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chitoryu12
Apr 23, 2014



Dead Survival


(Image credit to Iwan Baan)

Current Player Characters
Dimitris Condos by Ixtlilton
Augustus Lau by saberwulf
Jacob Barnes by hectorgrey
Melody Brackston by Bardlebee

Gameplay Thread Here

Game Description
Short version: The zombie apocalypse is going to happen in a few minutes. You're standing in the middle of Times Square, the absolute worst location to be when it goes down. Better run.

Long version: Nobody knows exactly what the cause of the outbreak is, only that it hit everywhere all at once. There was no Patient Zero that it slowly spread from, no reports of a mysterious meteor crashing into the water supply of America. All that anyone knows is that something has caused millions upon millions of people to simultaneously fall over dead, then stand up and start trying to eat everyone they see.

Your group is an eclectic mix of whoever managed to band together for safety in numbers when it first happened. You were just standing in Times Square in Manhattan, shooting the poo poo or harassing tourists or whatever it is you do, when the world turned upside-down. What's your plan? Well, that's up to you. All you know is that you probably shouldn't just stand around waiting to get eaten. You need to get out of the danger zone and figure out how you're going to keep yourself and your loved ones alive.

Campaign Details
This campaign is much more flexible and "sandbox" than most. There's a scripted campaign that the party can choose to follow, and it provides a decent method of completing your objectives and coming to a conclusion, but the players aren't railroaded into following it under pain of death and even following the storyline to the letter results in many choices about how to proceed and many opportunities that can be lost forever.

The main goal of the party is to find safety and survive there for an extended period of time under duress. Whether they flee to an abandoned countryside farmhouse, convert the roof of a skyscraper to a greenhouse, or try to hide in a 17th century fort-cum-tourist attraction, the important part is that they're able to stay alive there permanently. Food and water must be sourced, waste disposed of, and everything kept weatherproofed. All sorts of challenges will be faced when your proto-settlement is formed, from bandits to zombie hordes to crop failure and disease. The party must prove that they're worthy of staying alive to truly come to a satisfying conclusion and see what the post-apocalyptic world has in store for them.

But that's getting ahead of ourselves. From the outset, the party needs to actually make their way to safety. New York City is no place to be when half the population is trying to kill the other half, and either escaping the city or finding a safe place to hide in it should be the first priority. The roads are jammed, boats and aircraft are being taken (sometimes against their owner's will), planes are crashing, the firemen are too dead to put much out, and every idiot with their own half-baked zombie plan is trying to go through with it even if it's completely stupid.

But it won't just be the three or four internet dudes posting in the thread who are running around together. NPCs are a part of the party as well; there can be just about any number of them, but they can and will join and may stay with you until the end. The NPCs are just as human as the PCs, with their own quirks, thoughts on life, plans, and families and friends. They may have their own goals, which may conflict with your own. They're flawed human beings, and their flaws may get you or themselves killed. Some of them are shining paragons of virtue, and some are sociopaths willing to hurt children to get ahead. They may agree with everything you say, challenge you for leadership, or even turn on you. Or they may be your best ally in a time of need. But conflict with humans may be even more deadly than conflict with the undead.

And even the PCs don't necessarily have to agree with one another. This is a stressful time, and conflict will always brew. Morality is a thick shade of grey, and you may have to hurt good people to avoid putting yourself at risk. Hard moral choices will always be a part of it, and not everyone needs to agree with them. It's up to you to solve conflicts and either do what needs to be done or do the right thing, and suffer whatever consequences come with it.

Rules
The second post details the optional rules that are in use, but long story short: this is gritty realism. The zombies are an obvious fanciful element and interesting things may happen more often than usual to keep the game from being dull, but this is going to be hard. Characters will suffer from stress, PTSD, and fear. Gunfights are loud and terrifying and wounds can leave you aching for the rest of your life. Picking up a gun doesn't give instant video game-esque knowledge of its statistics, and you can't memorize how many bullets you've fired from an assault rifle during a gunfight. Cars can't be hotwired in seconds by an amateur, guns and large magazines don't rain from the skies and fill the hands of every wannabe Punisher, you may not find the ammo (or quality ammo) that you need, and cars don't like it when you ram them through entire crowds. A lot of the guys trying to fight you have no training and may be more dangerous to bystanders than their targets, but so will some of your allies.

It's highly recommended that, even making concessions for in-character behavior, players not act like idiots. Action movie stunts are a great way to get killed, and shoving a gun in everyone's face to try and force them to do your bidding doesn't endear you to them.

Character Creation
Characters are made on 80 points with a maximum 30 point disadvantage limit. Use 100% mundane characters, so no magic or 360 Degree Vision. Take a look at the books to see what advantages and disadvantages are good for a realistic campaign. Everyone will be granted Luck 1 for free, which will be refreshed every few pages in the thread. I can't be too mean. It's recommended that PCs are residents of New York City or nearby areas, but I'm willing to accept tourists, businessmen on a trip, etc.

To keep things realistic to modern NYC firearm laws and ownership, I will be heavily restricting starting weapons. Exactly ONE PC may start with a concealed handgun (be realistic with how much ammo you carry and make sure to keep the size of the gun and the "10 round mag cap, only carry 7 rounds per mag when carrying it" law in the city) and a different PC may keep a New York legal shotgun or rifle at their home. Knives and such are more allowable, but big hunting knives are almost definitely right out; a simple Leatherman, tactical folder, or switchblade is more likely. Just make sure that your character isn't doing anything illegal if it's OOC for them.

PCs are limited to a max of Status 2, with a recommended Status 0 or -1 for NYC residents depending on profession. As 75% of households in NYC do not own a car, any players with a Status 0 or -1 character who cannot successfully justify their ownership to the GM may opt to roll 1d during character creation: a 1 or 2 means that they can own a car or motorcycle/scooter.

I'm currently wanting 3 or 4 PCs to start the game. Character creation will be closed once 4 PCs have been made and approved, but it will be reopened periodically should players leave, PCs die, or I feel like we're ready to expand to one or two more party members.

EDIT: I forgot to mention in the initial post, but all PCs must begin with a level of the Pacifism disadvantage, preferably Reluctant Killer or more severe. We're not playing action movie badasses here.

chitoryu12 fucked around with this message at Jun 4, 2014 around 16:51

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chitoryu12
Apr 23, 2014



Important Rules

It is recommended that, along with the Basic Set, players have copies of High-Tech and Tactical Shooting. Some elements will be taken from Pulp Guns and Low-Tech.

Not all optional rules in use are listed here, merely the most important. Some remain hidden in the GM notes until otherwise needed.

Basic Set

Handedness
Decide whether you are right-handed or left-handed. Whenever you try to do anything significant with the other hand, you are at -4 to skill. This does not apply to things you normally do with your “off” hand, like using a shield. GURPS assumes you are right-handed unless you decide otherwise or buy Ambidexterity (p. 39). If you choose to be left-handed, any combat result that would damage your right hand affects your left instead, and vice versa. Left handedness is a feature worth 0 points.

Techniques
Techniques are allowed to be studied. The player is expected to maintain their own list of techniques and their skill in them, and it would be appreciated if they included a page number for book reference just in case.

Malfunction
All firearms and grenades have a “malfunction number,” or “Malf.” The weapon will jam, misfire, or otherwise fail to function on any attack roll equal to or greater than its Malf.; see Malfunctions (p. 407). Malfunction number is a function of tech level: it is 12 at TL3, 14 at TL4, 16 at TL5, and 17 at TL6+. A few weapons might be intrinsically more or less reliable. Weapon quality also affects Malf. Finally, lack of maintenance (especially in dusty or humid conditions) can lower Malf.

Changing Posture in Armor
At encumbrance level 0 (None) or 1 (Light), Change Posture takes one second, as usual. At
level 2 (Medium), it takes two seconds to change posture – and so on. While you are partway through a posture change, you are considered to be in the old posture.

Major Wounds
A “major wound” is any single injury of greater than 1/2 your HP. If you are using hit locations, a lesser injury that cripples a body part also counts as a major wound. Any major wound requires a HT roll to avoid knockdown and stunning.

Bleeding
If you are injured, you may continue to lose HP to bleeding. At the end of every minute after being wounded, make a HT roll, at -1 per 5 HP lost. On a failure, you bleed for a loss of 1 HP. On a critical failure, you bleed for 3 HP. On a critical success, the bleeding stops completely. On an ordinary success, you do not bleed this minute, but must continue to roll every minute. If you do not bleed for three consecutive minutes, the bleeding stops for good. Otherwise, you or someone else will need to make a First Aid roll to stop the bleeding; see First Aid (p. 424). The GM decides which wounds bleed. Cutting, impaling, and piercing wounds usually bleed; crushing wounds generally don’t, but there are always exceptions. Minor burning and corrosion injury does not bleed significantly: the damage sears the flesh, cauterizing the wound and preventing blood loss. However, if such injury causes a major wound, treat it as a bleeding wound, oozing blood plasma until properly treated.

Last Wounds
Once you have less than 1/3 your HP left, you can totally ignore any wound to a limb or extremity unless: (a) it is a critical hit; (b) it is enough to cripple that body part; or (c) it inflicts injury equal to 1/3 your HP or more at once.

Accumulated Injury
You can keep track of injury by hit location, in which case total injury over HP/3 or HP/2, as appropriate, cripples the body part. Be aware that this leads to complicated record keeping! Excess injury is still lost under this rule. For instance, if you have 11 HP, a total of 6 HP of injury cripples your arm. Ignore further injury, except for the purpose of determining dismemberment. Repeated blows to a limb or extremity cannot kill you.

Gathering
A successful Survival roll (or Botany or Naturalist for purely plants) gathers one meal of edible vegetable and insect matter, two meals during the peak growing season. A critical success doubles the amount gathered. A critical failure results in poisonous or psychoactive food being gathered; on a 17, the unlucky gatherer is the only one to eat it, while on an 18 he shares with the group. Any afflicted must roll against HT: a success means a loss of 1 HP, while a failure means a loss of 1d HP.


