View Full Version : Game signup/character spitballing/etc.
Detritus
03-21-2007, 03:26 PM
As I've mentioned in other places around the board, we've still got one slot available for another player. We do have enough to move forward if we don't get a 4th PC, however.
Since everyone is making their own characters, we'll go with 300 points for now. This might change, but only if I decide that Vampiric Invulnerability is worth 150 points instead of 100, then the characters will be given an extra 50 points to make up that difference. I need to think about it some.
Feel free to talk about your characters, ask questions about the game, etc.
Kalzazz
03-21-2007, 04:04 PM
Isnt SD Anderson in it?
He made a character
Parzival
03-21-2007, 04:10 PM
Well, since the book doesn't provide guidelines on 14-15th gen, and recommends a max of 60 pts in disciplines, the advantage really could not be counted as a discipline. (Without us writing new rules to cover it.) If allowed, it would pretty much have to be a straight advantage.
I'll wait for Det's official ruling, but I'll start coming up with contingencies, just in case.
<grin> I feel the need to point out that the suggested Weapon Master advantage is also an occult/paranormal advantage. If my suggestion is disallowed, this one should be as well.
On the flip side, my suggestion is surrounded with flashing lights proclaiming "plot hooks here". <grin> That's hard for any GM to pass up. And if my occult/paranormal advantage is allowed, so should Weapons Master be.
Kalzazz
03-21-2007, 04:15 PM
I vote for allowing Parz's mystery advantage and the Weapon Master advantage
Though Ill admit Im very curious now what this 'Mystery Advantage' is
Detritus
03-21-2007, 04:41 PM
I think the mystery advantage will be OK as an advantage. I might want to charge a small additional Unusual Background fee, since the ability kind of touches on things that are more in the province of the Fey and Werewolves.
60 points goes a long ways for Disciplines. I'll have to see about 14th/15th gen. vamps. The easiest thing might be to go as a 13th generation vamp. and just take your mystery advantage as an advantage.
Detritus
03-21-2007, 04:43 PM
Isnt SD Anderson in it?
He made a character
It's unclear whether he was fixing to join the game or just posting a sample character. I've dropped him a PM in order to clear things up.
Parzival
03-21-2007, 05:13 PM
13th gen is fine.
I was aiming lower just because we discussed making that mystery advantage a discipline instead, and because the wiki noted that weak-blooded vamps from the 14th and 15th generations could make new disciplines.
<grin> Don't worry too much about the "unusual background". I'll definately be sinking points into the explaination. It shouldn't look "twink" at all by the time I'm done.
Huxley
03-21-2007, 08:51 PM
Do the uploads cover how to simulate generation, and the cost for dots of disciplines?
Detritus
03-21-2007, 08:56 PM
Do the uploads cover how to simulate generation, and the cost for dots of disciplines?
Yes, they do, and include the game mechanics for the various discipline powers, too.
Huxley
03-21-2007, 09:03 PM
Alrighty, then. So as to speed the process along a bit, which chapter has those two things? I'm on the waiting list for the next download. In the middle of doing skills. :)
Detritus
03-21-2007, 09:21 PM
Alrighty, then. So as to speed the process along a bit, which chapter has those two things? I'm on the waiting list for the next download. In the middle of doing skills. :)
Chapter 4 has all the rules on disciplines and their costs/effect.
Generation is in Ch. 2, but I can give the costs here:
13th = 0 CP, max blood pool = HT, max pool spend rate = 1/turn
12th = 5 CP, max blood pool = HT+1, max pool spend rate = 1/turn
11th = 15 CP, max blood pool = HT+2, max pool spend rate = 2/turn
10th = 25 CP, max blood pool = HT+4, max pool spend rate = 2/turn
9th = 35 CP, max blood pool = HT+6, max pool spend rate = 3/turn
8th = 60 CP, max blood pool = HT+10, max pool spend rate = 4/turn
7th generation and lower are off-limits to PCs.
