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19:45, 3rd May 2024 (GMT+0)

OOC.

Posted by GM HeathFor group 0
GM Heath
GM, 85 posts
God
Mon 31 May 2004
at 08:06
  • msg #21

Re: Greetings...

Anyone have any comments about the game so far?  Any improvements you think would help?  Anything you like or don't like?

Is pacing too slow or too fast?

I need feedback.  :)
Roach
player, 1 post
Thu 10 Jun 2004
at 04:48
  • msg #22

Re: Greetings...

Hello folks, new player here. Roach, screw-up extrodinare. I'll be joining you guys soon.
Lazarus
player, 48 posts
Thu 10 Jun 2004
at 05:22
  • msg #23

Re: Greetings...

I'm liking it but at first I thought it was a little slow.
Roach
player, 2 posts
HT=13/13
Sun 13 Jun 2004
at 02:00
  • msg #24

Re: Greetings...

*Kicks a rock*

Sooo...

Hows everybody doing?
Lazarus
player, 49 posts
HT=12/12
Sun 13 Jun 2004
at 03:55
  • msg #25

Re: Greetings...

Well, and yourself?
Roach
player, 3 posts
HT=13/13
Sun 13 Jun 2004
at 04:10
  • msg #26

Re: Greetings...

Groovy, groovy.
Roach
player, 4 posts
HT=13/13
Thu 17 Jun 2004
at 02:11
  • msg #27

Re: Greetings...

*Pokes Caine's body with a stick*
Grid
player, 29 posts
HT=12/12
Thu 17 Jun 2004
at 09:11
  • msg #28

Re: Greetings...

Question time!

This is suppose to be the first mission for the characters in this campaign, correct?  If so, I assume that none of us have encountered an Agent before, so we have little idea exactly who or what they really are right?

I hope of have this right, because that's the way I'm playing my character;  no idea who this annoying Agent guy is.......
Viper
player, 17 posts
HT=10/10
Thu 17 Jun 2004
at 13:35
  • msg #29

Re: Greetings...

That's the way I'm playing it. Though Viper's background includes a 'small' encounter with an Agent, he hasn't made the connection yet. These are like 'Microsoft Agent, v.01.1'. ;)
Grid
player, 31 posts
HT=12/12
Thu 17 Jun 2004
at 22:55
  • msg #30

Re: Greetings...

Cool, thanks Viper.  I thought for a minute I had missed something.

If only they were made by microsoft!  They'd be full of bugs and crashing constantly.  I look forward to meeting the Agent that just stops suddenly in the middle of a chase and says, "An illegal error has been performed by his Agent, it will be shut down".
Lot
player, 1 post
Fri 18 Jun 2004
at 01:12
  • msg #31

Re: Greetings...

Hello everyone, meet the fresh meat.  Couldnt let you all leave me out of the fun.  Um, hurry up and take care of that agent for me will ya?  Sometime before I am introduced if you could, thanks :)
GM Heath
GM, 95 posts
God
Fri 18 Jun 2004
at 01:51
  • msg #32

Re: Greetings...

Agents:  All you know about Agents is what was in the note given to Binary.  The first mention EVER of Agents, and you were there!  :)  More details about the Agents is actually contained in the disks that Laz is holding, so your characters will soon...hopefully...learn much more.
GM Heath
GM, 104 posts
God
Wed 23 Jun 2004
at 04:13
  • msg #33

Re: Greetings...

As I continue to design this game around GURPS rules, I have decided to add something other than just the Focus Skill.

When Character Points are issued, I will also issue "Codebreaker Points" (CDP).  You will receive probably about half as many CDP as you do CP (although I'm still working out the balance).

Normally, in GURPS, advantages and the like are inborn and can't really develop.  However, since the Matrix identity is a computer construct, these points will allow you to add certain "advantages" to your character, allowing for more diverse character improvement.

For example, regeneration or improvement on your Focus Skill will be possible through CDP, including numerous other "abilities."

I will also be introducing "Esoteric Skills," which in GURPS are cinematic martial arts types skills that fit seamlessly with the GURPS universe.

Any comments or suggestions as I continue to develop this?  I am working on the list of Codebreaker Skills at the moment, mostly adapted from existing GURPS abilities.
Lot
player, 6 posts
Wed 23 Jun 2004
at 04:57
  • msg #34

Re: Greetings...

The matrix looks alot like a blend of esoteric skills and super powers to me.  Esoteric skills cover the enhanced combat and reflexes side, but some things are handled best with super powers and the variety of limitations available to them.  Use our bullet time focus power for instance, Altered time rate X 3, Accessibility (matrix only) and some crazy variation on limited use.

Dodging bullets could be a seperate ability from bullet time looking something like this - Invulnerability: bullets, accessibility (matrix only), Accessibility (only if wins contest between weapon skill and DX), limited use.  Even enhanced time sense with the same limited use limitation could work.