High-Tech

Run With A Gun
Whenever somebody with a gun in hand attempts to do anything but shoot – e.g., climb, drive, or ride a horse – the GM may rule that a failed DX or skill roll indicates an accidental discharge, a malfunction (p. B407), or even a broken firearm...especially if the gunman suffers from Unluckiness or Cursed!

Gun Safeties
At TL6+, a firearm usually has a manual safety to prevent it from discharging accidentally (see also “Unsafe” Revolvers, p. 93). When using a familiar weapon (see Familiarity, p. B169), engaging or disengaging such a safety is a free action at either the beginning or the end of a turn – but not both. Those operating at their default from DX or another Guns specialty, or who are otherwise unfamiliar with the weapon, must take a Ready maneuver to engage or disengage the safety. Cruel GMs may require an IQ roll to remember to disengage the safety under stressful circumstances!

If the weapon lacks a positive safety, though – or has a reputation as “unsafe” or as liable to start firing if dropped – then an accidental discharge is particularly likely. It may hit the holder of the gun or somebody else (see Hitting the Wrong Target, p. B389), or at least draw attention at a possibly inconvenient time. Note that a weapon may also discharge accidentally if stowed improperly; e.g., tucked into pants (unless you have the Pants-Positive Safety perk, p. 249) or a coat pocket. This can trip the safety (off or on), or even snag the hammer and fire the weapon. Instead of accidentally discharging, a weapon with a detachable magazine may accidentally eject its magazine. This is a surprisingly common mishap, especially with weapons that have an unprotected magazine release (e.g., the Enfield L85A1, p. 118).

Fast-Draw
A successful Fast-Draw roll lets you ready a stowed weapon instantly, without taking a Ready maneuver. Every turn, you may Fast-Draw one gun per hand at no penalty – although draws with the “off” hand have the usual -4. For instance, a shootist could Fast-Draw a pistol with his master hand at no penalty and another pistol with his off hand at -4. Success and failure have their usual effects in all cases. Any failure ends your turn; you may not attempt Fast-Draw again that turn. Critical failure means you also drop the gun – or both weapons, if trying to draw two guns simultaneously! In close combat and other cramped quarters, you must make a DX roll to reach a weapon before you can Fast-Draw it (see Readying in Close Combat, p. B391).

Crawling or lying down: -4
Crouching, kneeling, or sitting: -2
Grappled: -4
Hanging upside down: -2
Move or Move and Attack: -2 during or after the maneuver
Off-hand: -4

The weapon’s location is another important modifier, the effects of which depend on the weapon and Fast-Draw specialty:

Long Arm: +0 if using a patrol sling (p. 154), -2 if slung over the shoulder, or -4 if slung on the back.
Pistol: +0 if tucked into the belt or holstered at your hip, -1 if holstered at the small of your back or in a shoulder holster, -2* if holstered in an ankle holster or stuck into a boot, or -3 if in a pocket or concealed.

* A weapon in a boot is easier to reach from low postures: when crouching, kneeling, or sitting, ignore the -2 for a weapon in a boot and the -2 for posture, and roll at +0. All of these modifiers are cumulative with each other and those under Fast-Draw (above). Shock, distraction, and afflictions have the same effect on Fast-Draw rolls and DX rolls to reach weapons as they do on attack rolls. Note that the type of holster, scabbard, or sling also affects how quickly you can draw a gun; see Holsters, Scabbards, and Slings (pp. 153-154).

After the Firefight
Gunshots are loud, especially indoors. After a firefight, everybody will be temporarily hard of hearing from the noise (if explosions were involved, see also Side Effects of Explosions, p. 181-182). Apply -4 to Hearing rolls if all of the shooting was outdoors, -5 if inside a building or vehicle. Protected Hearing prevents these penalties; see Ear Protection (p. 70). At night, brilliantly intense muzzle flashes, tracers, and so on will impair natural night vision. This gives an additional -2 to Vision rolls in the dark. Protected Vision prevents this effect; see Eye Protection (pp. 70-71). In either case, impairment lasts for (20 - HT) minutes, minimum one minute. After that, roll vs. HT every second to recover.


Low-Tech

Environmental Ratings
Environments for those living off the land outdoors and away from civilization are rated as desolate, poor, typical, good, or excellent. For any environment better than desolate, roll once a month against the average Survival skill of the adult group members (-2 for poor, +2 for good, +4 for excellent). On a failure, the land drops one grade. On a critical failure, a natural disaster like a fire or flood hits. A desolate environment prevents the group from stopping to settle at all, as they're forced to stay on the move to find new areas with food and water.

Hunting
Tracking, Survivalist, Naturalist, and Mimicry are used to locate game. Roll against the hunter's best game-finding ability to locate an animal, with a hunting party using the roll of the most skilled. On a normal success, small game is found. Success by 5 or more reveals tracks of a large animal that can be followed, while critical success provides the finding of big game in sight.

For small game (like birds and rabbits), the hunter may attempt to close the distance through Stealth, Camouflage, or Animal Guise in a contest with the animal's Sense roll (typically 12). If undetected, the hunter has the benefit of surprise for attacking and gets 10 yards closer to the target. If detected, the animal bolts and the hunter must either make one attack (with appropriate penalties, including range) or let it go. With strangling the animal, the hunter rolls vs. DX-3 to keep his grip if he attempts to grapple the animal with his hands or a tool like a stick noose (Grapple-2 to hit). With a stick noose, the noose remains around the animal's neck; roll 1d, with a 1 killing the animal in 1d minutes and a 2 or 3 being 2d hours. The hunter must still track the animal to claim his kill. A successful kill yields 1d meals of meat, with 10-30 minutes to butcher.

Large game is preferably roleplayed in hunting. Getting within range of the animal takes 30 minutes to 2-3 days of tracking depending on the age of the tracks, the terrain, and the results of Tracking skill rolls. Dogs typically have Tracking 16-18; if a hunter has Animal Handling 12+, use the dog's skill to track. Add +1 to the roll for 2-5 dogs, +2 for 6-9 dogs, and +3 for 10 or more dogs.

When the party is 2d-2x10 yards from the animal, perform the contest of skills as described for small game to get closer. Dogs will likely bark and alert the animal before the hunters can sneak up on it. Hunters are given a parting shot with a ranged weapon at a fleeing animal, though some aggressive animals may choose to attack or even flee and circle back around to flank the hunters. Hunters can pursue the animal at half speed through persistance hunting, letting it tire itself out after 1d hours.

Edible meat from big game is half the animal's weight, with one pound of meat being one meal. Butchering takes 1 man-hour per 100 lbs of whole body weight. Other parts can be recycled, like bones for tools and weapons or skin for leather.

Trapping
Use Survival skill for small traps like simple snares or a box traps and Traps skill for traps that can catch large game (or humans) like tiger pits and deadfalls. Naturalist skill helps find a good location for a trap, while Camouflage skill disguises it from view.

Fishing
Fish can be caught with various lures and tools or by hand. Roll at -5 if using bare hands, -2 for improvised tools like a sharpened stick for a spear. Fish can be hand caught in shallow ponds and riverbanks. Muddying the water in small pools or using light and lures/bait allow for fish to be drawn to the surface for catching. Nets can be made from vines or plant fibers.

A successful Fishing roll (with modifiers) catches 1/2 a meal of edible fish plus another 1/2 meal for every point in the margin of success. A critical failure means that the area has been fished out for the remainder of the day. Two fishermen with a large net can triple the yield.

Food Preservation
Food must be preserved to keep it from spoiling. 1 lb. of salt can preserve 5 lbs. of meat or fish, or it can be smoked over a fire; both take 3 days. Sun drying meat and fruit in a hot climate takes 6 days.

Fire
Make a Survival roll for each hour spent foraging for fuel. Modifiers are -5 for desert, barren, or arctic terrain, -4 for swamp or marsh, -3 for tropical jungle or bog, -2 for rainforest, -1 for tundra or grassland, +1 for scrub, +2 for temperate or arboreal forest, +3 for cities (due to the abundance of flammable paper and wooden objects). A successful roll provides enough fuel for 12 hours of burning, and each point of success produces enough extra fuel for 1 hour of a large fire suitable for warmth and cooking.

If a fire is only fueled with green wood, a Survival roll is required to keep it from sputtering out. A critical failure results in smoke inhalation.

Cutting Trees
A man of ST 10 with a handmade stone axe can clear 50 yards of deciduous forest in 1 hour, producing 1200 lbs. of wood. Cutting down a 12 inch oak takes 30 minutes, while cutting down a 12 inch pine takes 10 minutes. An axe of any kind can cut down 100 trees before it needs resharpening. Irregular stone axes (without polishing) take 50% longer to work and become irreversibly dull after 50 trees.

Stone Knapping
A TL0 version of Armory used for making tools and weapons from stone, wood, and bone. Carpentry is used for building structures from wood, while Masonry is for building stone structures.


Martial Arts

Harsh Realism
A variety of rules put in place to make for more realistic unarmed combat:

Bruised Knuckles: Striking with an injured body part inflicts the shock penalty for its accumulated wounds (maximum -4), due to aggravating the injury. This can be mitigated by taking a damage penalty equal to the total shock penalty BEFORE striking. High Pain Threshold lets this be ignored, while someone with Low Pain Threshold must make a Will roll at the shock penalty or miss due to flinching.

Defense Limitations: Boxing, Judo, and Karate are at +3 to Parry while on a retreat. Reduce this to +1 during non-stepping movement (like jumps and rolls). Dodge penalties for things like maneuvering, techniques, combat options, and enemy action are instead applied to Parry for these skills.

Low-Line Parries: A standing person has -2 to parry an attack on his legs or feet if using bare hands or a weapon with reach C. Leg and foot parries are not penalized.

