DM Salsa's GURPS Character Test Thread (Inactive)

Game Master AdamWarnock


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Don't worry. This isn't the actual game. This is more of a place for us to hash out the details of your characters and parts of the game world. The reason I say that isn't because I don't have some things thought out or that I can't do it, but because I want to do something more collaborative. The thing about GURPS is that there's more of a conversation between GM and players than there is in Pathfinder. I have a basic idea, but I want to cater this game to y'all.

That said, here's what I have in mind. I apologize if it's a bit messy, but that's just the nature of works in progress. :)

Your characters are what are called "operators." Operators are highly skilled individuals that come from a myriad of backgrounds, whether they be former military or police, ex-criminals, or even wealth and boredom. Whatever their background, operators are hired by corporations, individuals, and governments to handle sensitive tasks that require more finesse than muscle. There are mercenaries, and some skilled mercenaries do become operatives, but they are soldiers, while teams of operatives are more akin to a sawed off special operations, investigative, and intelligence agency, like the CIA or FBI.

In civilized areas of the galaxy, there isn't much call for operators beyond corporate espionage; guarding, or snatching, VIPs; and the odd bit of smuggling or courier work. In the places between, in the regions of space collectively known as the Void or the Space Between, however, the opportunities for work abound, and it's here that most operatives and mercenaries work. Life in the Void is violent, and there are many times where talented men and women are called in to pull some poor merchant spacers or diplomat out of harm's way, or to snatch some brutal warlord so that they can answer for their crimes.

Of course, what kinds of jobs you take is entirely in your hands, since, unless they are part of a guild that orders operators to take certain jobs, it's up to the operator. Some teams specialize for certain types of jobs while others are more generalists and accept a variety of jobs. This is one reason I wanted to work with everyone on this. I would rather focus on making something that's fun for all of us than just for me. For example, if everyone doesn't want to do anything like a special forces mission, then I know not to offer them to you, or waste time coming up with them.

Some of the kinds of jobs that operatives are offered include, but are not limited to:
- Smuggling/High-risk Courier (traveling through the rougher parts of the Void unarmed is asking to be robbed and killed)
- Espionage (of multiple flavors)
- Hostage rescue/hostile extraction
- Counterinsurgency (and other types of military special operations)
- and VIP security

So, that said, let's get on with what I'd like. When the game starts, I'm thinking that the PCs are a group of skilled individuals that are being put together as a potential team by the master of the Mercator Operative Guild. Mercator is a loosely regulated republic that lucked out and has hundreds of jump points and dozens of far jump points in the seven systems of its constellation. This has allowed it to flourish because of trade. This also gives the operators of the Mercator Guild unparalleled mobility and thus make them highly sought after for their quick response times and the talent that kind of connectivity attracts.

What I'd need from you is a rough idea for your character and what kinds of adventures you'd like me to come up with. I'd also like to know if you want aliens, cybernetics, bioengineered/genegineered beings, or anything else. Don't worry about stats. That will come later. Just focus on the fluff, because we can build a character using that.


Male Human Techie 2 / Bureaucrat 6

This sounds pretty cool!

I played a whole lot of GURPS 3rd Edition back in the '90s, but I haven't played very much GURPS in the 21st Century yet.

I assume we're going to be using 4th Edition? I honestly hope so, because I recently picked up the 4th Ed. Core Rulebook (Characters), and also sold off my collection of 3rd Ed. books.

I want to think a little about what kind of character I'd want to play. The last scifi game I played, I was a diplomat/master spy... I'm thinking of someone with much rougher edges this time around!


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Yep, we're using Fourth edition rules. I'm cool with a rougher character. Are you thinking criminal, military, or something else?


Male Human Techie 2 / Bureaucrat 6

I'm thinking maybe an ex-military type, mercenary character. Maybe with some military-style cybernetic implants... and a very big gun.

I'm also hoping that Paizo will be updating the avatars with more scifi selections soon!


Kassen Battle Maps | RotRL Battle Maps

Ditto on the avatars. I've got the Ultra-tech book so yeah, we can definitely swing some mil-spec cybernetics.


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Haladir, have you ever used GURPS Vehicles? I'm trying to figure out how to stat up vehicles that aren't spaceships, shuttles, or mechs, and I'm wondering if the horror stories about it are true?


