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Author Topic: I can't believe it's not Earthdawn  (Read 7337 times)
Bill
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« on: December 22, 2012, 12:02:38 PM »

Races
Code:
Elves Total 28
ST -1 -10
DX +1 20 Smooth Operator
Smooth Operator 1 15 Acting Carousing
Extended Lifespan 1* 0 Detect Lies Diplomacy
Early Maturation 1 0 Erotic Art Fast-Talk
Longevity* 0 Intimidation Leadership
Attractive 4 Panhandling Politics
Difficult Conception 0 Public Speaking Savoir-Faire
Unnatural feature (Pointed Ears) -1 Sex Appeal Streetwise
Taboo Trait (Unattractivness) 0

Dwarves Total 24
ST +2 20
HP +1 2 Artificer
HT +1 10 Architecture Armoury
Dwarfism -15 Carpentry Electrician
Artificer 1 10 Electronics Repair Engineer
Lifting ST +2 6 Machinist Masonry
Extended Lifespan 1* 0 Mechanic Smith
Early Maturation 1 0
Stubbornness -5
Unattractive -4
Taboo Traits (Attractivness) 0

Gnomes Total 8
HP +1 2
HT +1 10 Widget Worker
Dwarfism -15 Armoury
Widget Worker 1 5 Electronics Repair
High Manual Dexterity 2 10 Forced Entry
Extended Lifespan 1* 0 Lockpicking
Early Maturation 1 0 Scrounging
Unattractive -4 Traps
Taboo Traits (Attractivness) 0

Orcs Total 16
ST +1 10
HT +1 10 Tough Guy
Tough Guy 1 5 Brawling
Rapid Healing 5 Fast Talk
Early Maturation 1 0 Forced Entry
Unattractive -4 Intimidation
Bully or Bad Temper (12-) -10 Shadowing
Taboo Traits (Attractivness) 0 Streetwise
Easy Childbirth 0

Trolls Total 27
ST +5 45
HP +2 4
HT +1 10
DX -1 -20
IQ -1 -20
Gigantism 0
High Pain Threshold 10
Early Maturation 1 0
Regeneration (1 pt / 12 hrs) 10
Regrowth 10
Damage Resistance 1 (Tough Skin) 3
Crushing Striker (Horns; Cannot Parry) 3
Ugly -8
Bully or Bad Temper (12-) -10
Increased Consumption -10
Taboo Traits (Attractivness) 0
   
Advantages marked with a * are given for free as they’re more for background . . . and it’s not likely they’ll be relevant in the game.
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Bill
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« Reply #1 on: December 22, 2012, 12:05:00 PM »

Spells
The starting spell list is small as there was not a lot of magical research done in the Vaults.  That which was performed was researched more for utility than for pure research.

Apportation
Boil Water
Clumsiness
Colors
Condense Steam
Continual Light
Counterspell
Create Earth
Create Fire
Create Water
Detect Magic
Dispel Magic
Earth to Stone
Earth Vision
Find Direction
Glass Wall
Glow
Grace
Heal Plant
Heat
Identify Plant
Ignite Fire
Itch
Lend Energy
Lend Vitality
Light
Lighten Burden
Measurement
Metal Vision
Might
Minor Healing
Paralyze Limb
Purify Water
Recover Energy
Relieve Sickness
Resist Disease
Resist Poison
See Radiation
Seek Earth
Seek Plant
Seek Water
Seeker
Shape Earth
Shape Fire
Shape Metal
Shape Stone
Shape Water
Share Energy
Share Vitality
Spasm
Stone Missile
Stop Bleeding
Stop Paralysis
Stop Spasm
Sunlight
Tell Position
Tell Time
Test Load
Trace
Vigor
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Bill
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« Reply #2 on: December 22, 2012, 12:39:07 PM »

Starting Characters
Characters will have 125 points with -50/-5 in disads/quirks.
You may have one attribute that exceeds your racial norm by more than +2.  You may only have one attribute that is below racial norm by, at most, -2.  If the attribute is only -1 from racial norm it does not count as a disadvantage, but at -2 it does.