Parrying Weapons: Unarmed combat skills parry any weapon at -3. Failure by 3 or less is a "success" in the sense that the attack hits the limb used to parry instead and rolls usual damage. In close combat only, ignore this drawback for Judo and Karate parries vs. rigid crushing weapons like clubs and sticks.

Striking Bone: When striking the skull with an unarmed attack, Hurting Yourself (p. B379) applies. If you strike the leg with a shin kick, roll 1d. On a 1 (or a 1-3 if the opponent tries and fails a leg parry), you knock shins. Apply Hurting Yourself unless you have the advantage Striker (Crushing; Limb, Shin, -20%).

Strong and Weak Hands: When using your off-hand (automatically the left hand unless Ambidexterity or Left-Handed is selected at character creation), you are at the usual -4 to skill (and therefore -2 to parry) and -2 to ST (giving -1 to punching damage). Off-Hand Weapon Training becomes a Style Perk for all barehanded striking arts, and it and the Ambidexterity advantage eliminate this penalty.

Ignoring Partial Injuries
While adrenaline takes care of shock after only a second, wounds start to hurt after a while. Any non-cripping injury can be ignored for 2xHT seconds before impairment begins. The precise effects depend on the severity and location. Use the worst applicable result. High Pain Threshold halves DX penalties, rounded in your favor. Low Pain Thresholds multiplies DX penalties by 1.5, rounding against you.

Arm
Injury up to HP/5: -1 DX for any action involving that arm, including two-handed tasks.
Injury over HP/5, up to HP/3: -3 DX.
Injury over HP/3, up to HP/2: The arm is almost broken. It hurts so much that you must make a Will roll to use it. Roll at +3 for High Pain Threshold or -4 for Low Pain Threshold. Success lets you act at -5 DX; failure indicates you Do Nothing!
Injury over HP/2: Cripples the arm.

Leg
Injury up to HP/5: -1 DX to kick with the injured leg. Kicking with the good leg is at -1 if standing – you must support your body with the injured leg – but at no penalty if lying down.
Injury over HP/5, up to HP/3: -3 DX to kick with the injured leg. If standing, kicking with the good leg is at -1, but
any roll to avoid falling is at -3. If lying down, there’s no penalty to use the good leg. Dodge is at -1 and Move is 80% normal if standing.
Injury over HP/3, up to HP/2: Your injured leg hurts so much that you must make a Will roll to kick with it, at +3 for
High Pain Threshold or -4 for Low Pain Threshold. Success lets you kick at -5 DX; failure means you Do Nothing. You cannot kick with the good leg from a standing posture – your wounded leg won’t support your weight – but you can use it as usual if lying down. Dodge is at -2 and Move is 50% normal if standing.
Injury over HP/2: Cripples the leg.

Hand or Foot
Hand and foot injuries don’t give a DX penalty, but they hurt if you use the wounded extremity to strike. Use the “Bruised Knuckles” rule under Harsh Realism for Unarmed Fighters (p. 124).

Torso
Injury over 1/3 HP: -1 to DX for all purposes.
Injury over 1/2 HP: -2 to DX, Move is 80% normal.
Injury over 2/3 HP: -3 to DX, Move is 50% normal (the usual penalty for having less than 1/3 your HP remaining).


Pulp Guns

Hammerless Handguns
Handguns with exposed hammers get -1 to Fast-Draw (Pistol) rolls in addition to the -3 for drawing from a pocket. On a failure, the gun is caught in the pocket and can be removed the next turn. On a critical failure, it rips into the pocket lining and takes 1d+1 turns to be extracted.

Gangsta Style
A variation on the Boxed Cannon information on p. 14. When a handgun is held sideways, it has Acc 0, ST reduced by 1, and Bulk made 1 level better.

Tactical Shooting

Armor Gaps
Many armored vests only fully protect the front and back of the torso, leaving gaps (Targeting Chinks in Armor, p. B400) along the sides. For a sleeveless vest, use the usual penalty (-8) – but a successful hit ignores all DR! If a vest has
removable trauma plates, they can instead be avoided at only -6 to hit; if successful, apply the vest’s DR without plates.

Extra Bulk
A bulky armored vest can get in the way of a long arm’s shoulder stock. The GM may rule that any armor which fully protects the torso and is not concealable imposes -1 to Guns skill. Weapons with adjustable-length stocks, such as the Colt M4A1 (High-Tech, p. 119) or FN MK 16 MOD 0 (High-Tech, p. 121), are exempt. Similar penalties can be applied for thick winter clothing, etc.

Vest Holsters
Armored vests often interfere with standard hip holsters, resulting in -2 to Fast-Draw; this can be avoided by attaching the holster to the vest front or using a tactical holster (p. 72). A vest may also get in the way of other belt-worn gear, such as magazine pouches, for -2 to rolls (e.g., DX, Fast-Draw) to access it quickly.

Pelvic Shot
The pelvis is added as a new hit location. The hit location is described as follows:

Pelvis (-3): The pelvis or pelvic girdle is a set of bones in the lower abdomen. Treat as a torso hit, except that a major wound (p. B420) has the following results: You fall down! You cannot stand, and can only fight if you assume a sitting or lying posture. Until healed, you have Lame (Missing Legs) (p. B141). Any armor specified to cover the lower abdomen or the torso and groin protects it.

Bullet in your Head
While the skull is the primary hit location for an instant kill, the easier-to-hit face (p. B399) is also a painful place to be shot! Any wound (even 1 HP) forces a knockdown roll (p. B420), and a major wound (injury over HP/2) gives -5 to the roll for a likely knockout. The GM may roll 1d, with a 1 meaning the projectile penetrated into the skull; see p. 137 of Martial Arts for details. Finally, critical hits to the face always use the same (more severe) table as the skull and eyes (p. B556).


House Rules

Money
Money rapidly loses its worth during the apocalypse; while some people at the beginning will try to charge cash or valuables for even basic services to get rich off of others' misfortune (often at vastly inflated prices), they'll either die off or find that people no longer assign value to items not directly related to survival. Within a few weeks, bartering will become key.

At the beginning of the apocalypse, corporate, franchise, and chain stores will likely close entirely and be open for looting (though not without potential penalty). Private individuals will raise prices by 5x to 10x and may only take innately valuable items like gold, jewelry, and gems. The merchant uses his own Merchant skill to appraise valuables other than cash, with the possibility of a haggling Quick Contest. Private stores may close, but even ones that remain open rely on the toughness and lethality of its owners and employees to keep it from being overrun with looters.

Bartering is roleplayed by the GM for each encounter. Items like weapons, ammunition, food and water, and medical items hold the greatest value (prices listed in the books can only vaguely be used to compare worth; the prices are often based on aspects other than usefulness to survival). Lower down the ladder are luxuries like toilet paper, herbs and spices, hygiene items, candy, and alcoholic beverages, cigarettes, and other recreational drugs. Valuable metals like gold and silver and jewelry and gems have essentially no worth to those who only have immediate survival on the mind, and the number of people who will take such items dwindles as time passes. Paper money is almost 100% worthless except as kindling or toilet paper.

For categories like purchasing materials and replacement parts that are normally listed as a price in the books, a Scrounging roll must be made for the appropriate parts, materials, or equipment for a particular procedure. Modifiers made on a case-by-case basis depending on the difficulty of finding the necessary items and the area where it takes place.

Status
PCs are limited to a max of Status 2, with a recommended Status 0 or -1 for NYC residents depending on profession. As 75% of households in NYC do not own a car, any players with a Status 0 or -1 character who cannot successfully justify their ownership to the GM may opt to roll 1d during character creation: a 1 or 2 means that they can own a car or motorcycle/scooter.

Legality Class
New York City has stricter rules on firearms than New York State (which is already rather restrictive). All firearms are LC3 and concealed carry licenses are an effective LC2 for purposes of determining whether a PC may start with one. Stun guns are illegal in New York State.

Carrying Items
As well as all areas listed on p. 287 of the Basic Set, any weapon of Bulk -2 or smaller can be stuffed in the waistband of a pair of pants.

Influencing Success Rolls
Players may NOT spend CPs to influence a success roll; this game is meant to focus more on long term planning and development than immediate success. The players can influence the scene and setting by asking questions and negotiating with the GM, but cannot spend points to change the game world or affect how they succeed at something.

Fright Checks
Fright checks are required when PCs see or fight the undead, with a -2 penalty. After the first 5 encounters, this is reduced to -1. After 10 it is performed at no penalty. After 15 they gain a +1 bonus to fright checks regarding the undead. After 20 they gain a +2 bonus. After 30 encounters, no more fright check is required except in extreme circumstances (such as an especially large horde attacking). These checks are affected by normal modifiers as listed on p. 360 of the Basic Set.

Changing Fire Modes
Changing the fire mode on particular weapons may be done as a free action if the shooter is familiar with the gun (p. B169) and the design allows for easy access to the fire select. Examples would be the AR-15 and MP5, which allow for it to be switched with the thumb. Weapons like the AK-47, which require reaching over or removing your hand from the grip, cannot get this bonus. Decisions on which weapons get this bonus are made by the GM based on real life information on the weapon.

Reloading
It takes 4 Ready maneuvers to load a detachable magazine-fed weapon from empty: remove magazine, retrieve magazine, insert magazine, chamber a round. Not all weapons follow this. Fast-Draw reduces this to 3.

Double-Action Firing
Some guns can be fired with the hammer down in double-action mode. Firing a DA shot results in a -1 penalty to hit. Double-action only guns always suffer this. NYPD service pistols that are modified with the mandatory 12 pound trigger weight suffer -2 to hit for every shot.