The super leaps could be a combo of super powers and esoteric skills. Esoteric skills seem to cover most of the distances leaped in the movies, except for that crazy leap Morpheus makes while training Neo in the jump program (only possible with super jump).

GURPS... too... flexible...
GM Heath
GM, 105 posts
God
Wed 23 Jun 2004
at 07:11
  • msg #35

Re: Greetings...

You're on the same track I am.  I am pulling CB Advantages from the Supers Books and also from Magic, but I'm trying to limit it to keep a certain control over the realism.  Esoteric skills will remain basically unchanged from the book.  Your jump example was EXACTLY how I looked at it, and the Focus Skill was taken from Enhanced Time Sense and then modified.

I will give a list of CB Advantages that will be exhaustive only in the sense that GM permission will be necessary, and possible modification made, for additional advantages.

Example:  There will be a regeneration advantage where characters can completely heal themselves via the Matrix, but doing so costs a certain number of CBP, so you will have to keep some on reserve just in case.  There will also be an allowed conversion from CP to CBP to load characters up one way or the other.

In the end, this game will be a fast progression game where the characters quickly advance, so the game is not intended for long term low level play as it is now.
Viper
player, 23 posts
HT=10/10
Wed 23 Jun 2004
at 13:43
  • msg #36

Re: Greetings...

When I was considering making a GURPS Matrix game, I played with the idea of having everyone be Chi Mages with a Matrix Only limitation. Here's the article http://www.sjgames.com/pyramid.../article.html?id=313

A limited number of super advantages makes sense, too.
This message was last edited by the player at 15:04, Wed 23 June 2004.
Roach
player, 8 posts
HT=13/13
Wed 23 Jun 2004
at 20:01
  • msg #37

Confusment, yes!

I'm a bit confused by Lot's bit. Which messege did the marines say that they'd be out in three minuits?
Lot
player, 7 posts
Wed 23 Jun 2004
at 23:52
  • msg #38

Re: Confusment, yes!

Lot was just assuming that the marines did not want to still be in the building when the explosives went off.  Apparently he was mistaken, looks like they intend to stick around to make sure that the bombs do go off.  This also tells us that they never set enough explosives to bring down the entire building to begin with.
Lazarus
player, 59 posts
HT=12/12
Thu 24 Jun 2004
at 00:32
  • msg #39

Re: Confusment, yes!

We need special acces to get to that link Viper.
GM Heath
GM, 106 posts
God
Thu 24 Jun 2004
at 01:04
  • msg #40

Re: Confusment, yes!

The Chi Mage idea is very good, and I will be incorporating some of its ideas.  I just hope I have enough time to incorporate everything in time to put out a good set of rules.  Bear with me.  You're the guinnea pigs in this GURPS Matrix experiment.

Roach-The marines left immediately after setting charges, quickly rushed through the security protocols two floors up from the bottom floor, and then took the fast elevator to the top.  You can probably assume they told the security station to contact medics and meet them at the top.

Only the bottom underground floor of this facility was in charge of the Matrix project.  Thus, there was no intention to destroy any but that floor.  (As you can tell by the rubble, it's already been through some hard times.)
Viper
player, 24 posts
HT=10/10
Thu 24 Jun 2004
at 03:51
  • msg #41

Re: Confusment, yes!

Lazarus:
We need special acces to get to that link Viper.


True. It's an article in Pyramid, SJGames online 'zine. I've got about a dozen and a half useful articles bookmarked.
Lazarus
player, 60 posts
HT=12/12
Thu 24 Jun 2004
at 04:49
  • msg #42

Re: Confusment, yes!

Ah well.
Lazarus
player, 63 posts
HT=12/12
Tue 29 Jun 2004
at 16:59
  • msg #43

Re: Confusment, yes!

Umh, I'm a little confused on where we in the elevator are, we are at the top, right? How close are the marines to us, I'm thinking of making a run to the computer room.
GM Heath
GM, 115 posts
God
Wed 30 Jun 2004
at 00:33
  • msg #44

Re: Confusment, yes!

Lazarus:
Umh, I'm a little confused on where we in the elevator are, we are at the top, right? How close are the marines to us, I'm thinking of making a run to the computer room.


You are not at the top.  The "time for elevator to reach the top" is how long until the elevator reaches the top.  Remember that the elevator moves at only about 5 feet per second (a slow freight elevator), and it is over 2000 feet to the top, so there is a total of over seven minutes to go from bottom to top.

Right now, those in the elevator cannot do anything about the marines.  They may deal with the agent chasing after the elevator and prepare for the explosion below.
Lazarus
player, 64 posts
HT=12/12
Wed 30 Jun 2004
at 05:01
  • msg #45

Re: Confusment, yes!

Okay, as I thought. Thanks
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