The Tech Level is 8.

Starting Magery is limited to 2.

I will be using Threshold-Limited Magic from Thaumatology, pg 76-82.  With a couple of minor modifications.
(In a nutshell:  You don’t spend FP to cast spells, but build Power Tally—if you exceed your tally, bad things happen to you.)

The optional rule: Calamities Reduce Tally (pg 77) will be in effect.

Spellcasters start with a Power Tally equal to their IQ plus IQ x Magery, and a Tally Recovery equal to ½ IQ (rounded up) plus twice their Magery.

So, if a character has IQ 12 and Magery 0, they would have a Power Tally of 12, and a Tally Recovery of 6.  But, someone with IQ 12 and Magery 2 would have a Power Tally of 36, but a Tally Recovery of 10.

A couple of other changes to the Advantages/Disadvantages for Threhold-Limited Magery:
Increased Threshold (pg 78) still costs 5 points/level, but it functions as an extra level of Magery to determine your Power Tally, it has no effect on Tally Recovery or spells.

Rapid Magical Recovery (pg 79) only costs 2 points/level, but it functions as an extra level of Magery to determine daily Tally Recovery only, and has no effect on spells or your Power Tally.

Safer Magical Excess (pg 79) has no change.

Variable Energy Access (pg 79) is available, but only costs 25 points.

Reduced Threshold (pg 79) is not a limitation, but a disadvantage costing -5 points/level.  It reduces your Magery level by 1 for the purposes of determining your Power Tally.  It has no effect on Tally Recovery or Spells.  You may not have more levels of Reduced Threshold than you have of Magery.

Seriously Calamity-Prone (pg 79) is not a limitation, but a disadvantage costing -5 points/level.  It otherwise operates as listed.

Slower Magical Recovery  (pg 79) is not a limitation, but a disadvantage worth -2 points per level.  It reduces your Magery level by 1 for the purposes of determining your Tally Recovery.  It has no effect on Power Tally or Spells.  You may not have more levels of Reduced Threshold than you have of Magery.

Also, spending one hour, quietly meditating, and a successful Meditation roll, allows you to reduce your current Power Tally by your Magery level.  On a critical success you gain your Tally Recovery.  On a critical failure, you increase your Power Tally by 2xMagery points.  You do not count this time as resting or as sleep.
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Bill
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« Reply #3 on: December 22, 2012, 01:08:06 PM »

All righty.  I've also posted a OneNote notebook here.  I'll make changes and update information there so it's easy for everyone to get to.
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« Reply #4 on: December 25, 2012, 12:22:50 PM »

Is there going to be a template for humans as well? Just curious about what kind of adv./dis. they may have. Thanks and Happy Holidays!  Grin
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Bill
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« Reply #5 on: December 25, 2012, 02:16:33 PM »

(Forgive him, he's new to GURPS)

Humans is Humans.  They're the base-line.  They have no, inherent advantages or disadvantage.  If you don't take a racial package . . . you're human.
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« Reply #6 on: December 25, 2012, 03:31:50 PM »

(Forgive him, he's new to GURPS[/b])

Humans is Humans.  They're the base-line.  They have no, inherent advantages or disadvantage.  If you don't take a racial package . . . you're human.

It would be good to put up a list of the sorts of skills that would be appropriate for anybody who grew up in a vault and got sent out to explore, even if we're not using an actual template for this. I recall that we discussed them having a point in whatever Survival type is relevant to the surrounding terrain (once you figure out what that is), for example, and at least one of us should really have First Aid.
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« Reply #7 on: December 25, 2012, 03:48:12 PM »

I like the idea of people chosing random survival skills . . . that's funnier.  But, less useful.  Right now, I'm building the two area where the parties start, so I'll have an idea.