Identifying a Gun
Upon picking up an unfamiliar gun, the player is only given the weight and accuracy immediately. He must examine the gun in more detail (which possibly includes removing the magazine or flipping open the cylinder) to see information like shots (including shots remaining), caliber, rate of fire, and damage. Recoil is given upon firing the first shot. It's possible to simply pick up a gun and fire it without examination, but they will have zero information (except what they glean from firing it) and the GM rolls in secret for damage. Unique aspects (like a revolver needing moon clips to load properly) will need to be experienced firsthand!

An unmodified Guns roll of the appropriate subtype can be used to instantly identify a gun and gain all of the necessary stats and quirks on it without any examination. Defaults can be used.

Flamethrowers
Flamethrowers are more dangerous than they seem. The GM rolls 3d in secret when a flamethrower is fired; on a 15 or 16, some burning fuel is left hanging from the nozzle and drips to the ground, risking starting another fire. On a 17, some of the dripping fuel lands on the user's foot. On an 18, the user's arm is set on fire.

chitoryu12 fucked around with this message at Jun 1, 2014 around 22:05

chitoryu12
Apr 23, 2014



Useful Notes

These are notes on the beginning setting. All PCs who are residents of New York City can be assumed to know whatever is relevant to their character.

New York City: Founded in 1624 as the New Amsterdam trading post by Dutch settlers and taken over by the English in 1664, this is quite simply the largest city in the United States. With 8.337 million people spread across five boroughs, this is the most densely populated city in the United States with a land area of just 305 square miles. It is the most linguistically diverse city in the world, with over 800 languages and dialects spoken in it daily. It is the 4th largest city in the world by population. The city is one of the most important locations in the world in finance, commerce, entertainment, news, technology, fashion, cuisine, and art. This is quite simply one of the most important places on Earth.

As a good number of you I predict will be playing residents of the city, it is good for you to know what your characters know. I've spent over a month of my life in NYC since 2008, so I can attest to a good number of the more intimate and personal aspects of that borough. Obviously I don't know everything, so here I will compile whatever I think is most important to you. When making and playing your characters, consider these notes. You might find some interesting things you can put into your biography.

Boroughs

Manhattan: When everyone is asked to picture New York City, they think of this. Referred to as "The City" by residents of the outer boroughs, this is the oldest and most densely populated of all the boroughs, located in New York County along with several adjacent islands, including Governor's Island, Ellis Island, and Liberty Island. It is instantly recognizable by the famous skyline, featuring the Empire State Building, Chrysler Building, and many other innumerable skyscrapers. With an average personal income per capita of $100,000, New York County is the second-wealthiest county in the United States.

Manhattan is home to the seat of the city government and the majority of the entertainment, business, and employment activities (56% of all jobs in New York City are concentrated here). The borough is divided into a large number of neighborhoods; some of the most important are Chinatown (the largest concentration of Chinese in the Western Hemisphere), the Upper East Side (a concentration of old money and conservative values, including the Metropolitan Museum of Art and the famous Fifth Avenue), and Greenwich Village and the East Village (two important locations in the bohemian culture and rapidly becoming a gentrified, wealthy locale for artists and critics).

While crime was a major problem starting in the 70s, since 1990 crime has plummeted and even the poorest neighborhoods are relatively safe for tourists (their wallets are more likely to be pilfered by unscrupulous store owners than muggers).

The majority of Manhattan is designed as a grid system: streets run east to west and increase in number from south to north, while avenues run north to south and increase in number from east to west. Generally "uptown" is the north and "downtown" is the south. Broadway (also called 42nd Street) is unusual in that it cuts diagonally down the island.

The George Washington Bridge, Holland Tunnel, and Lincoln Tunnel provide road connections to New Jersey; the Holland Tunnel runs to Jersey City, the Lincoln Tunnel runs to Weehawken, and the bridge runs to Fort Lee.

Brooklyn: The most populace of all the boroughs with 2.6 million residents, Brooklyn resides in Kings County and is located to the west of Manhattan on Long Island. As it was not incorporated into New York City until 1898, Brooklyn maintains a very independent culture from the rest of the city.

Many of the neighborhoods in Brooklyn are ethnic enclaves: Bedford Stuyvesant, or "Bed-Stuy", is a major home to African-Americans and was a key location for the growth of hip-hop. Brighton Beach and Sheepshead Bay are nicknamed "Little Odessa" for the large population of Eastern Europeans, such as Ukrainians and Russians. Bushwick is Hispanic (especially Puerto Ricans and Dominicans), while Borough Park is a major Jewish enclave. Bensonhurst and Sunset Park have become known as "Brooklyn's Chinatown" and compete with Manhattan's Chinatown in size.

The Brooklyn Museum is the second-largest public art museum in the nation, while the Brooklyn Academy of Music (BAM) is home to a 2,109-seat opera house; for comparison, the Bob Carr in Orlando seats 2,518. The New York Transit Museum hosts various items and artifacts of the city's subway, rail, and bus lines. Coney Island is undergoing a renaissance with the opening of Luna Park in 2010 and is still a very popular tourist stop. Many Spike Lee films have also been set in this borough.

Queens: The easternmost of the boroughs and located northeast of Brooklyn, this is the largest borough in terms of area: 109.24 square miles of land and 69.04 of water. Queens (which is legally Queens County) is very suburban, at least compared to the other boroughs; plenty of apartments and rowhouses along the streets, as well as some actual houses. Queens is home to New York City's two airports: LaGuardia and JFK International (the busiest airport in the nation in terms of international travelers). Queens is also home to Jamaica Station, the busiest commuter rail hub in the United States.

48.5% of the borough's people are foreign-born, with 49.6% of the city's Asian population located in it. It has large numbers of Indians, Pakistanis, Koreans and Bangladeshi. Flushing has its own Chinatown as well.

Western Queens is an important artistic center, and was one of the major hubs of jazz in the 1940s and rap in the 80s and 90s. It has a large number of art museums, including the P.S. 1 Contemporary Art Center in Long Island City.

The Bronx: The Bronx (which makes up Bronx County) is the northernmost borough (located directly north of Manhattan) and the only borough located on the mainland (Brooklyn and Queens are part of Long Island and Manhattan and Staten Island are both separate islands). While the Bronx is the 16th poorest Congressional District in the nation, it is home to the affluent Riverdale and Country Club neighborhoods.

Despite being known as the quintessential inner city ghetto, about 1/4 of the borough is open space, including Woodlawn Cemetery, the New York Botanical Garden, and the Bronx Zoo.

The Bronx is still recovering from a massive decline in the quality of life, including a wave of arson in the 70s (believed to be landlords burning down low-value buildings to get the insurance money). While the borough has mostly recovered and is no longer a home to broken windows and boarded-up doors, it's still a very poor district and you're much more likely to find a street gang here than in Manhattan.

53.5% of the population is Hispanic, while 30.1% is black or African-American. The Bronx was a major site of the development of hip-hop and is currently home to a number of Off-Off-Broadway theatres that often play Latino or black and African plays. The Bronx is also the site of Yankee Stadium, home to the New York Yankees.

Staten Island: The "forgotten borough" of New York City, Staten Island (or Richmond County, and referred to as the Borough of Richmond officially until 1975) has the lowest population of all five boroughs at less than 500,000, but is the third-largest in area (larger than The Bronx and Manhattan). Staten Island is the most suburban of the boroughs, and if a character is established to be wealthy they will likely have a home here or on Long Island.

Staten Island is accessible by the free Staten Island Ferry from Manhattan or the Verrazano-Narrows Bridge to Brooklyn (toll has to be paid only to enter the island, not to leave). It's also connected to New Jersey by the Outerbridge Crossing, Goethals Bridge, and Bayonne Bridge.

While originally home to the Fresh Kills Landfill (the largest landfill in the world), the landfill has been cleaned up and is in the process of being made into the largest public park in New York City.

The island is the only borough with absolutely no below-ground commuter rail; it operates its own rail line, the Staten Island Railway (which also has its own SIRT Police).

Transportation

New York City is distinguished by its relatively low use of cars and significant use of public transportation; around 75% of the population does not own a car, compared to the national average of 8%. On the other hand, 1/3 of all mass transit users in the nation live in NYC. The city also proudly boasts the longest mean travel time of all cities in the US: 39 minutes.

As is apparent, mass transit is an extremely important part of everyday life in New York City.

The dominant mode of transit in the city is rail; 41% of commuters use commuter rail for transport. It is the most extensive and second-oldest subway system in the United States and in terms of mileage is the largest subway system in the world: 656 miles of track and 468 stations. The subway is one of only 4 commuter rail systems in the world that offers 24/7 operation, so many of the stations are open at all hours.

In subway nomenclature, a "line" refers to the actual physical tracks while the "route" refers to the path between stations. The subway maps are not true-to-scale, but are usually good enough to allow for rough navigation of the boroughs.

Many of the stations have mezzanines: essentially "lobbies" that the stairs down to the platform go to. This allows for passengers to enter from the closest entrance rather than having to cross the street to reach the right platform. Some boroughs have elevated rail as well, with stairs, escalators, and elevators to take commuters up to rail level 3 or 4 stories up.

The typical platform is 150 to 200 yards long, with signs above the platforms indicating which trains (numbered or lettered) stop there.

Fares were initially provided in the form of tokens, but in 2003 they switched over to the MetroCard system. MetroCards are simple paper cards with a magnetic strip, swiped through a scanner at the turnstiles. MetroCards for free or discounted rides during a certain time are given to students at some private and public schools, while the disabled and senior citizens get discount or free ride cards that also act as a form of photo ID. Police officers and firefighters get special cards that provide unlimited access for emergencies. MetroCards are usually purchased from vending machines in the stations, but they can also be bought from staff at station booths (cash only), a MetroCard Van and two MetroCard Buses that stop at locations throughout the city and Westchester County

While there is a subway schedule provided by the MTA, it is generally regarded as almost useless by residents; the subways arrive when they arrive.