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Dotting for interest, and linking my partner (who's a GURPS fiend!)


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Cool! Hopefully I won't embarrass myself too badly since this will be my first time GMing a GURPS game. I'm writing up some more about the game world.

I'm not certain if there are going to be aliens or not. If you want them, I can add them. If not, then we can forgo them. There are bio/gene-engineered beings and cybernetics so those are options for characters. For the moment, though, I'm not too worried about stats. I'm mainly looking for hooks to build things around.


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

I'm partly tempted to dust off Valerie and solidify her better...


Kassen Battle Maps | RotRL Battle Maps

So, to expand the world a little bit. There are a few major powers in the setting. I don't have names for everything yet, unfortunately, so for now, they just have generic monikers.

The Empire is a rigid, regimented, and domineering society. The once held the constellation of stars that make up Mercator, but lost it when they rebelled and the leaders of the rebellion managed to pit the Empire and the Federation against one another. The Empire values efficiency and loyalty. The Empire's officials are openly distrustful of Operators that are not licensed by the Empire.

The Federation is more open and accepting than the Empire, at least on the surface. Equality is the single thing the Federation values above all. This isn't just equality of opportunity, but of ability. The nail that sticks out gets the hammer is a very apt saying for how the Federation deals with those that stand out too much. Furthermore, the Federation has quietly outlawed cybernetics, installation, study, and use since they tend to enhance the physical and mental prowess of those that have them. It's the same for genegineering and bioengineering. Descendants of those who have had their genes tweaked are subject to discrimination as are outsiders with obvious bio and cyber modifications.

The Alliance is, internally speaking, a mess. While the Alliance has the broadest freedoms of the major powers, and the most permissive society, it's internal policies are at the mercy of the mob. Elected officials do their best to please their voter base and the result is a mish-mash of conflicting directives and contradictory policies that makes it all but impossible to carry out the basic tasks of government without breaking some rule, regulation, or law. There is a certain amount of holier-than-thou among citizens of the Alliance, and the particularly obnoxious ones view anyone not from the Alliance as inferior.

These powers control the more civilized portions of the galaxy, though they are far from the only powers present. Smaller powers exist as well, each one either allying with one of the greater powers or electing to remain neutral in a manner similar to Mercator (at least officially. Mercator and the Empire are still on bad terms in reality.)

Between these powers, however there is the Void, the areas of space threaded between and around the pockets of civilized space. The Void is where those that want to disappear go; it is where criminal cartels and groups of mad cultists dwell, and where warlords, pirates, and slavers run rampant. The major powers tolerate the lawlessness in exchange for not risking their rivals gain a foothold in the regions near them. If you picture the Outer Rim from Star Wars, then you've got a rough idea of what's going on in the Void.


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El Ronza wrote:
I'm partly tempted to dust off Valerie and solidify her better...

Go for it. A smuggler is going to be a big help even if you don't take smuggling jobs. ("This is the INSV Narratively Convenient. MOV Peecee, please heave to for boarding." "Crap! Hide the military hardware!")


Hey Salsa, El Ronza's partner here. I have indeed both played and run a heap of GURPS 4th and this game sounds really interesting. I know my way around vehicle building, it's pretty easy in 4th, if nothing else you can just build a car the way you want it and then apply the Compartmentalized mind advantage with the Controls modification, then boom, it's a car.

Also of interest might be this:

http://edgerunners.obsidianportal.com/wikis/vehicles

It's a wiki for a Cyberpunk game and the rules in it are top notch. Bare in mind they are for TL9, so you might want to just use them as inspiration. I've linked to the page with all the vehicles on it.

In regards to a character for this game, not sure. I like the idea of psionics, but it's up to you if you want to include that in your setting. Beyond that I'd probably be interested in some sort of Hacker/Spy/Counterintelligence kind of thing.

In any case, very interested in the game and always keen to play GURPS.


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With regards to vehicles. I may go the route you suggested, but honestly, it's a little weird going about it that way. Just looking at the template for the car that was in the Basic Set, there are a few things that had me raising an eyebrow, such as the Injury Tolerance (Homogenous) advantage. Basically, it's not all that intuitive. Using Starships works, kinda, but it doesn't really provide enough flexibility to build a car or an ATV that is the size of a pickup. It doesn't support anything smaller than SM+4 from what I can find, though there's a pyramid article that I could use that might help with things.