I was contemplating giving all of the explorers a 5-point skill package representing their crash-course training:
First Aid - IQ [1]
Guns (Pistol) - DX [1]
Guns (SMG) - DX [1]
Knife - DX [1]
Survival (Relevant) - Per -1 [1]

ETA: I just updated the OneNote notebook.
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« Reply #8 on: December 25, 2012, 04:11:39 PM »

I like the idea of people chosing random survival skills . . . that's funnier.  But, less useful.  

Once we're experienced with the outside, we should be able to buy a Very High Mana counterpart to Survival (Atomic) for magical disaster zones. "Why yes, you can distill potable water from the lemonade springs! Just watch out for the cigarette trees, those things aren't filtered..."
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« Reply #9 on: December 25, 2012, 04:54:26 PM »

Mana is . . . different.  From the Vaults, you'll know it fluctuates from day to day by minor amounts.  Usually not enough to result in any problems, but some days you might have skill bonuses or penalties to cast spell.  It never seems to dip below average, but sometimes it’s . . . capricious, making magic harder.  Other times it’s very calm and makes utilizing it significantly easier.  They can’t predict it.

Beyond that . . . you’ll have to learn about it on your own.
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tshiggins
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« Reply #10 on: March 25, 2013, 06:05:39 PM »

As promised, the After-Action report:

Reconnaissance Team Alpha
Medical supply retrieval and initial external survey
After-Action Report
March ??, 2114
 
The ad hoc exploration and retrieval team departed Vault on March ?? at 08:00 hours, as planned. Team members were Dave Spencer, Steve Nolan, Janice “Flea” Holmes, Donald “Kneely” Carver, Raul Duke, Matt Hagen, Jonathan “Thugee” Lowman and Lucas Hendricks.
 
After some initial psychological adjustment to the outside environment, the group noted the presence of a large structure to the east, and set out in that direction.
 
After a hike of about 30 minutes, the group identified the “structure” as a large stack of rusted automobile chassis. The stack was located in an old junkyard filled with rusted autos and other metallic debris, and the group began to explore in an haphazard and disorderly fashion.
 
Less than 20 minutes into this original assessment, I and other members of the group were alerted to the sounds of gunfire, and proceeded with haste to investigate. Upon arrival at the point of contact, we discovered that Carver had stumbled into a group of orcs armed with automatic rifles, who had immediately opened fire, injuring him.
 
As the rest of the reconnaissance team reached the firefight, we engaged the enemy. Lowman displayed excellent tactical sense and chose to flank the opposition to the left, followed by Hagen, Dave Spencer and Steve Nolan. The opposition reacted with a flanking maneuver to our right, which I moved to block, after reaching the injured Carver. By this time, Holmes had been shot, as well.
 
However, the opposition’s efforts collapsed as a result of Lowman’s flanking maneuver, which was supported by Hagen, and a successful aggression toward the opposition center by Spencer and Nolan. We also witnessed the apparently-spontaneous detonation of the equipment used by some members of the opposition force.
 
The unexpected firefight resulted in a number of injuries, including serious wounds sustained by Lowman, which rendered him unconscious for a time. However, use of first aid and magical healing rendered all team members functional.
 
Examination of the bodies of the opponents by Holmes indicated the equipment had been rigged to self-destruct, presumably to avoid capture. The opposition, in some cases, bore body-armor modeled after that used in the late 20th Century, as well as assault rifles modeled after some version of the AKM.
 
The opposition also had an armored vehicle with a machine-gun on a pintle-mount, which resembled a .30 caliber M-60 belt-fed weapon. Spencer and Nolan killed the opponent who attempted to gain access, before he could bring it to bear, and remote charges destroyed the weapon before it could be captured. Holmes also discovered the armored vehicle had been wired for self-destruction, as well, but she disarmed those charges before they could activate.
 