There are 6,442 subway cars on the roster, with a train consisting of 8 to 11 cars (some shuttles can be as small as two cars) and a length ranging from 50 to 200 yards. At the time of the game, only 40 subway cars have surveillance cameras installed in them. There are also Vaktrak trains that run the line during off-hours, vacuuming up trash and debris from the tracks. All trains have a dedicated driver who can make announcements over the intercom, but most announcements are recorded. The intercom in both the trains and on the platforms is widely ridiculed for often being garbled and impossible to understand over the noise. Each train has a conductor (whose car is marked on each platform by a black or yellow and white striped board; the train is meant to stop with the conductor car behind the hanging board) who operates the doors manually.

The PATH (Port Authority Trans-Hudson) line is a rapid transit rail line linking Manhattan with New Jersey and providing commuter rail between Newark, Jersey City, Hoboken, and Harrison in NJ. PATH accepts the MetroCard as well and also runs 24/7. The two PATH stations in NYC are the World Trade Center and at the intersection of 33rd Street and Sixth Avenue (or the Avenue of the Americas). While photography is forbidden on PATH trains and stations without a permit and Port Authority personnel to accompany the photographer, enforcement is rather spotty.

PATH trains also accept the SmartLink smart card, which uses integrated circuits in the card in place of the simple magnetic strip. While MetroCards each have their own serial number, they are disposable and only used to record which cards went through which stations at what times. SmartLinks are registered to their individual owner and replacements can be bought for a $5 fee with all money or rides transferred to the new card simply by filling out an online form. They can also be linked to a credit or debit card to automatically refill the card with money or rides.

Buses are another major part of NYC transit, with over 4,300 buses on 219 routes and over 12,000 stops. Along with the standard buses that accept payment on-board, there are Select Bus Service buses that require payment to be purchased from machines in the bus stop, much like a subway, with receipts to be shown to fare enforcement on request. There are also Access-A-Ride vans that provide bus service to the disabled on request.

Buses accept standard MetroCards for payment and most cards allow for free transfer for 2 hours between subways and buses (meaning that no payment is required to go from bus to subway or vice versa during that time period). They also accept change (no pennies or half-dollars), but no dollar bills. Express buses only accept the Express Bus Plus and Pay-Per-Ride MetroCards.

The bus lines are moving away from standard diesel engines, and currently have over 1,200 hybrid and 500 compressed natural gas buses in their fleet.

The Staten Island Ferry is the busiest ferry in the United States, making the 5.2 mile run between St. George Ferry Terminal in Staten Island and the South Ferry Terminal on the southern tip of Manhattan. The ferry is completely free of charge, though passengers must disembark and re-enter for a round trip due to Coast Guard regulations, with the ride taking 25 minutes each way. Bicycles are allowed on the lower decks, but automobiles have not been allowed since 9/11. Like the subway, the ferries run 24/7.

There are currently 8 boats divided into four classes; all of them are instantly recognizable by their orange livery and large size. The ferries have a speed of 16 knots (30 km/h, or 18.4 mph), while passenger capacity varies from 3,500 to 6,000. During rush hour ferries run in 15 and 20-minute intervals, decreasing to 30 minutes otherwise. During very late and early morning hours, the ferries run hourly.

Taxis, especially the yellow Crown Victorias, are an instantly recognizable sight in Manhattan, with streets often a sea of yellow. Over 13,000 yellow "medallion cabs", 6,000 apple green boro cabs, and 40,000 for-hire cars operate in the city, with the New York City Taxi and Limousine Commission (TLC) regulating them.

"Medallion cabs" are so named because they are indicated by their regulation yellow color and TLC medallion affixed to the hood. Medallion cabs and boro cabs are the only ones allowed to pick up people on the street; for-hire cars (often called "black cars" or "livery cabs") are officially prohibited from picking up street hails and can only pick up those who call the dispatcher for a cab. Many livery cars pick up street hails, and police and the TLC are reluctant to stamp it out due to the low density of medallion cabs in the outer boroughs; these "gypsy cabs" lack fare meters or regulated prices, and pedestrians who hail one are recommended to negotiate a price before departure.

Boro cabs, in their distinctive light green color, were instated to solve the problem of yellow medallion cabs almost exclusively picking up passengers in Manhattan and at the airports. Boro cabs are run by livery car services, rather than the TLC, and are cheaper to operate than medallion cabs. They can pick up passengers in any of the outer boroughs or north of East 96th Street and West 110th Street in Manhattan and drop them off anywhere, but cannot pick up passengers in the "yellow zone" outside of there and GPS trackers are planted in them to ensure that.

While TLC medallions are available for public sale, acquiring them is difficult; they can only be bought from another medallion owner or infrequent public auctions that only sell a few hundred at a time, and the average value of a medallion is over $700,000. As such, most medallions (and therefore most medallion cabs) are owned and run by investment companies that lease their cabs out to hired drivers. 82% of these "hacks" are foreigners, with the majority being Latino or South Asian (Indian, Pakistani, etc.). Boro cab medallions average only about $1,500 at auctions, making them much more accessible to lower end companies.

Due to efforts by Mayor Bloomberg, the famous Crown Victorias only compose 60% of medallion cabs now, and about 35% of cabs are hybrids. The Nissan NV200 hybrid minivan has been appearing by the dozens since late 2013, and Bloomberg was very adamant about attempting to force the medallions over into hybrid-only liveries. His successor, Bill de Blasio, is doing much the same. While electric cars are planned to eventually replace the hybrid fleet, only 4 Nissan Leafs are in use.


Emergency Services

Police: The NYPD is one of the oldest police forces in the United States, dating back to an 8-man night watch in New Amsterdam in 1625. Formally established in 1845, the police department is currently the largest municipal police force in the nation with 34,500 officers, 4,500 auxiliary officers, and over 3,000 school safety agents. The current commissioner is William Bratton, replacing Raymond Kelly after 34 years of service.

Pay for an officer starts at approximately $40,000 a year and tops out at $76,000. Due to desire for a pay raise and better hours or a better relationship with the public, there's been a worrying migration of officers to the fire department or other police departments in the state. Regulations have been instated to try and prevent this (such as no longer allowing police officers to transfer their logged employment years and pay raises to the FDNY when transferring), but it's failed to stop it.

There are three career tracks for an officer: supervisory (the standard beat cops and desk jockeys), investigative (detectives and narcs), and specialist (SWAT, bomb squad, etc.). So far, slightly over 780 officers have been lost in the line of duty since 1806.

Police cruisers are Ford Crown Victorias, Ford Police Interceptor Sedans, Chevrolet Impalas, Ford Fusion hybrids, and Nissan Altimas. Dodge Chargers are used for highway patrol and Toyota Priuses and Chevrolet Volts are driven by Traffic Enforcement. Ford Explorers and Chevrolet Tahoes are used for any duties that require an SUV (such as gear transport). Cushman Scooter carts and Westward Go-4 Interceptor carts are the quintessential "meter maid" carts. The Nova RTS coach is used as a mobile command bus, among other specialized vehicles. NYPD officers often patrol on bicycles and Times Square and Central Park are known for having horse patrols. Aprilia SR50 scooters are used in small numbers. During bomb threats and other incidents, it is not uncommon to see NYPD officers with body armor and AR-15s standing around the area.

NYPD officers are notorious for their poor marksmanship: during the shooting of a murderer outside the Empire State Building in December 2012, two officers killed the suspect with a total of 16 rounds while accidentally shooting 3 civilians and hitting 6 others with ricochets or shrapnel. Their firearms training is poorly suited to shooting moving and shooting targets, and the mandatory heavy trigger pulls on their pistols prevents accurate shooting. The NYPD is also infamous for large amounts of corruption and misconduct, including “stop and frisk” policies that often target minorities and outright fabrication of evidence in trials to favor officers in trouble. They attempted a #myNYPD trend on Twitter to encourage citizens to post positive experiences with the police, only for it to backfire horribly when scores of photographs were posted of police brutality.

Fire and Medical: The FDNY has become a highly recognizable and laudable organization after their efforts during the 9/11 attack, and many NYPD officers have left the force for the fire department for the increased public relations. The FDNY is the largest municipal fire department in the United States and second-largest worldwide after Tokyo, with approximately 11,000 uniformed officers and firefighters and over 3,300 EMTs and paramedics.

After 911 calls, fire alarm boxes are the most common means of alerting firefighters and paramedics to a location. These alarms are located on the street, in various public buildings, and along highways, bridges, and inside subway stations. Along with the classic pull-lever alarms, there are push-button alarms that include a speaker and microphone to allow communication with the dispatcher. So-called "Class 3" alarms are automated alarms or unofficial alarm boxes routed through commercial companies, such as smoke detectors and pull-alarms installed in private buildings.

chitoryu12 fucked around with this message at Jun 1, 2014 around 22:39

goodness
Jan 3, 2012

When the light turns green, you go. When the light turns red, you stop. But what do you do when the light turns blue with orange and lavender spots?


I hope this is a great read!

Bardlebee
Feb 24, 2009

Im Blind.


I haven't played GURPS in a decade, stats to come Tuesday

Melody Brackston

Height: 5ft 6in
Gender: Female
Age: 23
Occupation: Assistant Manager at "Green Street" a plants and foods market
Profession: Botany



You think you know loss better then me? Well, you're probably right. When it all went to hell on earth on Time Square I watched as fathers, sons, mothers and daughters fell dead. Little children before their parents eyes lay on the hot concrete. Long time friends either died together or watched the other die. Only the cries and screams in the background were louder then their sorrow. Pavement littered with bodies of people who had someone to lose. There is that dumb saying "It's better to love and lost then to never love at all".

That is a bunch of bullshit.

It was my lack of family that has driven me to survive. When the bodies rose up again those who lost loved ones stood there in surprise. A moment of hope, quickly changing to horror. They were too close. Far too close. For when the bodies woke back up those people were the first to be eaten alive.