As for Psionics, have you heard of Mailanka's Psi-Wars? It's a setting that takes a lot of inspiration from Star Wars and was made into its own thing. I've read a good chunk of the previous iterations, but not any of the more recent stuff from iterations 5 and 6. If this is interesting to everyone, we could definitely go for a game using this setting. One of the cool things about it is that Communion, the Psi-Wars version of the Force, has a light-side, a dark-side, and a Lovecraft-side.

If the others want it in the Operators setting, or at least don't object to it, I'm fine with working with everyone that's interested to flesh that bit out.

As an aside, the really cool thing about Psi-Wars, no one would really have to change their initial concept. Haladir's character could be a defector from the Empire, Ronnie's could be a smuggler from the Fringe, and Sam's could be an Alliance agent that specializes in data security and hunting down Imperial spies.


Yeah having Injury Tolerance(Homogeneous) is a little strange, you could always just go for (No Blood)&(Unliving) if you want to be able to target a car's 'vitals'.

The psi-wars setting certainly sounds interesting, I've never heard of it before myself. Would you be taking inspiration from the setting or using it verbatim?


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If we did decide to go that way, I'd be using it mostly verbatim. I'd add things in, perhaps tweak things, but for the moment, I'd use it mostly as is.


How like starwars is the setting?


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I'm still reading through it, but it's close enough that it's the same in a broad strokes sense. There's an alliance fighting an empire in order to restore the republic that became the empire through a series of unfortunate events. There's an order of ancient knights, the remnants of which seek to restore peace and order to a galaxy that is ripping itself apart.

I know there's some setting documents available to Mailanka's Patreons, but I'm hoping that he's posted some docs for those who aren't.

If you want, here's the player's guide for building a character. I haven't read all of it, but it does have everything you need to play from what I see.


Kassen Battle Maps | RotRL Battle Maps

I've thought about it, and if I'm honest, I don't think that Psionic Powers would fit the Mercator setting.

So, before I delve more deeply into one setting or the other, which do y'all want? Do you want to do the Mercator setting, which is A-Team in space, or do you want to do the Psi-Wars setting, which is Star Wars, but with psionics?


Mercator gets my vote. I like psionics and all but I've played my fair share of starwars RPGs, something different sounds good.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

dot


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I'm a fan of gritty so I like the Mercator/A-Team idea. I'm not familiar with GURPS but I've got some material to read on it and I'm happy to take pointers.

In terms of character, I'd be inclined to go with an ex-military (space marine) type skilled with a blade and automatic rifle OR a combat courier who worked for either an intelligence organization or a corporation.


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So, a little more information on the Mercator setting. Current tech level is TL10^. The superscience things are the FTL jump drive, of course; artificial gravity a la Star Wars and Star Trek, though there's no guarantee that all of the decks will be oriented the same way; and contra gravity lifters, so smaller ships can make takeoffs and landings. Constructor and destructor nanites require a specialized, controlled environment and cost 10x book value, as does most other Nano-tech.

I'm going to say that lasers turned out to be too heat intensive to be practical as primary starship weapons and infantry weapons. There are some curiosity items that are out there, and many ships use rapid firing lasers as CIWS, but for the most part, Kinetics and missiles rule the battlespace. Gauss and rail guns are the prefered weapons, though some backwards worlds still use cased and caseless ammunition due to not being able to produce anything better.

FTL travel in the Mercator setting is via naturally occurring jump points. Most jumps are a couple of dozen light years at most. There are some jump points that span hundreds to hundreds of thousands of miles known as far jump points. Highly interconnected groups of stars are known as constellations. The Mercator Constellation is unique in the explored galaxy for having hundreds of jump points leading away from the constellation and over 40 far jump points. The main governments don't try to take it over for fear of causing the others to try and snatch it up first, and leading to a major war between them.

Assuming we do use the Mercator setting, do we want aliens or no? I've got some ideas for a few different races, and don't forget, there's also the Bio-Tech options. Not all of them, though I'm open to allowing ones that anyone really wants. For example, the Spacer template (BT 71) really doesn't fit in a world where artificial gravity is cheap, reliable, and almost ubiquitous.