Detritus
03-21-2007, 10:09 PM
For the bare bones of discipline costs, this is how they break down.
Celerity, Fortitude, and Potence are termed "augmenting disciplines" in the GURPS version of the game, and their costs are:
1 dot = 4 points, +1 to relevant attribute for 10 minutes
2 dots = 8 points, +2 to relevant attribute for 30 minutes
3 dots = 16 points, +4 to relevant attribute for 1 hour
4 dots = 24 points, +6 to relevant attribute for 2 hours
5 dots = 48 points, +10 to relevant attribute for 6 hours
Fortitude adds to damage resistance, Celerity to move, and Potence to ST.
All other disciplines are bought at 2 points per dot. You then have to buy the individual powers as M/VH skills, and have to spend at least 1 point in each power as you advance in dots in the discipline.
Out-of-clan disciplines cost double the listed cost.
Thaumaturgy is a bit different, but it doesn't look like we'll have any Tremere for now...
Kalzazz
03-21-2007, 10:38 PM
An important thing to note for GURPS vampire, 1/2 point in firearms X can frequently transform even the least combat oriented character into if not a force to be reckoned with at least a force of some sort. Particularly since 11 IQ adds +1 and 12+ IQ adds +2
Guns in GURPS are the Way of Death
Huxley
03-21-2007, 10:42 PM
Cool, cool. That's all I need to know about disciplines, since I have the vamp book (well, besides maybe mechanics. . .still downloading the file). I'm pseudo-converting from WW to GURPS, by eyeballing and changing to stuff I like in the GURPS system more. Last question: Virtues. Which ones are used, how do I buy up Humanity and Willpower?
Huxley
03-21-2007, 10:46 PM
An important thing to note for GURPS vampire, 1/2 point in firearms X can frequently transform even the least combat oriented character into if not a force to be reckoned with at least a force of some sort. Particularly since 11 IQ adds +1 and 12+ IQ adds +2
Guns in GURPS are the Way of Death
Aren't vamps extremely resistant to them in GURPS, though?
Kalzazz
03-21-2007, 10:48 PM
Humanity seems to cost 5 per point and starts at 12
There are 4 types of Willpower, which start at IQ level, cannot exceed 14
Conscience is for Humanity Saving Throws, it costs 1 per level
Self Control is to Avoid Frenzy, costs 1 per level
Courage is for facing Fire/Sun, costs 1 per level
Normal Strong Will is for anything else, Creepy Uglies, Interrogation etc, costs 1 per level
Kalzazz
03-21-2007, 10:56 PM
Actually, no. GURPS Vampies unlike WW Vampies have no inherent resistance to guns, guns kill them just as well as swords and axes
Well, not 'Kill' but 'Knock senseless'
A nice Beretta 92 will mete out 3 shots a round of 2d+2 vampire killing goodness, though suffering from recoil
Detritus
03-21-2007, 11:07 PM
Aren't vamps extremely resistant to them in GURPS, though?
They get hurt just as bad as normal humans do from guns unless the vamp has Fortitude active, but they can take more punishment before going down, especially if there is a blood source handy.
Huxley
03-21-2007, 11:07 PM
Alright, rough mechanics done. How do you want me to post this, Det? PM or just right here?
Detritus
03-21-2007, 11:08 PM
Alright, rough mechanics done. How do you want me to post this, Det? PM or just right here?
You can PM me a file if you don't want to post the character here. Either way is fine by me.
Kalzazz
03-21-2007, 11:37 PM
The White Wolf theory of 'Swords trump guns!' was in fact part of the reasoning that went into my character design
Imagine my surprise when I learned that wasnt the case
Huxley
03-21-2007, 11:41 PM
Yeah, I'm definately surprised, but hey, whatev. I'm not a sword-swingin' or gun-slingin' mofo anyways. I'm nasty, brutish, and short. Well, not short, but I had to complete the quote.