All I have is myself. No parents and no connections to my name. Growing up in an orphanage clearly has its advantages of dealing with diversity, going from home to home, never sticking to one family, that was my life into my later teens. Sure, there were some I liked, the old couple that was kind. The young couple that were caring that didn't realize what they were in for, it wasn't their fault of course. With the instability in how I was raised in the system, its a wonder I am not homeless. Did I have friends at my work place? Did I go out and see people who I considered friends? Of course, but I was not weighed down by someone I held closer then that. Right now my friends and colleagues were nowhere to be seen and once I can get safe I can worry about them later in a dark enclosed shelter away from harm.

Luckily through my turbulent upbringing I am surprised I am where I am. A "Green Thumb" as I am called, in a small shop in New York where I care for and sell various planted foods or other plants for "green" shoppers, I have lead a fairly normal career. I am green myself, I feel sometimes this city closes in on me as I've been here all my life with its steel walls and paved ground. Its just not the place I want to stay, maybe its because of my past but I'd rather be in a much more open place. A place that doesn't feel like a prison. I took to planting things at an early age, perhaps it was a way for me to gain control in an otherwise bumpy upbringing, being able to care for plants could have been an outlet for the lack of caring I received. But, leave that for the psychology majors. It got me a good job where I am an assistant manager making decent money, there are plenty of people who want fresh plants in New York, more then you'd think.

In fact that is where I was going. I was taking two tomato pots to someone in Time Square when people literally hit the pavement. This is when it all started. The only baggage I had to drop were some tomatoes. I'm getting the hell out of here.


--------------------------------

Character Background

Melody was left at an orphanage at an early age. She skipped from one home to another. The earliest home was a mistake to put her in and it turned out to be an unstable home. The next few homes couldn't maintain her outbursts and acting out. This may have been due to her nature or the earliest home that made her a little brat to deal or work with. Melody went in and out of different organization, though finally she settled down later in her late teens and actually finished high school with great grades, especially in computers. Melody felt computers to be an excellent escape and was part of the reason she mellowed out later in her short life so far. The internet was a bastion for her anger and she was able to seek help from other who've gone through her trials as well. Melody's slight addiction to the internet was only rivaled by her hobby to grow plants, mainly flowers for her small hole-in-the-wall apartment and vegetables so she didn't have to spend so much at the super market. Besides, Melody thought, it was healthier to eat straight from the root!

Her hobby turned into a career, of sorts. She is an assistant manager at "Green Street" where she has worked since she was 19 years old. Melody has also been studying this craft at college and plans to get a degree in the field of Botany. She has only been doing it for a year, but Melody finally feels she has her life under her own control.

Due to her shaky upbringing however, Melody has problems allowing people to get to close to her emotionally. She will push most people away in the beginning of meeting them and likely not trust them. It takes extraordinary events or perhaps a long time for her to change that. Melody's closest friend works with her at Green Street, Brian has been at the green market for 4 years as well. He is a few years older and he has helped Melody through tough times. There has never been romantic interest on her end, they were more brother and sister to her.

He would be the only person she would be concerned about, after herself.

--------------------------------------------------------

pre:
##UNDER CONSTRUCTION##
Name: Melody Brackston   Player: Bardlebee    Points Total: 80  Ht:5'6" Wt: 145 SM: 0 Age: 23 

Attributes 44
ST: 10 HP: 12
DX: 10 Will 12
IQ: 12 Per 12 
HT: 11 FP 11

Appearance: Attractive     Status: 0      Wealth: Average
Basic Lift: 20    Damage: Thr 1d-2, Sw 1d     Basic Move: 5.0  Basic Speed: 5.25   Dodge: ??

Languages 
English (A)

Cultural Familiarities 
New York

Advantages 17
Charisma 1 (5)
Empathy (5)
Reduced Consumption (2)
Social Chameleon (5)
Luck <free>

Perks 

Disadvantages -5
Callous 
Pacifism (Reluctant Killer) <free>

Quirks 

Skills 24
Skill                      Level  Relative Level
Brawling                         DX+0 
Computer Operations              IQ+0 
Cooking                          IQ+0 
Detect Lies                      Per+0  Empathy +1
Diplomacy                        IQ+0   
Elect. Repairs (Computers)       IQ+0  
Persuade                         Will-1 
Gardening                        IQ+1   
Public Speaking                  IQ+0   
Running                          HT+0   
Scrounging                       Per+2   

Attacks:

Melee
Name           Damage                       Range   Parry
Punch          1d-1 cr                      C       10
Small Knife (Sharp Spade) thr-1 imp         C, 1    -1

Ranged
Name                       Damage  Acc   Range       Wgt    Rof   Shots   ST   Bulk   Rcl


Equipment:                               Price                  Weight
Cell Phone                                      $250                   .25
Ordinary Clothes                                $100                   2
Shoulder Holster                                $50                    1
Small Knife  (Spade)                            $20                    .5
EDIT: Put a character background for some finer details. Mostly to backup some stats later as well, but I felt the original need some extra "in between the lines" stuff.

Bardlebee fucked around with this message at Jun 4, 2014 around 16:04

chitoryu12
Apr 23, 2014



That looks like it'll be a drat good character. Troubled characters are fine; really, almost any concept that isn't totally far-fetched is perfectly acceptable, and I fully expect (and may even encourage) conflict between the characters.

Dependents are also perfectly okay! Remember, everyone has their own people that they would want to save if the world was ending, and that could be a long list. Adding parents, friends, and siblings that a character wants to take care of is a great way to make everything complicated.

Just keep in mind, the game actually begins with the initial outbreak while the PCs are in Times Square. It doesn't pick up in media res or anything.

goodness
Jan 3, 2012

When the light turns green, you go. When the light turns red, you stop. But what do you do when the light turns blue with orange and lavender spots?


I almost want to write up something up, but I don't know if I'll have the time. How long were you thinking of leaving recruitment open?

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg



For some reason I find myself wanting to make a Greek immigrant taxi driver. We'll see if I get around to making it in the next couple days because this looks interesting.

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


Hell yeah, I've been waiting for a realistic GURPS game to pop up! Writing a college student who thinks a massive disaster is the only way to wake up Humanity and re-build our failing world. In his view, there's worse hits to the collective head than zombies to re-build society from— Assuming he isn't left face down in his own blood trying to escape the square, of course.

Speaking of which, how are the inevitable character deaths being handled? Do we roll new PCs, choose from an NPC pool, or are you phasing players out for new ones?

saberwulf fucked around with this message at Jun 2, 2014 around 05:58

Bardlebee
Feb 24, 2009

Im Blind.


Ixtlilton posted:

For some reason I find myself wanting to make a Greek immigrant taxi driver. We'll see if I get around to making it in the next couple days because this looks interesting.

Please do this. This sounds like an awesome and fitting concept. It can both be a comedic relief and a dramatic character coming to America for the "ideal". At least, that's what I think of when I think of that short description, my lack of imagination.

EDIT: If my character dies, I too would like to make a new character. Unless you are killing me on purpose because I am lame, you can tell me. I won't cry.

Bardlebee fucked around with this message at Jun 2, 2014 around 06:36

hectorgrey
Oct 14, 2011


I created a character who I'll need to type up again because I was stupid enough to close my text editor before ensuring that my cut and paste had actually worked properly. The general gist is that he's a very talented mechanic (I took the artificer talent advantage at level 3), who's also a pretty good martial artist (using a style of Pentjak Silat that includes karate, judo, knife, shortsword and two handed sword), but who has pacifism (relucant killer), post combat shakes and, depending on just how badly it's likely to screw me over, charitable. The first two I plan to buy off at the first opportunity.

The general idea is that he's a mechanic by trade (and enjoys it), who does the martial art primarily as a hobby. I was hoping for him to have a katana (or at least a bokken) in his house, since that's actually the kind of sword the style I was talking about uses, but if not I'm sure he'll eventually be able to find something. He also had teaching at 12 - something that means he can at least help people learn how to use a knife properly - and a single point in Armoury (melee weapons) to represent knowing how to take care of whatever weapons he owns. He has never fired a gun in his life, and what little he knows about their use comes from playing Rainbow Six.

Bardlebee
Feb 24, 2009

Im Blind.


Added a character background as well to fill in more timeline gaps. Character goes to school currently for computers and has one friend and co-worker.

For the other players, I am making a charisma/utility character if we really wanna break this down stat wise. So I won't be gun/fighting heavy. I will be bartering your shoes for some potatoes type of character.

chitoryu12
Apr 23, 2014



quote:

I almost want to write up something up, but I don't know if I'll have the time. How long were you thinking of leaving recruitment open?

I want to start with a maximum of 4 or 5 PCs for the game, preferably with a minimum of 3 to play. If we start play with only 3 players (which would mean that recruitment stayed open too long, like a week or two, with only 3 approved characters and no fourth in the pipe), I'll keep recruitment open until a fourth is made and then work out their joining of the party in the middle of the game. I'm willing to accept 5 if someone makes a concept that I really like that misses the shot, but no more than that initially.

While recruitment will be closed after 4 PCs are initially made, I'll reopen it periodically when I feel like the game has progressed to a point where one or two new PCs could potentially fit in the group. A play-by-post game is easier to play with groups of 5 or 6 than a real time one. New players would probably be added in situations like the party lasting a few weeks at their chosen site of settlement, or traveling for long periods.

quote:

Speaking of which, how are the inevitable character deaths being handled? Do we roll new PCs, choose from an NPC pool, or are you phasing players out for new ones?

quote:

EDIT: If my character dies, I too would like to make a new character. Unless you are killing me on purpose because I am lame, you can tell me. I won't cry.