Anyway, if we do have aliens, there are three that I have in mind that would work for PCs.

The first are the Syrens. Called space elves or just elves by the less politically correct elements of society, they possess a good deal of natural grace and dexterity and keener eyes and ears than a human. However, while their blood chemistry allows them to survive below freezing temperatures, they are more susceptible to heat, and what may be comfortable to a human may be too warm for a Syren. Physically, they have long, pointed ears and dark eyes with flecks of color in the iris.

The second are the Morsk. Only an idiot insults a Morsk to their face. The raptoids are armored and armed with sharp claws and teeth. They stand well over seven feet tall upright, but most hunch over and let their tails balance the weight while walking, making them between four and a half and five and a half feet tall. They are strong and surprisingly limber and quick. The Morsk tend to be aggressive and proud of their heritage, and rival clans will band together to take on non-morsk in a bar brawl. The tendency towards physically solutions has lead others to underestimate the intelligence of the Morsk rather drastically. Most morsk are quite insightful and capable of impressive analyses of the actions of other races. They also tend to have a good deal more common sense than most give them credit for. Those same rival clans in that same bar brawl also won't pick a fight unless they know it will all be in good fun.

The third are... well, I don't have a good name for them, but they are four foot tall otteroids with eight stubby limbs and a knack for circuits and a machinery. They can also fit into surprisingly small spaces and have a much higher g-tolerance than your average human. They are friendly, gregarious even, and absolutely ruthless barterers. Those that take a more violent career path tend to be among the best pilots around.

I'd have to work them in, but I'm pretty confident I can do that. The bigger question is do you guys want me to? Part of the reason I did things this way was to build a setting and a campaign we're all invested in and had a hand in making. I'm open to suggestions and your ideas. Things are on the vague side at the moment, so now's the time to work things in. :)

@Stormraven: Glad to have ya! Haladir's also considering an ex-military character. Maybe you two were squadmates?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I'm flexible on most everything, including 'aliens'. But my preference would be for leaving the aliens as interesting encounters or baddies that try to eat us.

Regarding Haladir... we could go with squadmates or both military guys from different services so we have the friendly inter-service rivalry thing. I'm good with either approach. I think we'd just have to figure out somewhat different specialties to cover more bases. So we could both be special forces types with different MOSes (Military Occupation Specialties). So we could both be 'Infantry' but have a secondary specialty that is different. So if Haladir wants a 'big gun', he could be the Heavy Weapons specialist.

That assumes you prefer us both having soldier types as opposed to me taking a courier. I'm good going with either idea.


SR, here. This will be the profile for my character.


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Actually, can you elaborate more on what you mean by "combat courier?"


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Sure. A person who is part smuggler and part spy. An unarmed combat specialist who is skilled at surveillance, counter-surveillance, stealth, land navigation, and various other related skills. His/her job is to carry 'something' - could be a data crystal or what have you - from Point A to Point B anywhere in the galaxy... and let nothing stop them. They can cross borders (legally or illegally), smooth talk starport security, and rascal locks/computers (if needed) to ensure the delivery of his/her 'goods'. And if some thug, security guard, or an opposing agent tries to get the goods, they get thumped. He/she would know how to use weapons but since a lot of border guards don't like weapons, unarmed combat would be his/her preference.


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To be honest, that sounds like it'd be more intelligence than military. If the military needs to get something through, they'll send a wing of cruisers or frigates to deliver it.

Although, I think such a courier would be very useful in corporate espionage. After all, someone's gotta get the competitor's prototype to the boys and girls in the lab. The thing I'm worried about is niche protection since your character would kinda be edging in on Ronnie's character as a smuggler and Sam's character as a spook. Soldiers are a lot broader since one could be a demoman and another a sniper, or one could be the heavy weapons specialist while the other is a commando, which is why I wasn't too worried about your character and Haladir's character stepping on each other's toes. It's fine, though, that's part of why I'm doing this, so we can figure things like that out.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

As I said, I'm fine with playing either one. If Rai the soldier fits easier, let's go that way. If Haladir wants to be the heavy weapons guy, I'll go commando, sniper, or something along those lines.