Kalzazz
03-21-2007, 11:59 PM
Well, if the DM wanted to simulate that aspect of Vampire into GURPS, he could give us the Injury Tolerance Undead Advantage from GURPS 4th and have us make 320pt charries
Huxley
03-22-2007, 12:04 AM
Well, if the DM wanted to simulate that aspect of Vampire into GURPS, he could give us the Injury Tolerance Undead Advantage from GURPS 4th and have us make 320pt charries
Bah, dish out the damage. Just means we'll spend more blood, and become more callous :).
Kalzazz
03-22-2007, 12:07 AM
Were playing VtM, that means were supposed to be fine nice upstanding citizens and do gooders, as opposed to a marauding pack of bloodthirsty jackals that style themselves as 'Adventurers'
So callous is extremely discouraged
Huxley
03-22-2007, 12:27 AM
Were playing VtM, that means were supposed to be fine nice upstanding citizens and do gooders, as opposed to a marauding pack of bloodthirsty jackals that style themselves as 'Adventurers'
So callous is extremely discouraged
Here here! As any good powergamer knows, you need less humanity to do more kewl powerz. :p
Kalzazz
03-22-2007, 12:34 AM
I recall less humanity = turn into NPC
Ergo, to keep the character in play, and thus gaining CP, they need to be valiant shiny undead goodthingies
Huxley
03-22-2007, 12:42 AM
I recall less humanity = turn into NPC
Ergo, to keep the character in play, and thus gaining CP, they need to be valiant shiny undead goodthingies
As far as WW goes, that occurs at 0 humanity. So if you can ride the cusp of a 1 or 2 humanity, you can do more things without guilt, and crush your enemies and annoyances with whatever vampiric power you feel necessary. Or unnecessary. Gratuitous violence can be warranted. But, hey, ya'know, nothing wrong with being a good guy. I actually prefer them.
Detritus
03-22-2007, 12:43 AM
There are 4 types of Willpower, which start at IQ level, cannot exceed 14
This bolded part, where are you getting that from? I'm not familiar with this limitation on will/virtues.
Kalzazz
03-22-2007, 12:44 AM
I normally prefer either more or less indifferent or the Miko Miyazaki School of Good
Or sometimes the silly over the top Evil that is the opposite of the Miko Miyazaki School of Good
Detritus
03-22-2007, 12:45 AM
As far as WW goes, that occurs at 0 humanity. So if you can ride the cusp of a 1 or 2 humanity, you can do more things without guilt, and crush your enemies and annoyances with whatever vampiric power you feel necessary. Or unnecessary. Gratuitous violence can be warranted. But, hey, ya'know, nothing wrong with being a good guy. I actually prefer them.
It happens at Humanity = 2 for GURPS, since it's a 3d6 system.
Humanity affects how long it takes to come out of torpor, and also the maximum effective skill level a PC has if they are awake when the sun is up.
Huxley
03-22-2007, 12:46 AM
Did the mechanical parts of my character get an OK? I'm not sure if I did everything right, or not.
Kalzazz
03-22-2007, 12:48 AM
Oops
I misread
Pg 93 GURPS 3rd Base Set
WILL ROLLS
When a character is faced with a frightening situation, or needs to overcome a mental disadvantage, the GM should require a Will roll. Normally, Will is equal to IQ, so this is just an IQ roll. However, if the character has the advantage of Strong Will (p. 23) or the disadvantage of Weak Will (p. 37), the appropriate number of levels add to or subtract from IQ. For instance, a person with IQ of 14, and 2 levels of Weak Will, has a Will of 12. On a successful Will roll, the character overcomes his fear, bad impulse, or whatever.
On a failed roll, the character is frightened or gives in to the "lower impulse,"
whatever that is. Any Will roll of 14 or over is an automatic failure.