A subsequent search of the junkyard indicated the opposition force comprised a salvage team, sent to retrieve anything worthwhile from the remains of the junkyard. With that in mind, the team spent about 90 minutes scavenging, and retrieved equipment of use, including an item of apparently thaumaturgical origin found by Lowman. In addition, the armored vehicle proved road-worthy, and held a crate of about 50 man-days of rations, additional rounds for the destroyed assault rifles, and a rocket launcher tube with two rockets, which we identified only after some effort.
 
After some experimentation, Spencer’s experience with mining vehicles proved sufficient to operate the armored vehicle, and group decided to use it in service of the assignment. The presence of the operational vehicle suggested the possibility of navigable roads, so in keeping with our briefing, the group proceeded south toward the large road that existed there, prior to closure of the vault.
 
Spencer operated the vehicle cautiously, but still managed to cover the distance at several times our walking pace, and we reached the site of the old road within the hour. The road proved in poor condition, with broken slabs and numerous washouts, but it remained navigable at slow speeds.
 
Shortly before noon, Lowman saw what appeared to be a fortified settlement, off to the south of the road. The group elected to conceal the vehicle in a copse of trees while some proceeded on foot, rather than risk alarming any inhabitants. Hagen, Carver and Lowman, all of whom had been injured in the firefight, elected to remain with the vehicle. Additionally, Carver indicated an interest in studying the thaumaturgical item found at the junkyard, which remained in Lowman’s possession. With that in mind, most of the rest of us chose to leave our packs with them.
 
The advance team adopted a cautious approach to the settlement, which consisted of a number of concrete buildings reinforced with metal plating, surrounded by a stockade of rusted cars turned on their sides, piled two high. Initial investigation of the settlement indicated that it had been abandoned in some haste, and we began a more thorough search and salvage operation.
 
At this point, the advance group tried to use the vault radios to call the vehicle to the settlement. Some sort of interference prevented contact, and the group that stayed with the vehicle later reported their radios had the same difficulties. At about this time, Duke discovered an underground garage and storage area by falling through a section of weakened flooring, and the rest of the group proceeded to his assistance.
 
During the search of the building, the advance group was alerted to the sounds of a powerful engine, from overhead, and moved outside to investigate. We observed an advanced aircraft moving in from the north, toward the site of the vehicle, and several members of the advanced team moved to assist the vehicle’s guards.
 
Dave Spencer ran out toward the site, but reported the aircraft had attacked the armored vehicle with a missile, and destroyed it in short order. This was confirmed by the three personnel left with the vehicle. They had observed the approaching aircraft and prudently taken cover away from the armored car, after securing all the equipment they could quickly reach and carry.
 
The rest of the group, back at the settlement, observed the aircraft inbound and took cover inside the structures. Most proceeded with haste to the collapsed section of floor, and gained access to the basement. However, Hagen, searching a building at some distance away, took cover in an old refrigerator in an inner room.
 
This decision proved a fortunate one, as the aircraft proceeded to the settlement and opened fire with heavy automatic weapons on the structure in which Hagen was concealed, and inflicted significant damage. However, it departed soon thereafter and the team found Hagen deafened, but otherwise unharmed.
 
The group sustained no casualties, despite the loss of most equipment, and rallied at the settlement. We conducted survey of the promising structure and the basement. We found several engines and other pieces of equipment in well-preserved condition, likely able to be returned to usable condition with minimal effort.
 
The basement held two operational pickup trucks, as well as a large drum full of fuel, and another drum partially filled. Investigation of the fuel indicated it had a grain alcohol base, and was thaumaturgically active, in some way. Other salvage of lesser importance was also found (including a carton of cigarettes in usable condition). Duke proved invaluable in this capacity, and found many items worthy of salvage.
 
The technicians in the group soon had the pickup trucks operational, and we loaded the salvage, including the two fuel drums. A long ramp at one end of the garage led to a surface exit, but the group’s lack of experience with this vehicle type resulted in the wreck of one pickup truck that rendered it unusable. However, Spencer took the driver’s seat of the other, and the group used it to continue the mission, after a brief debate about whether or not to return to the vault for more supplies.
 
