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The PCs are: Shinichi Kuroda: Shinto priest with very good ritual magic skills, born in the US. Professor George Hamilton: archeologist and linguist with average ritual magic and alchemy skills, University of Chicago Micky O'Malley: Irish spelunker and construction worker, werecentipede. Almost strong enough to shoulder-fire the Boys. Games are on alternating Saturdays from 7-11pm central time. |
#34
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A werecentipede ![]()
__________________
Just because I'm on the side of angels doesn't mean I am one. |
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nice set up -I like the mix .
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#37
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So far, the PCs have been warned to back off by the FBI and are being encouraged by Naval Intelligence (the PCs have worked for the US and British governments previously). Quote:
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I'm an old GURPS fan, and also one of copeab players (though in another online campaign). I'll chime in in favor of GURPS 4e, though. I think it's a better choice for someone new to the system, and there's been a lot of stuff that's come out recently (and in the pipeline) that's nice. If you want to go that route, the core rules and High-Tech 4e are the only must-haves; Martial Arts and the SEALS in Vietnam PDF would be handy, but not essential. Also, if you're worried about lethality, the new Action! series of PDFs look like they'd be nice for dialing that down and making it a bit more cinematic.
On the other hand, 3E does have more material on modern weaponry and armor available. On the downside, some of this has the problems that built up over time with 3E (particularly vehicle stats), plus it's all out-of-print, though a lot can still be had cheap from SJGames. Either way they're tailor-made for a T2K-style game. One suggestion, though: you can go far sticking to the Lite version of either edition. There's a tremendous amount of addition material and rules that can be added, but just because it can doesn't mean it should. There's a lot of options, and it's easy to bog a game down at the expense of fun and playability if you're not careful. |
#41
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yes, using Lite and exercising your option to adopt (or reject) whetever rules you like or dislike is a good way to go. Some of my players now are advocating this approach. It seems we kinda burned out last game since we got deluged with sourcebooks and rules in the 4e.
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I shy away from even the concept of "Roolz Lite" like a vampire avoids garlic. Pile on the crunch I say.
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