Many mental disadvantages allow the character a chance to overcome them temporarily with a Will roll. But if a player constantly tries to avoid his mental disadvantage, rather than roleplaying it. the GM should penalize him.
Furthermore, if a character has an IQ of more than 14. treat his IQ as only 14 before subtracting Weak Will. If you have an IQ of 14 or higher and 3 levels of Weak Will, your Will is only 11.
Detritus
03-22-2007, 12:50 AM
Did the mechanical parts of my character get an OK? I'm not sure if I did everything right, or not.
I'm just getting a chance to look at it now. Will let you know in a bit.
Detritus
03-22-2007, 05:58 AM
Some background info:
The adventure starts in Dallas, which will be the characters' home city at the start of the chronicle. The city is the home of the Malkavian Justicar, Arcadian Walsh. He's going to send the PCs to New Orleans to investigate a grievance of a Malk there against one of the Get of the prince of the city, Mr. Johnson.
Leolin/Huxley is an Archon for Justicar Walsh. I would say that Jocelin/Kalzazz shouldn't be affiliated with either the Prince of Dallas or Walsh. SD and Parz's characters can be part of the entourage of either Prince or Justicar, if so desired. A Tremere by the name of Jürgen Strauss is currently Prince of Dallas, after ousting Barnabus Johnson, a Ventrue, from that post about 25 years ago.
================
I'll be grouping together all info for each character into separate threads pretty soon. I'll have one last look at the PCs as a whole after I get Parz's write-up, and then after that, we should be ready to go.
Kalzazz
03-22-2007, 06:51 AM
Why is Jocelin likely being picked for this mission?
Huxley
03-22-2007, 10:34 AM
Why is Jocelin likely being picked for this mission?
We could do some background intertwining to make that easier/make sense.
Detritus
03-22-2007, 12:42 PM
Why is Jocelin likely being picked for this mission?
I'd say because she is a recent transplant from New Orleans.
Parzival
03-22-2007, 05:58 PM
Why is Jocelin likely being picked for this mission?
Because she's expendable.
<grin> Why were *any* of our characters selected?
Huxley
03-22-2007, 08:42 PM
Because she's expendable.
<grin> Why were *any* of our characters selected?
Because they're the best team for the job.
Kalzazz
03-22-2007, 08:57 PM
Considering I havent the faintest clue what the other two party members are really, who knows if were the best team for the job or not
Jocelin is pretty much a straight up fighter (she prefers Warrior Philosopher of course), Jack though SD Anderson posted his sheet Im not actually able to define what his intended role is
Kalzazz
03-22-2007, 09:09 PM
Jocelin is now pretty much finished, has gear and such, and went and redid math and changed slightly
Detritus
03-22-2007, 10:18 PM
Considering I havent the faintest clue what the other two party members are really, who knows if were the best team for the job or not
Jocelin is pretty much a straight up fighter (she prefers Warrior Philosopher of course), Jack though SD Anderson posted his sheet Im not actually able to define what his intended role is
If you guys want to coordinate background stories and/or roles on the mission, by all means, feel free.
Kalzazz
03-22-2007, 10:46 PM
Well, I wasnt imagining us as a rigidly codified special ops team or anything like that
Huxley
03-22-2007, 11:01 PM
I'm all for some background intertwining -- but if others would rather meet via chronicle, just say so. Mine is pretty open, once I reach Dallas. I've been there for enough time to have been a neonate, and am now an ancillae. The Archon thing would be fairly recent, I'd say (In vamp terms), so only a year or so.
Detritus
03-22-2007, 11:21 PM
I'm all for some background intertwining -- but if others would rather meet via chronicle, just say so. Mine is pretty open, once I reach Dallas. I've been there for enough time to have been a neonate, and am now an ancillae. The Archon thing would be fairly recent, I'd say (In vamp terms), so only a year or so.
