gurus).

I have in mind for my character this incredible affinity for fixing stuff. There are two ideas I have but I'm unsure if they are legal and how to cost them.

- idea 1 is that if he's seen it (and not necessarily for real, could be in a book/film/holosuit) he can fix it. The obvious choice for this is Eidetic Memory. But I don't want the whole shooting match, as it is *only* mechanic type stuff that he has an intuitive feel for. As one of the other benefits of EM is that you get a cost break on Mental skills, can I buy a limited version for a reduced cost that only works on Mechanic (and other related) skills with the GMs permission? If so, how much of a reduction? Half reasonable? So I'd get the 'basic' level for 15 points, and any points I put into the subset of skills would count double.

- idea 2 is that he is a latent psychokinetic but has no real control over it. The ability to move things by thought may help when fixing things, but it is not conscious, so would be bought with the 'no control' limitation. I don't see him being able to move huge objects, but would probably have to also buy a decent skill in order to get the necessary fine control. How would this interact with skill checks? I'm not sold on it actually being vital to the concept, and am more than happy to ditch it if, say, Scotley wanted to play a psion - was only really doing it as it was inkeeping with the system/background, but it does also give a potential hook in for Scotley seeing as the Zhodani might very well be interested in a psionic Vargr...
Oh, SHAYYYURRRRIIII!! Being so new to GURPS in general, and GURPS Traveller in particular, I'm not even sure how bad G'head is trying to abuse me here. How do these look vis-a-vis the other characters in the game?

But, having made my plea for assistance, I must say that both ideas look workable, I'm just not sure how many cps the first idea should cost you. But the second idea sounds like it meshes well with the fist ideas I had (and supposedly, temporarily at least, abandoned) about this game. Hmmm, thought I was considering dropping the psi Vargr, but maybe they can be revived? Anyone good at artificial respiration on doggies? :D (I would volunteer, but .... SHEESH!! .... that breath!)
 

Allow me to gratefully congratulate all of my players in this game! I'm singularly impressed with the originality, creativity, and just plain coolness of the characters. You've set the bar pretty high for me here. Hmm, better break out the BIG pole and get to vaulting....
 
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The Eidetic Memory question:

It is technically possible to put limits on the cost of advantages, yes. I am, however, at loathe to put my seal of approval on this particular advantage, since it's commonly known as one of the more 'broken' advantages in the 3rd Edition of GURPS. It tends to lead to very weird constructions, like expert engineers who have just a half point in every engineering specialty.

I think borrowing a mechanic from 4rth Edition is probably a better idea. They introduced packages called Talents in the 4rth Ed, which were bonuses that character got on a package of related skills, the cost of which varied depending on how many skills it affected. Because each level of a Talent gave a concrete bonus (+1 to the skills per level of Talent), it was much easier to deal with, both for math purposes and for balance purposes. It meant that Talented people had an edge in their chosen area, but they couldn't just ignore the training and experience that points invested in a skill represent.

To that end, I would suggest making Mechanical Talent a 10 point/level advantage that would simulate what you're looking for in a much more agreeable way than a Limited version of Eidetic Memory.

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One thing to be aware of is that psionics are really really taboo in the Imperium of Traveller. You do not want to be found out. Really.

Another thing is that because psionics are taboo, there's no easy way to train them, or gain knowledge about them. In game terms this means that your avenues for increasing psionic ability levls, skills, and so on, are limited. You can try to find underground 'Psionics Institutes,' to help, which is an adventure all on its own. :)

With those two caveats noted, it's possible to be a psion in the Imperium. You can easily buy a low power Telekinesis effect, then put an Unconscious Only limiter on it. This means only the GM decides when it takes effect, and what it does.

As for how TK would interact with a Mechanics skill check...there's no hard and fast rule. I expect the GM would ask you to explain how the TK is helping you, then assign a skill bonus based on that.
 

If Leif is happy with those Talent levels then I'll go with that. Hopefully I've outlined clearly enough how I see the character and what he can do - the mechanics are of secondary interest so I'll just RP it out.

And if the Psionics thing is going to get complicated then I'd just as soon ditch it. Plenty other things to spend my points on rather than blow a big stack on something which isn't very effective/doesn't really do what I had in mind/causes the GM grief!
 

Well, telekinesis is cool...and it's great if you want your character to be a closet psion, and have to deal with the hardships and dangers that psions are faced with...in exchange for the potential for having powers that normal people lack.

But if you just want to be better at mechanics, then there are better things to spend points on, that come with fewer strings. :)
 

Ok, first of all, Talent is from 4E, right? Let's keep this a 3E game. ;) So... more work to be done for the Gruffster! :D :p
 


A few questions for the GM (and rules gurus).

I have in mind for my character this incredible affinity for fixing stuff. There are two ideas I have but I'm unsure if they are legal and how to cost them.

- idea 1 is that if he's seen it (and not necessarily for real, could be in a book/film/holosuit) he can fix it. The obvious choice for this is Eidetic Memory. But I don't want the whole shooting match, as it is *only* mechanic type stuff that he has an intuitive feel for. As one of the other benefits of EM is that you get a cost break on Mental skills, can I buy a limited version for a reduced cost that only works on Mechanic (and other related) skills with the GMs permission? If so, how much of a reduction? Half reasonable? So I'd get the 'basic' level for 15 points, and any points I put into the subset of skills would count double.

- idea 2 is that he is a latent psychokinetic but has no real control over it. The ability to move things by thought may help when fixing things, but it is not conscious, so would be bought with the 'no control' limitation. I don't see him being able to move huge objects, but would probably have to also buy a decent skill in order to get the necessary fine control. How would this interact with skill checks? I'm not sold on it actually being vital to the concept, and am more than happy to ditch it if, say, Scotley wanted to play a psion - was only really doing it as it was inkeeping with the system/background, but it does also give a potential hook in for Scotley seeing as the Zhodani might very well be interested in a psionic Vargr...

In which case, you need to give me a ruling on what I was proposing. Can't really move forward or suggest alternatives otherwise.
I'm not really sure about how to handle "idea #1" -- any thoughts Shayuri? "Idea 2" works for me. I'd be comfortable with giving you a +1 or +2 in the proper circumstances, which I suppose could be almost anything if it's role-played the right way.
 

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