After several hours of travel along the road, the group came to an intersection that had several buildings to the north, including a significantly large one with a sign that read WalMart. However, beyond this building, past a row of smaller structures, we observed one with the “red cross” symbol that our briefing advised us indicated the presence of a medical facility.
 
Initial observation indicated some possible movement in the large WalMart structure, so we chose to dismount the vehicle and proceed with caution, on foot. I attempted to advise the group in proper deployment of personnel equipped with firearms, but encountered reluctance to accept the advice from other members of the team, who indicated they had little familiarity with the concepts.
 
This reluctance to adopt sound tactical deployment proved detrimental. The group approached one structure in a tight cluster, and were attacked by large orcs bearing heavy melee weapons. Several members of the group found themselves engaged in close combat and injured before they could bring firearms to bear. The close combat also made it difficult to fire on the enemy without hitting friendlies.
 
Once again, first aid and magical healing was needed to make the group operational, again.
 
Given that experience, the team adopted a more rational skirmish line approach to the medical building, despite complaints and resentment about being “given orders.” The group reached the rear entrance to the medical building without incident, and several members of the group once again ignored advice against clustering, and gathered around the door in close formation as Holmes attended forced entry.
 
This proved a potentially fatal mistake when an opposition force consisting of a large, armored troll and six powerful orcs skilled in hand-to-hand combat triggered an ambush. The troll and two orcs jumped down from the roof of the building. Several seconds later four more charged out through the rear entrance.
 
The opposition adeptly engaged the team in close-quarters hand-to-hand combat. Once again the inadvisable deployment limited our ability to fire freely and resulted in serious and unnecessary injuries. However, the superior firepower of the team was enough to prevail. Fortunately, no second wave of attackers appeared before we had time to use first aid and magical healing to bring the team back up to strength.
 
A search of the facility revealed a small supply of the anti-fungal medication, as well as other potentially useful medication. We also discovered the body of a human with equipment similar to that used in the 20th century, including a 12-guage pump-action shotgun, and a magnum revolver with a selection of jacketed silver bullets, in addition to the normal lead rounds. We quickly loaded up the salvage, including all possible useful medication and the recovered equipment, and returned to the vault.
 
Analysis:
 
The external environment seems devoid of magical horrors, and the reconnaissance team encountered none of the “rat-creatures” reported just before the vault was sealed. However, the territory surrounding the vault is at least partially inhabited by hostile indigenous forces of varied technological sophistication.
 
The presence of advanced weaponry and vehicles by one group of opponents, while a second group seemed restricted to archaic weaponry and armor from salvaged vehicles, indicates at least two different groups, possibly in conflict with one another.
 
The presence of the sophisticated aircraft may indicate the presence of yet a third force, or possibly may have been allied with or a part of the group that had the armored vehicle. Regardless, the firepower displayed by the aircraft, as well as its tremendous speed and advanced hovering capability, make its operators a real and significant threat to the safety of the vault and its inhabitants.
 
However, the presence of large quantities of metal salvage, including some items of immediately utility, make it worthwhile to continue suitable cautious salvage missions, at least in the close vicinity of the vault. That said, the vault authorities should take careful and prudent measures to secure the area of external operations, and conceal the route taken to and from the vault entrance by any salvage teams.
 