The adventure as written starts out with all the characters together meeting with the Justicar. It makes some sense for the PCs to at least be aware of each other before this meeting, and most likely you've met at least a few times. Given the stakes of the mission (as will become apparent once the game starts), he's not going to send a bunch of strangers to New Orleans.
Kalzazz
03-22-2007, 11:30 PM
Arent we 300pt vampies pretty much starting level 0 cannon fodder on the vampy food chain though?
Huxley
03-22-2007, 11:32 PM
The adventure as written starts out with all the characters together meeting with the Justicar. It makes some sense for the PCs to at least be aware of each other before this meeting, and most likely you've met at least a few times. Given the stakes of the mission (as will become apparent once the game starts), he's not going to send a bunch of strangers to New Orleans.
Cool, cool. I just PM'ed Kalzazz, as I have an idea of what his character is like. . . I'm not sure about SD, though I'm thinking, and I have no idea about Parz. I don't know if he/you want to keep it that way, but a bit of information might help in intertwining our stories. I will post (part of) what I sent to Kalzazz:
Ancillae Archon, believes in the traditions, has been around Dallas ever since being a neonate, came from Seattle. He's a scholar and artist, of sorts, and is known to live in the sewers. This is a general general knowledge of those who live in the city/have heard of me.
Huxley
03-22-2007, 11:33 PM
Arent we 300pt vampies pretty much starting level 0 cannon fodder on the vampy food chain though?
Ya'know, I actually noticed quite a bit of power jump when converting from my WW character to GURPS.
Detritus
03-22-2007, 11:41 PM
Arent we 300pt vampies pretty much starting level 0 cannon fodder on the vampy food chain though?
Nah, I would say that high-generation neonates are more in the low-200-point range. So you're a few steps above that. There are going to be plenty of Kindred floating around that will be significantly more powerful than any one PC, that is true. Having at least one Archon around will level the playing field some, though.
Detritus
03-22-2007, 11:44 PM
. . .and I have no idea about Parz. I don't know if he/you want to keep it that way, but a bit of information might help in intertwining our stories.
Haven't heard much in the way of specifics yet from Parz regarding his character, although I did get a character outline from him a few days ago. Let's see what details he comes up with for his PC.
Kalzazz
03-22-2007, 11:56 PM
I imagine he intends to torture us severely and leave us in wonder about this 'Mystery Advantage'
Just guessing blindly from my knowledge of Parz, I bet its a tricksy subtle sort I would never in a million years realize what hes doing, and will be clueless of it for the entire duration of the campaign
I admire people who can do that, and fully admit Im not one of them
Huxley
03-23-2007, 12:12 AM
I imagine he intends to torture us severely and leave us in wonder about this 'Mystery Advantage'
I got that feeling, too.
Still thinking about SD. ..
SD Anderson
03-23-2007, 01:43 AM
You then have to buy the individual powers as M/VH skills, and have to spend at least 1 point in each power as you advance in dots in the discipline.
This, btw is one of the few cases where the GURPS mechanics complete breaks with the WW way of doing things. WW makes your overall power level in a discipline the skill you have in it where a discipline might be used like a skill. (Rather like Morrow Project Psi in that regard.)
The GURPS mechanics are an extra step, but allow more granularity. A vamp might be really good with a 1 dot discipline OR a powerhouse vampire might be inept.
SD Anderson
03-23-2007, 01:49 AM
Haven't heard much in the way of specifics yet from Parz regarding his character, although I did get a character outline from him a few days ago. Let's see what details he comes up with for his PC.
If the mystery advantage that probably dovetails with Weapon master is the martial arts style of "Forceswordsmanship", or some of the abilities CJ Carella introduced in the Print Pyramid magazine article "The Way of Fang and fist", we may have some problems but Parz wouldn't do that, would he? :D
SD Anderson
03-23-2007, 01:50 AM
I got that feeling, too.
Still thinking about SD. ..
Det doesn't have any problems with the fact I ran this adventure years back, so I think I'm in.