I'm pretty interested in a playing an espionage style character, so I can fill that role.


For my own benefit, it looks like we have:

Sam - Hacker/Spy
Valerie - Smuggler
Haladir (no PC name yet) - Ex-Military/Heavy Weapons
Rai - Ex-Military/Commando

Does Valerie have a smuggler's spaceship... or are we planet-bound and/or reliant on booking passage on commercial spaceships?

If we do have a ship (and it has a weapons turret) I'd be willing to take a Gunnery type of skill to help out there... or take something like Engineering to keep the drives running.


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Engineering is more for designing and prototyping the system. Mechanic is for maintaining and building the system.

As far as the ship goes. Wealth, signature gear, and debt are all options.


I've read through GURPS 4 Lite and started selectively reading bits of GURPS 4 Basic Set... I'm not up on all the Skill names yet so bear in mind I'm tossing out concept ideas not the specific applicable skill name. Apologies.

Salsa, are we at a point where you'd like to give us some character build parameters - i.e. Character Points, Disadvantage Limits, credits, and gear TL available for purchase?


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TL10
300 points
150 points of disadvantages
$50,000 average wealth

No lasers or nanopaste stuff.

I'll try to have a list up this weekend.


Zounds! We're gonna be big damn heroes! :D


Woah! That's a mighty point buy. Not that I'm complaining about it.


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Well, if you want personal spaceships, I think a good chunk of those are going to be spent on getting it.

Looking at Signature Gear, each point is worth $25,000 per point. The SM+7 (90 ft.) gunship I just statted up is worth $63.7 million. It's 40 points to get just $1 million. So, 2,400 points to get $60 million by my math. That's for a new ship, though. I need to find the rules I saw once for "features" for used vehicles. Even $6 Million, a tenth of the price, is 240 points of signature gear, so that's not going to work.

Wealth would be better. It's 50 points for $5 million, 75 points for $50 million, and 100 points for $500 million.

Debt can also work. A -20 point disadvantage means you have to pay 20% of your starting wealth every month to a bank, or more interestingly, a crime boss or some other unsavory type that paid for your ship. Given that it's tied to Wealth, it starts at $10,000 and is multiplied by whatever modifier you bought for wealth.

The final option is by story. Basically I give you a hook that will wind up with you guys owning a shiny new ship. This could be a lot of fun, especially if you guys come up with some zany scheme to pull the job off.


Kassen Battle Maps | RotRL Battle Maps

I've been working on another ship and holy! It was supposed to be a cheap, rugged cargo hauler and it wound up costing just over $1 Billion. I think that if I want affordable civilian ships, I'm going to need to bring the cost down. So, if we assume that civilian designs, because they are less survivable than military designs, then we can reduce both HT and cost. I think having civilian ships be HT 10 and between 1/10 to 1/50 the cost of a similar military design would work. Thoughts?


I think that's legitimate. GURPS tends to value pricing thing realistically over pricing them at a level that would be fun in a game. So reducing all the costs would be a smart move I think.


Since I'm not a GURPS expert, I really don't have an opinion. It does seem reasonable that buying a ship with a 'standard' build - i.e. one that has been relatively mass-produced would have a reduced price. Even more so if we are buying a used model of an older non-cutting-edge design.

In terms of getting our hands on a ship... I like the idea of 'liberating' (either on purpose or as part of an adventure) an outdated and rugged cargo hauler that was slightly refitted for use by a group of pirates. In a pitched battle, we kill or chase off the crew, and claim their ship as our own. Then we can all take the same Enemy disadvantage. Maybe this ship belonged to a pirate fleet... so now we have a swashbuckling and pirate pirate lord in charge of a medium group who is looking to kill us and take their ship back.

Alternatively, we could go with the 'debt' option and to be fair, we should all take the disad so we distribute the large debt. If you want us constantly scrounging for work/cash (aka Firefly) that's not a bad approach.

FWIW, there are some pre-built ships (with deck plans) in GURPS 4: Traveller Interstellar War. The building process is quite different but the deck plans and ship costs might work for you.


Kassen Battle Maps | RotRL Battle Maps

Yeah, that's true. Does anyone mind if we do a quick playtest for the space combat?