Recommendations:
1.   In the immediate future, initiate outside operations in the close vicinity of the vault, out to about a half-day’s travel, with the purpose of exploration and salvage.
2.   Begin investigation of the surrounding territory, with an eye toward using it to provide supplemental foodstuffs and other useful biological resources (especially wood, and nitrate nutrients for the vault hydroponics).
3.   Plan operations so as to minimize environmental changes viewable by aerial observation. As such, supply all external forces with personalized equipment, so as to resemble the haphazard accoutrements worn by indigenous opponents, rather than the uniform equipment issued by the vault.
4.   It is imperative that the vault send a well-equipped, well-supplied and WELL-TRAINED reconnaissance team to the north, to discover as much as possible about the origins of the advanced aircraft. The team should have the following skill-sets:
a. Training in small-unit combat tactics applicable to rifle-squads.
b. Training in outdoor survival, including camouflage, hunting and gathering, and the preparation of wild game and other foods.
c. Training in equipment comparable to that used by advanced opponents, including assault rifles, explosives and rocket-propelled grenades.
d. Training in military command hierarchies, and expected behaviors.
 
 
Regards,
Lucas Hendricks
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« Reply #11 on: March 26, 2013, 06:22:32 AM »

[OOC: The following is hand-written in black ink. I know it's rough; Dave is 9 years old and has Writing (A) IQ-5d [0]-5. Strikethroughs indicate scribbled-over text.]

Reconnaissance Team Alpha After-Action Report of David M. F. Spencer III
Community Service: Day 1
CC: Vault 23 Parole Board
3 / XX / 2114

I did my first day of court-ordered community service today. I was assigned to patrol outside the vault with Steve, Jan, Jon, Don, Luke, Matt, and Raoul. I was 100% successful in all tasks and want confirmation of my 8 hours of credit in writing like you promised.

The outside is fucking weird. There's way more of that "snow" shit stuff than we were told there would be, and everything is really, really big. Magical horrer horrors are common. Everybody we met tried to kill us. Some of them blew up for no reason I could see (probably magic).

We walked for a while, then we saw a fort made out of junked cars. We decided to check it out, and got jumped by a bunch of humans and orcs in black helmets. They had bigger guns than ours, and seemed to work pretty good together, but we took them out. Their heads and guns exploded when they died. Most of the team got shot besides me, so we did first aid and got everybody back on their feet. We found more scrap metal than we could haul [crude map with a big X marking the spot included], and Jon found some kind of magic thing that Don seems to be all gaga over. I think it's some kind of mind-control device - Keep it away from people until you study it. Me and Fle Jan ripped the helmet guyses armored car so we could make better time.

We found another building-shaped car pile and checked it out. We left everybody with bullet holes to guard the armored car, while the other half of us checked it out. We found out that the radios you gave us are total bullshit not working right in some outside areas. A big flying machine that just hung in the sky like it was magic or something blew up the armored car with all our food in it (requesting 1 hour extra court credit for skipped meal times), shot up the fort, and then flew off North. We found a working pick-up truck and a bunch of mechanical parts and metal scrap under the building [crude map with sublevel entrance marked included], plus some kind of magic liquid fuel that Raoul and Steve figured out think gets you high if you drink it.

We drove for a while and found more buildings [crude map included]. Surface orcs and trolls attacked us with axes as we looted two of them, but we blew them away, too. Most of the group got shot hurt again in the fight, so we stopped again even though the big building we didn't look through seemed to have a lot of movement in it. I managed to take one of the orcs prisoner, but he doesn't speak real good English like us so we didn't get anything out of torturing him. We brought him back anyway, so you guys can work on him. We found the fung us al us stuff you wanted. Lots and lots of metal and mechanical parts are here [marked with an X], and the big building might have even more.

Recommendations:

1) More training with guns. Pretty much everybody besides this guy either dished out or sucked up some friendly fire.

2) Be careful of all the magic shit we found. It seems to mess with people's heads, especially if they're weak.

3) We need better uniforms, preferably bullet-proof. Ones with some kind of bright color and a hugeass "23" on the front and back, so everybody knows who's here to kick their asses. We'll never get a rep out there otherwise. Also, you should rename Team Alpha something badass like the Crazy Eight. Nobody will fuck with attack us then.

5) Let me go back. I have more experience than anybody except the rest of Team Alpha, and I think being outside is good for me like Dr. Susan keeps talking about. Besides, they'll totally get killed out there without me.