Huxley
03-23-2007, 01:53 AM
Det doesn't have any problems with the fact I ran this adventure years back, so I think I'm in.
Rock'n'roll, sounds good.
I was more referring to background meshing.
Kalzazz
03-23-2007, 03:44 AM
Making all of them M/VH means that well, arent as likely to happen with not so bright vampires
In WW, a Vampire could still have a sporting chance even in not high point things
Parzival
03-23-2007, 11:20 AM
If the mystery advantage that probably dovetails with Weapon master is the martial arts style of "Forceswordsmanship", or some of the abilities CJ Carella introduced in the Print Pyramid magazine article "The Way of Fang and fist", we may have some problems but Parz wouldn't do that, would he? :D
Nah, he wouldn't. The character's going to be pretty much a non-com.
I don't have everything framed out just yet, but here's a rough idea of where he fits into the world.
He was a nut before he was embraced by a Malk. He was a fairly well-known fringe researcher (AKA: quack) before his embrace. He hasn't exactly grown more stable afterwards. You'll hear about his theories. At length.
He opted for a slightly more discreet profession after he was embraced (one that wouldn't require him attending symposiums in daylight). Using some family contacts, he is currently a wholesaler in the gem trade. He has contacts with smugglers (being close to the border, and the gem trade being pretty shady), some retailers, some gemologists, and naturally, other wholesalers. And has begun to generate a reputation for being able to aquire rare and hard-to-find stones, especially red ones.
His sire has recently disappeared. The character carries around an ebony and silver cane (with an ironic quote etched into the silver) that was left him by his sire just before he disappeared. (A quirk. It could be used as a club, but mainly it's a gratuitous plot hook.)
He has a small herd, mostly comprised of former research assistants. And contacts with former associates specializing in various odd things.
He'll have a good networking/people skills, but a vamp who focuses into the area could surpass him easily. (Especially with relevant disciplines.)
In disciplines, he'll have Auspex pretty much maxed out. With some skill at the lower Domination and Obscurance powers.
<shrug> The secret will come out. It's primarily a question of how long it will take.
The Justicar almost certainly already knows (as does anyone else the character's sire had to get permission from to embrace the character.)
Detritus
03-23-2007, 01:40 PM
Making all of them M/VH means that well, arent as likely to happen with not so bright vampires
In WW, a Vampire could still have a sporting chance even in not high point things
Remember that low-level discipline powers get an effective skill boost of the difference between the power's level and the PC's level in a discipline. So that, for example, someone with three levels of Presence would get a 2-point bump in their Awe (Presence Level 1 power) skill roll.
Kalzazz
03-23-2007, 01:42 PM
Ohh! I did not, in fact, realize that
Detritus
03-24-2007, 01:48 AM
I'd like to get the show on the road pretty soon, so if people are happy with their characters, can you either PM me or post (near-)completed characters here? At this point, I gather that Huxley and SD are pretty close to finished, Kal made some tweaks to the build he posted, and Parz has a pretty fleshed-out concept that needs finishing in terms of details.
Huxley
03-24-2007, 02:04 AM
And I believe we're still PM'ing about background solidification, though SD and I have finished with that.
Detritus
03-24-2007, 05:55 PM
I've split off the posts dealing specifically with the PCs to their own threads. I'll probably post the start of the opening scene sometime tonight or tomorrow, after I get something from Parz.
Parzival
03-24-2007, 07:43 PM
Done.
Posted on its own thread. Let me know if there's anything you want me to tweak or change.
And just because people are having fun wondering what it is, the "secret advantage" is labled "secret advantage with secret limitation".
Detritus
03-24-2007, 11:51 PM
I'm going to post a couple of more images for NPCs that will appear in the opening scene, and then I should be ready to get started tonight.
Detritus
03-25-2007, 12:26 AM
I've decided to stick the thread with the active scene so it doesn't become obscured amongst the other threads.
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