Recruitment is on a "first come, first serve" basis. If there are any PCs made who missed the deadline, they'll be shuffled into the game in order of their approval date (so earlier characters get first dibs on empty slots). If there are no PCs available for the spot, I'll reopen recruitment and players who lost their character can submit a new one for approval, but they won't get shoved to the front of the line; if a newcomer makes a character that gets approved before yours does, they get the spot and you have to wait for the next one.

quote:

I created a character who I'll need to type up again because I was stupid enough to close my text editor before ensuring that my cut and paste had actually worked properly. The general gist is that he's a very talented mechanic (I took the artificer talent advantage at level 3), who's also a pretty good martial artist (using a style of Pentjak Silat that includes karate, judo, knife, shortsword and two handed sword), but who has pacifism (relucant killer), post combat shakes and, depending on just how badly it's likely to screw me over, charitable. The first two I plan to buy off at the first opportunity.

The general idea is that he's a mechanic by trade (and enjoys it), who does the martial art primarily as a hobby. I was hoping for him to have a katana (or at least a bokken) in his house, since that's actually the kind of sword the style I was talking about uses, but if not I'm sure he'll eventually be able to find something. He also had teaching at 12 - something that means he can at least help people learn how to use a knife properly - and a single point in Armoury (melee weapons) to represent knowing how to take care of whatever weapons he owns. He has never fired a gun in his life, and what little he knows about their use comes from playing Rainbow Six.

I would make his home weapon a bokken just for your own benefit; actual, truly combat-ready katanas tend to cost hundreds of dollars, which may be out of your character's Wealth range unless you've got points left over for Signature Gear. On the other hand, a bokken is cheap and generally extremely durable (I have a short one myself that didn't cost much and it's easily durable enough to crack a skull without breaking). Cheaper swords may look cool, but won't have the durability needed to last for more than a few fights at the most before breaking.

If you have it, feel free to look through the Martial Arts sourcebook. It's good to be detailed with your moves in combat (since it ensures that I don't accidentally interpret a general idea incorrectly!).

Something I forgot to mention is that all characters will need to take a level of the Pacifism disadvantage, preferably Reluctant Killer. Don't worry, you can buy it off later in the game if you get the points.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis

chitoryu12 posted:


Something I forgot to mention is that all characters will need to take a level of the Pacifism disadvantage, preferably Reluctant Killer. Don't worry, you can buy it off later in the game if you get the points.

Having run some zombie games in the past, I know that when pacifism comes up people are going to ask, "At what point are zombies no longer considered human and can be killed without triggering Pacifism?"

Just thought I'd mention it.

chitoryu12
Apr 23, 2014



DocBubonic posted:

Having run some zombie games in the past, I know that when pacifism comes up people are going to ask, "At what point are zombies no longer considered human and can be killed without triggering Pacifism?"

Just thought I'd mention it.

I'd incorporate it into the rules regarding Fright Checks for seeing the zombies, but it would be different for everyone. Someone who's successfully able to coldly kill zombies is still a pretty efficient killer, since they always look human (especially my version of them) and there's always a potential for a niggling doubt in the back of the shooter's mind about whether or not they still have any humanity left, or if they can be cured.

It's really something that has to be done on a case-by-case basis. Either way, though, there's going to be plenty of opportunities for human-on-human combat as well. I feel like a lot of media tends to forget the threat that humans pose in a zombie apocalypse scenario. This isn't going to be a game where you just shoot hordes of the undead and only occasionally run into hostile people every month or so.

hectorgrey
Oct 14, 2011


My idea for using that art came from Martial Arts - what's the point of having a list of martial arts from all over the world if you don't use some of the less well known ones from time to time?

chitoryu12
Apr 23, 2014



hectorgrey posted:

My idea for using that art came from Martial Arts - what's the point of having a list of martial arts from all over the world if you don't use some of the less well known ones from time to time?

Exactly! I do plan on having a handful of the potential NPC group members having some level of martial arts knowledge, or at least some skill with brawling. So I'll be making good use of the techniques in the book and seeing how well they fare when faced with unusual situations like zombie fighting.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg



I've got my character almost complete, it looks like we still don't have a pistol guy so I figure a cab driver carrying one isn't too out of the ordinary, unless that's super illegal or something and I don't know it.

Edit: Huh, looks like it is in New York. Well, in an alternate universe maybe the 2012 thing I find when I google search passed or something

Ixtlilton fucked around with this message at Jun 2, 2014 around 21:49

chitoryu12
Apr 23, 2014



Ixtlilton posted:

I've got my character almost complete, it looks like we still don't have a pistol guy so I figure a cab driver carrying one isn't too out of the ordinary, unless that's super illegal or something and I don't know it.

Edit: Huh, looks like it is in New York. Well, in an alternate universe maybe the 2012 thing I find when I google search passed or something

You can have your guy be shotgun/rifle guy. They just need to have it at home.

Also, the restriction on cab drivers only applies to carrying it while on the job. If he has a CCW permit anyway, he can carry it outside of the cab. Or you could let him carry it while driving, but edit his background as necessary to justify him doing something illegal.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg



chitoryu12 posted:

You can have your guy be shotgun/rifle guy. They just need to have it at home.

Also, the restriction on cab drivers only applies to carrying it while on the job. If he has a CCW permit anyway, he can carry it outside of the cab. Or you could let him carry it while driving, but edit his background as necessary to justify him doing something illegal.

Hmm, I think I can work it into the background maybe. I was gonna have him dropping someone off nearby when it went down, but we'll see. I'll post what I've got so far once I get it formatted for the forums. Or maybe I'll just send the .pdf to you or something, unless you want us posting them publicly.

Edit: I'm also assuming we don't get points for the Pacifism in the same way we don't spend points for luck, but if that assumption is wrong it changes things.

Ixtlilton fucked around with this message at Jun 3, 2014 around 02:22

hectorgrey
Oct 14, 2011


This build is assuming I get the 5 points for reluctant killer; if not, I can always drop a level each of nightvision and karate.

Edit: dropped the aforementioned five points worth of stuff.

Jacob Barnes, 25 year old mechanic

pre:
Attributes 40

ST: 10  HP:   10
DX: 11  Will: 11
IQ: 11  Per:  11
HT: 10  FP:   10

Disadvantages -27

Charitable (12 or less)     -15
Post Combat Shakes          -5
Pacifism (Reluctant Killer) -5

Quirks

Humble
Alcohol Intolerant

Advantages 21

Luck 1                 Free
Talent: Artificer 3    15
Night Vision 3         3

Perks

Style Familiarity - Tapak Suci Pencak Silat
Sure Footing - Uneven

Skills 30

Karate             DX/H    DX+0    12  4
Judo               DX/H    DX+0    11  4
Knife              DX/E    DX+1    12  2
Shortsword         DX/A    DX+0    11  2
Two Handed Sword   DX/A    DX+0    12  4

Armoury (Melee Weapons)    IQ/A    IQ+2    13  1
Computer Operation         IQ/E    IQ+0    11  1
First Aid                  IQ/E    IQ+0    11  1
Games (Chess)              IQ/E    IQ+0    11  1
Housekeeping               IQ/E    IQ+0    11  1
Mechanic (Cars)            IQ/A    IQ+2    13  1
Teaching                   IQ/A    IQ+1    12  4

Talents 16

Armbar (Judo)          Average Judo+1      12  1
Breakfall (Judo)       Average Judo+1      12  1
Counterattack (Karate) Hard    Karate-2    9  4
Low Fighting (Karate)  Hard    Karate+0    11  3
Kick (Karate)          Hard    Karate+0    11  3
Leg Kick (Karate)      Hard    Karate-1    10  2
Arm Punch (Karate)     Hard    Karate-1    10  2

hectorgrey fucked around with this message at Jun 3, 2014 around 18:53

chitoryu12
Apr 23, 2014



Ixtlilton posted:

Edit: I'm also assuming we don't get points for the Pacifism in the same way we don't spend points for luck, but if that assumption is wrong it changes things.

Correct. No points are given for Pacifism, and no points are spent for Luck 1.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg



chitoryu12 posted:

Correct. No points are given for Pacifism, and no points are spent for Luck 1.

Alrighty, here's what I've got then. I started with peripheral vision instead of combat reflexes since it made a bit more sense but the min-maxer inside me got the better of me. Still need good reaction times driving in New York City! I didn't total up my equipment cost either, but I figure it's not unreasonably much.

Anyway, here's Dimitris Condos, a once divorced 48 year old Greek man who came to New York in at age 31 in 1997 after his first divorce for a fresh start, moving with his cousin for a few months to get his feet on the ground. He worked a number of physical labor jobs in Greece and as a machinist for a time here, but for the last 12 years he's been a cab driver, as well as being an amateur boxer in his younger days. After getting robbed and having his car stolen last year, he decided to illegally carry a gun with him for protection. After all, after gaining citizenship 2 years ago it's not like they can deport him. A generally good-humored man, he's well suited to his job, although he's never gotten as good at English as he might have liked, and fiercely loyal to his close friends. While he does have family back in Greece he writes to on occasion, he hasn't been back since he left, and recently has been saving up to take a vacation back home to see his ailing father.