For the sake of making things simple and quick, relevant skills are at 14, so the pilot has Pilot(High Performance Spacecraft) - 14, gunners have Gunner(Cannon) - 14 or Artillery(Missiles) - 14, and people manning the sensors have Electronics Operation(Sensors) - 14.

You'd be up against a group of pirates attacking a tramp. The pirates would be at BAD-0, which means their at 10 for their skills.

Here's the stats for the ships involved. You'd be in the Asari and fighting another Asari HGS-903.

To keep things sane and better able to flow in PBP, I'm really stripping down the combat rules. Here's a quick and dirty list of actions.

Close - make a quick contest against the other pilot.
Evasive Maneuvers - Roll vs. Pilot skill, Success means that opposing gunner and artillery rolls are at a -2 penalty. Critical failure means that they get a +2 bonus instead.
Fire! - Roll Gunner or Artillery skill for the weapon. Add sAcc and target SM. If firing more than one shot, add the following bonus based on the list below.
2-4: 0
5-8: +1
9-12: +2
13-16: +3
17-24: +4
25-49: +5
50-99: +6
each x2: +1
You can target specific spots on the target. -5 for a specific system, -10 to hit an airlock, or something of similar size.

Defensive Fire - Hold fire to target any incoming missiles. As Fire!, but -5 penalty to skill.

Just a note for those who are new to GURPS, most ranged weapons have an attribute called Rcl, or Recoil. When you roll to use a weapon, by every increment of Recoil that you succeed by, you land another hit up to the number of shots fired.

To illustrate, Gunner's Mate Smith fires at the EOS Kill 'em All, an Asari HGS-903. He has a Gunner(Cannon) skill of 14. He's firing at maximum rate of fire, and we'll say he's using the Asari HGS-903's guns. All 10 turrets of them. (Turns are long enough that you can spin the Asari to bring all of them to bear.)

So, each turret has a Rate of Fire of 10. There are ten turrets, so that's a total RoF 100, or +7 to skill.

The sAcc of the guns is -8, and the 903 is SM+7, so Gunner's Mate Smith is at an effective skill of 14 + 7 + 7 - 8 = 20. He's only going to miss on a 17 or 18, and only critically miss on an 18, if I'm remembering things right. He'll crit on a 6 or less on 3d6.

Smith takes the shot at the Kill 'em All.
Gunner(Cannon) - 20: 3d6 ⇒ (3, 5, 1) = 9

He succeeds by 11 and the guns have a recoil or 2, so 6 shots hit.
Damage: 9d6 ⇒ (2, 3, 5, 2, 3, 4, 3, 2, 3) = 279d6 ⇒ (2, 6, 5, 1, 2, 4, 5, 1, 2) = 289d6 ⇒ (1, 1, 2, 4, 1, 1, 5, 1, 1) = 179d6 ⇒ (4, 1, 1, 6, 4, 3, 2, 4, 1) = 269d6 ⇒ (1, 5, 5, 1, 3, 4, 6, 4, 3) = 329d6 ⇒ (4, 6, 3, 5, 3, 3, 4, 3, 2) = 33

So, the 903 has dDR 15 on all sections of the ship, so each shot is 15 less.
Total Damage: 27 - 15 + 28 - 15 + 17 - 15 + 26 - 15 + 32 - 15 + 33 - 15 = 73

So, the Kill 'em All is now at -23 HP. Five shots did more than 10% damage so I would roll to see where they hit.
Shot 1 (Hull, System): 1d3 ⇒ 11d6 ⇒ 1 Armor on the Forward hull is disabled.
Shot 2 (Hull, System): 1d3 ⇒ 21d6 ⇒ 6 Habitat for the crew is disabled.
Shot 3 (Hull, System): 1d3 ⇒ 11d6 ⇒ 6 Missile launcher 2 is disabled.
Shot 4 (Hull, System): 1d3 ⇒ 11d6 ⇒ 3 Jump Drive is disabled.
Shot 5 (Hull, System): 1d3 ⇒ 31d6 ⇒ 6 Rear gun battery is disabled.

The crew of the Kill 'em All now has a mess of repairs to make and their ship has some minuses to it.
-2 to handling
-1 to Comm/Sensors
and it'd be -2 to beams if I was using them.