-Dave
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« Reply #12 on: March 26, 2013, 07:10:39 PM »

[OOC: The following is hand-written in black ink. I know it's rough; Dave is 9 years old and has Writing (A) IQ-5d [0]-5. Strikethroughs indicate scribbled-over text.]


(SNIP)

5) Let me go back. I have more experience than anybody except the rest of Team Alpha, and I think being outside is good for me like Dr. Susan keeps talking about. Besides, they'll totally get killed out there without me.

-Dave

This is the best report, ever.   Grin
« Last Edit: March 26, 2013, 07:21:01 PM by tshiggins » Logged

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« Reply #13 on: March 27, 2013, 04:25:17 AM »

This is the best report, ever.   Grin

Thanks! I hope we get more of them. :]
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« Reply #14 on: April 08, 2013, 12:54:56 PM »

Tom,

Before you deicde to use the whippet configured shotgun, I recommend looking at the box on High Tech pg 106.

Otherwise, here's the information (the Fora are unwilling to let me set this up in anything approaching useful, so I apologize):

Weapon                   Damage   Acc   Range   Weight           RoF   Shots   ST   Bulk   Rcl   Cost
Whippet Pistol-Grip   1d+1 pi   2   40/800   3.7/0.2           2x9   2(2i)   11†   -3   1/6   35 oz
Cut-Down 870           1d+1 pi   3   40/800   6.85/0.6   2x9   5+1(2i)   10†   -6   1/5   30 oz
                              
Weapon                           Damage     Acc   Range           Weight           RoF   Shots   ST   Bulk   Rcl   Cost
12g Heriloom Gun           1d+1 pi     3   40/800           7.5/0.2           2x8   2(2i)   10†   -6   1/5   1,100 oz
Safetygun (.410 guage)           1d+1 pi   2   35/670           2.4/0.04   1x3   1(3)   7†   -3   1/3   20 oz
.410 guage Lever-Action           1d+1 pi   3   40/800           6.2/0.2           2x3   5+1(2i)   9†   -5   1/3   50 oz
.30-06 Lever-Action Carbine   7d+1 pi   5   1,100/4,500   7.8/0.3           1   5 (3i)   10†   -5   4   75 oz
.30-30 Lever-Action Carbine   6d pi     5   900/3,700   7.2/0.3           2   5+1(2i)   9†   -5   3   45 oz
.22 Lever-Action Carbine   1d+2 pi-  3   75/1,500   6.1/0.1           1   5+1(3)   8†   -5   2   20 oz
.45 cal Revolver           2d pi+     2   150/1,600   2.9/0.2           3   6(3i)   10   -2   3   40 oz
.38 cal Revolver           2d pi+     2   110/1,200   2.3/0.2           3   6(2i)   9   -2   2   27 oz
.357 mag Revolver           3d pi     2   190/2,100   3/0.2           3   6(2i)   10   -2   3   30 oz
                              
                              
Ammo                   Cost   WPS                        
.22 Long Rifle           20/oz   0.0077                        
9mm Parabellum           3/oz   0.026                        
.357 magnum           2/oz   0.035                        
.38 special           3/oz   0.033                        
.45 ACP                   2/oz   0.047                        
.410 Birdshot           10/oz   0.04                        
.410 Buckshot           2/oz   0.04                        
.410 Slug           1/oz   0.05                        
12 guage Buckshot   1/oz   0.11                        
12 guage Slug           1/ 2oz   0.13                        
5.56x54mm Nato           2/oz   0.027                        
5.45x39mm Warsaw   1/oz   0.026                        
7.62x39mm Warsaw   1/ 2oz   0.036                        
.30-06                   1/oz   0.056                        
.30-30                   1/oz   0.047                        
                              
Silver (bullets)   +1 oz/5 rounds                           
Silver (slugs)           +1 oz/round                           
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