Hopefully all of that's realistic, I know it takes a long time to get citizenship here and family helps, but if there's anything glaring about that or the character sheet let me know. Sorry it's not all that detailed.


pre:
Name: Dimitris Condos   Player: Ixtlilton    Points Total: 80 (47+4+1+19+2-20-2+29) Ht:5'8" Wt: 160 SM: 0 Age: 48 

Attributes 47
ST: 11 HP: 12
DX: 11 Will 10
IQ: 10 Per 10 (11 for vision)
HT: 11 FP 11

Appearance: Average     Status: 0      Wealth: Average
Basic Lift: 24    Damage: Thr 1d-1, Sw 1d+1     Basic Move: 6.0  Basic Speed: 5   Dodge: 10

Languages 4
Greek (N)
English (A)

Cultural Familiarities 1
New York, Greece

Advantages 19
Acute Vision 1
Combat Reflexes
Fearless 1
Luck

Perks 2
Deep Sleeper
Honest Face

Disadvantages -20
Easy to Read
Pacifism (Reluctant Killer)
Post Combat Shakes
Sense of Duty (Companions)

Quirks -2
Congenial
Delusion (Greece is okay)

Skills 29
Skill                      Level  Relative Level
Area Knowledge (Manhattan) 11     IQ+1          
Armoury (Small Arms)       9      IQ-1
Body Language              10     Per  (or 11, I'm not sure here)
Boxing                     12     DX+1
Diplomacy                  10     IQ
Driving (Automobile)       12     DX+1
Fast Draw (Knife)          12     DX+1 (+1 from Combat Reflexes)
Fast Draw (Pistol)         12     DX+1 (+1 from Combat Reflexes)
Games (Chess)              10     IQ
Guns (Pistol)              12     DX+1
Holdout                    10     IQ
Knife                      11     DX
Machinist                  10     IQ
Masonry                    10     IQ
Mechanic (Automobile)      9      IQ-1

Attacks:

Melee
Name           Damage                       Range   Parry
Punch          1d-1 cr                      C       10
Small Knife    1d-1 cut Sw OR 1d-1 imp Thr  1,C     9

Ranged
Name                       Damage  Acc   Range       Wgt    Rof   Shots   ST   Bulk   Rcl
S&W Model 27, .357 Magnum  3d pi   2     190/2,100   3/.3   3     6(3i)   10   -2     3

Equipment:
Item                                            Cost                   Wgt
On person: 6.75 lbs
Cell Phone                                      $250                   .25
Ordinary Clothes                                $100                   2
S&W Model 27, .357 Magnum                       $600                   3/.2
Shoulder Holster                                $50                    1
Small Knife                                     $20                    .5

In Car:
2xBatteries (S)                                 $2                     neg
Crowbar 3'                                      $20                    3
First Aid Kit                                   $50                    2
Flashlight 2S/50hrs                             $20                    1
GPS Reciever                                    $100                   .25
Jack                                            $75                    37.5
Large Waterbottle w/1 quart of water            $10                    2
Small Radio                                     $250                   .5

At Apartment:
44 .357 Magnum bullets                          $30                    1.5
60 yards of duct tape roll                      $1                     .5

Ixtlilton fucked around with this message at Jun 3, 2014 around 21:54

chitoryu12
Apr 23, 2014



quote:

Delusion (Greece is okay)

Bwahahaha.

Dimitris Condos is APPROVED for gameplay. Jacob Barnes is otherwise fine, but you should list his starting inventory before approval. I would also recommend posting at least a quick biography so we all have an idea of what characterization to expect.

chitoryu12
Apr 23, 2014



Also, Melody Brackston will be approved only after a full character sheet is assembled.

Bardlebee
Feb 24, 2009

Im Blind.


chitoryu12 posted:

Also, Melody Brackston will be approved only after a full character sheet is assembled.

I will have my stats up tonight. Haven't done gurps in years.

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


Augustus Lau


Times Square. People moving; ebbing; flowing like endless streams off concrete Kailash.

"Ahahaha, no way! He seriously said that poo poo? Yo, what'd you tell him? Yeah. Yeah. No poo poo? Ahaha, you're something else! Jeez. Huh? Yeah nah, I'm in Times right now. Crowd's deadlocked cause some people just collapsed. Nah, like I mean fell the gently caress over suddenly. I think one lady got clipped by a taxi or something, EMTs are bringing out the stretchers. Oh poo poo! Yo, one of the guys just hopped up socked a tech in the jaw! Yeah! Oh gently caress man, they've got like two techs holding... Him..."

Writhing like maggots in a pit.

"Viv... Holy poo poo... No, oh god— gently caress, gently caress! loving— Vivian! Lock your loving door, now! Just— Vivian! Listen to me! poo poo's falling apart! Get your dad's gun and hide, I'll find you! Jesus— Vivian! Now!"

— — —

If there was one thing Augustus Lau never had in life, it was hard times. Born in NYC to wealthy Hong Kong immigrants, Lau grew up in a life of comfort— Private school, yacht clubs, business parties, vacations in Singapore and anything else the son of a multinational executive could want. But despite all of this, there was always a feeling in the back of Lau's head, something biting at him when he'd lean in the doorway and watch all the million and billionaires laughing and spilling thousand dollar champagne on suits worth more than the yearly income of half the city.

I really hate these people.

Something switched in him. Augustus stopped sleeping in and starting reading, learning, improving himself. He practically haunted the library, soaking up Marx, Tsunetomo, Plato, Sagan and plenty of others, expanding to all your standard fiction for the anger inside. Spoonfuls of Orwell and Palahniuk only fed the flame. He smuggled a baton into the city and learned how to use it on Youtube. He cannibalized the free electronics from his father's company and built sensors, cameras, noise makers, solar chargers, radios, and hundreds of other small, random projects. Augustus isn't fully sure why he's doing all this, what he's building towards, but with people dropping like flies around him, the fog is starting to clear.


Contacts

Vivian Tseung [Criminal]

Augustus met Vivian at 15, when the two happened to be hunting for the same book at the Brooklyn Library. After a bout of embarrassed shuffling the two found common ground and hit it off, and four years down the road the two are good friends, even if they are from different worlds. Vivian and Augustus share the common, fuzzy goal of hating the decadent one percent and wanting to do something about it. Vivian counters Augustus' high-tech skills with street smarts— picking locks, filching goods and tagging chain stores without leaving a trace.

At the moment, Vivian is home alone at her family's apartment in Manhattan Chinatown.

Andrew Zaitev[Chemist]


One of Lau's few high school friends he still speaks to. Andrew is currently attending NYU Polytech in Brooklyn for a degree in Chemical Engineering. Andrew might be of help in procuring supplies, assuming he's okay.




Edit: Fixed. Haven't played GURPS in forever, so if I screwed up on anything let me know.

saberwulf fucked around with this message at Jun 4, 2014 around 07:13

paradoxGentleman
Dec 10, 2013

Goodness no, now that wouldn't do at all!


I will not be able to play, because this is exams season for me, but I wanted to say that this looks really fun and interesting and I hope to read all about it once I'll have the time.

hectorgrey
Oct 14, 2011


Jacob Barnes is a fairly serious young man who finds it really, really hard to ignore those in need. He's had a fairly normal, working class upbringing. He did fairly well in school, though he didn't get straight As, and he went straight into work rather than going on to college. His first employer was a friend of his father, a local car mechanic named Ray. As it happened, Jacob was actually really good at this job; he learned quickly and picked things up at first explanation. Ray's getting fairly close to retirement now, and he's looking at letting Jacob take over the shop.

When Jacob was in school, he wasn't the fittest or healthiest around, and between this and actually being good at a subject (shop), he got his fair share of bullying. As a result, his mother had him enrolled in a martial arts school run by her yoga guru, an Indonesian man that everybody just called Pete. Jacob has been studying that style since then, and has gotten pretty good at it. He even helps teach classes when Pete can't, but he loves his job as a mechanic too much to just give it up.

Jacob has had a few short term relationships; none has lasted longer than a year. He's currently dating a young woman named Gillian Cooper and, as the poo poo hits the fan in Times Square, that's who he's on his way to meet at a nice Thai restaurant nearby. He's wearing his best clothes (a nice looking suit bought from a charity shop), and he has some money (enough to pay for the meal out and a taxi home), ID, house keys and a cheap smart phone in his pockets. At his house, he has some good quality mechanics tools, some more durable (and more comfortable for running) clothing, all the things you'd expect to see in a standard kitchen and a bokken.

While I see Jacob probably picking up a kitchen knife or two, I don't imagine them lasting for too many fights, just because they aren't designed as weapons, and as such won't be as durable as a hunting knife or similar. The bokken is much more likely to end up being his weapon of choice.

Bardlebee
Feb 24, 2009

Im Blind.


So I am done with everything except how to calculate Dodge. I figured my character has on her a sharp spade which can double as a thrusting small knife, let me know if this is cool.

Also give me recommendations, I feel like my character is a good "face" for other humans and scrounger, but not a fighter by any stretch. Let me know if the stats look like I would die page one.

Other then that I am ready! Stats are in my original post.

Bardlebee fucked around with this message at Jun 4, 2014 around 16:05

chitoryu12
Apr 23, 2014



Augustus Lau, Melody Brackston, and Jacob Barnes are APPROVED.

At this point, recruitment is closed. All players will be PMed the link to the play thread and a link will be edited into the OP in case anyone misses the message.

chitoryu12
Apr 23, 2014



As Bardlebee and saberwulf have bowed out of the game, I'm re-opening this to recruitment for TWO new characters.

minidracula
Dec 22, 2007

boo woo boo

Indicating interest if this is still open for recruits (I'm assuming it is, but it's been a week, so making sure the game isn't considered dead outright). It'll take me a couple days to make a PC since I haven't played GURPS in like, decades, but this is a good excuse to take advantage of that SJG GURPS sale.

chitoryu12
Apr 23, 2014



It's definitely still open. You can PM me or talk in here for any advice on character creation.

minidracula
Dec 22, 2007

boo woo boo

chitoryu12 posted:

It's definitely still open. You can PM me or talk in here for any advice on character creation.
Thanks! Sorry for being slow. I'm now using the GCA to help with character creation along with the books/PDFs. I hope to have something for you to look over soon. I'll PM you first before posting it in the thread just so you can review it for any glaring errors I should fix.

chitoryu12
Apr 23, 2014



minidracula posted:

Thanks! Sorry for being slow. I'm now using the GCA to help with character creation along with the books/PDFs. I hope to have something for you to look over soon. I'll PM you first before posting it in the thread just so you can review it for any glaring errors I should fix.

Sounds good!

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minidracula
Dec 22, 2007

boo woo boo

chitoryu12 posted:

Sounds good!
Just PM'd you!

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