You know, I think I need to reduce the damage of the guns.


Kassen Battle Maps | RotRL Battle Maps
Rai Chhetri wrote:
FWIW, there are some pre-built ships (with deck plans) in GURPS 4: Traveller Interstellar War. The building process is quite different but the deck plans and ship costs might work for you.

I would, but most of the ships I have in my head aren't made the same way. That and I don't think the TLs are the same.


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I'm working on the list of equipment, but I'd forget that the computers in UT were more like a toolkit for making your own rather than a list of laptops and desktops. That's going to take more time that I think I have at the moment, so here's the down and dirty rules for buying equipment.

  • Most general equipment from TL8, TL9, and TL10 is available
  • Anything that makes mention of microbots or nanobots, it only works in a controlled environment. In other words, no swarmwear, nanopaste, or nanoweapons. Stuff like grooming spray from UT38 requires something like shower stall or something like a high-tech hair dryer to apply.
  • Cybernetics that you start with need to be bought with points. Anything available at TL10 or lower is up for grabs except the nanohive.
  • Biomods also need to be bought with points. Anything available at TL10 or lower is up for grabs.
  • Robots are available for purchase, either as Allies, Dependents, or as equipment.
  • All TL9 and TL10 armor is available, except the laser resistant armor, since lasers aren't used as personal weapons.
  • TL9 conventional and ETC firearms are available at 10% of book cost. UT135-139
  • TL10 electromagnetic firearms are available. UT141-143
  • TL10 battlesuits are available.

    I think that covers everything. I haven't included vehicles, but if you want to buy one, just ask and I'll work with you on it.


  • So we'll be using the stock Cybernetics and Biotech from the books?

    And I assume that it'll be mundane advantages only outside of tech?

    After that is answered I'll be ready to get started building my character. Definitely thinking a stealthy infiltration type with a decent amount of social stuff as well. Combat won't be my primary focus but I'll make sure I can stand up in a fight.


    Kassen Battle Maps | RotRL Battle Maps

    Yes and Yes, although if you want something outside of that, feel free to ask me we'll see what se can get to work in universe.


    Female Human (Australian) Photographer 4 / GM 3 / SSO 1

    Still here; just had attention needed elsewhere. 300 is a hella hefty point buy :O


    Kassen Battle Maps | RotRL Battle Maps

    A question for all of you, do you have the Ultra-Tech and Bio-Tech books? I have both and I ask because I don't want any of you to feel like you can't pursue a concept just because you don't have access to the rules.

    Also, I know that everyone has a concept, but I'd love to work with everyone on their backgrounds. Partly so I can help, and partly because I want to get some juicy hooks to hang some adventures on.

    I'd also like to know if I need to do a more detailed equipment list. I'm planning on having some vehicles, but I haven't the time to stat some up beyond what's in the books.

    On a related note, I wish that the Vehicle Designer and Armory books were out. I'd love to use those to build out some weapons and vehicles.


    Yeah I have the books in PDF form and I can email them to others if they need a copy.

    I'm happy to work with you on a background, I'm pretty busy for the next few days due to a convention. After that though I'll put together a tentative background and get it through to you.

    I'm pretty fine with just the equipment lists in the books, though would welcome more if you end up designing more. It would be nice if those books were around.


    Kassen Battle Maps | RotRL Battle Maps

    Same here with the PDFs, though I have them on Google Docs so I can access them at work, but I'm 99% sure that PMing a share link violates SJGames' terms or whatever.

    As for the vehicles, I'd most definitely include all of the stats for them. Hopefully, the book wouldn't be needed to use the ships beyond the rules I picked out to use.

    I have a few issues of Pyramid that contain some interesting bits and bobs as well. I can provide lists of those as well.


    I only have access to Ultra Tech and Bio Tech through what I can see in the character builder app I'm using - so I don't have full descriptions of the equipment or advantages. Since I'm a newb at GURPS, I could use a little help on my build. I'll link you to a copy of my character sheet in progress so we can collaborate on backstory and build.


    Kassen Battle Maps | RotRL Battle Maps

    Certainly. At a minimum, though, you need the Basic Set Characters book. It has all of the advantages, disadvantages, and skills that you'll need, but yeah, I'm more than happy to help out.

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