GURPS 4th Ed : GATE recruitment (CLOSED RECRUITMENT)


Recruitment

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This is a closed recruitment for a GURPS 4th edition game with the concept roughly akin to the GATE anime. If you haven't seen it, the synopsis is :

Plot
When a portal from another world appears in Ginza, Tokyo, a legion of soldiers and monsters emerge to attack the city. Thanks to their far more advanced weaponry and tactics, the Japan Self-Defense Forces (JSDF) easily repels the enemy, passes through the gate and establish a forward base of operations to force the Roman-styled empire of the other world to open peace negotiations. Yōji Itami is a JSDF officer sent to investigate the other world, where magic, dragons and elves are real, using his knowledge of fantasy stories to make his way in this new environment.

This story will be different in a few respects.

A) It will take place starting off in the US, not Japan.

B) How much things can be taken through the gate will be limited, thus causing things to be less one sided.

C) All characters will be human military to start with, specifically National Guard units.


All characters use the following rules:

* Tech Level 8

* Must be in the National Guard (Must have at least 5 points in Rank)

* Nobody can have more than 20 points in Rank.

* No more than one person can have 20 points in Rank.

* Equipment is provided, however if you have wealth, you can arrange for better versions of basic equipment (IE: Customized Firearms, Customized Uniforms, etc). How much is dependent on wealth. In general, only equipment you can carry within a 50lb rucksack can be personal.

* Everyone must take the National Guard Template below (costs 2 points).

* 75 Pt Builds with up to 50 pts in disadvantages and 5 quirks. YOU ARE NOT REQUIRED TO USE ALL 50 POINTS OF DISADVANTAGES.

* You cannot choose a disadvantage that would cause you to not meet requirements to be in the National Guard (IE: Lame for example).

* Template Disads do NOT count toward maximum Disadvantages.

Template :
Total Character Cost : 2

Choose 2 of the following skills :

SK:Brawling
SK:Guns (Pistol)
SK:Guns (Rifle)
SK:Guns (Shotgun)
SK:Guns (Grenade Launcher)
SK:Guns (Submachine Gun)
SK:Knife

Choose 10 points from the following lists of Traits
Catfall (10)
Common Sense (10)
Rank (5)
Rapid Healing (5)
Recovery (10)
Security Clearance (5) or (10)
Voice (10)

Choose -10 points from the following list
Bad Temper (-10)
Bully (-10)
Callous (-5)
Chummy (-5) or (-10)
Code of Honor (Soldier's) (-10)
Flashbacks (-5)
Hard of Hearing (-10)
Honesty (-10)
Incurious (-5)
Nightmares (-5)
Overconfidence (-5)
Post Combat Shakes (-5)
Sense of Duty (-5) or (-10)
Social Disease (-5)
Unluckiness (-10)
Workaholic (-5)


Before creating a character, I would prefer an interest post, and a concept for your character.

Ideally the group would be 4-6 players who are a squad in the National Guard. Because the attack was domestic, the National Guard would end up being the first responders, and the Army/Navy/Air Force would end up being restricted from operating through this 'gate' that is created due to concern around the world about the US becoming 'expansionist'. The US agrees to only use Domestic Defense Forces (the National Guard) to guard themselves from attack, and to investigate the gate.


Initial equipment that can be sent through the Gate is limited to things that are either already able to fit through a 8.43 foot square area, or that can be dismantled and sent through.

The initial expedition through will mostly use Hum-V's and LAV-25's for vehicles, as no tanks can fit through that (and you can't exactly dismantle a tank to fit either). Eventually helicopters will be able to be put through and reassembled, once a base is created. Same with planes (once a landing field is created).


Dotting :)


How much experience are you hoping the players have in Gurps?

My experience boils down to: "I made a really neat motorcycle once." Though I don't think that was in the same edition as what we're using.

It would seem that our characters at least start off as 'mundane humans'. Do you have plans for characters to be able to expand into the less mundane?

Sczarni

A link to the required resources would make chargen much easier, as I don't have immediate access to GURPS books. My googlefoo brings up programs to create sheets, but the details are lacking.

Liberty's Edge

I'm up for trying but have no experience with this.


Some experience would help, but it's not required.

It's a d6 system, so everything is D6 rolls.

Unfortunately, there's no online resources for GURPS (it's Steve Jackson games, so no open game license, very old school). I can assist with making characters, and have programs to make them so can provide sheets.

Everyone would start off as modern humans. Once we're into the game, there's a chance you can save up points to learn magic (or save starting points, but that'll put you at a disadvantage). You'll be starting with modern equipment provided by the government, but there's eventual chance of picking up magical equipment later (although you should note that there's not a lot of difference in power level between the two).

Additionally, if your character dies later, there's a possibility of playing a recruited character. However, you'd be then playing someone with limited skills in tech.


Its been a while since I've been to the Steve Jackson Games webstite but there should be a free pdf called GURPS LITE available for download. It will have all the basic rules you need for pc creation and give the basics of how GURPS works. Be sure to grab the 4th edition rules because the 3rd is still real popular and tbe 3rd edition of GURPS LITE is still avaiable too.


I had forgotten that, thank you.

GURPS Lite 4E Free download from the SJ Games store site.


Dot. I will have to see if I have the time to learn gurps from the ground up, but if I can get over that hurdle then I would be greatly interested :)
First flavour is some sort of pilot/driver. Someone who can drive all sorts of vehicle, maybe even planes and helicopters. Maybe able to fix them too.

Liberty's Edge

Is it possible to play a kind of sniper? I've alwys liked to hide away shooting the enemy when I can


Yes, you'd be part of a squad though. So, it means your squad would have to set you up for that. However, it's certainly possible. You'd want to specialize in Dex and Guns(Rifles) skill.

You'll also want to consider other skills such as Camouflage, Observation, Soldier, Stealth, Tactics and perhaps some more. Anything that is useful for a recon soldier is useful for a sniper. Most snipers in the modern day are also trained to call in artillery fire and air strikes, covered by the Forward Observer skill.

Many snipers learn how to maintain and build their weapons, with the Armoury (Smallarms) skill.

A high will can also come in handy for sitting in one spot for long periods of time...

Dark Archive

I'd like to give this a try. I used to play a lot of GURPS back in the 3.0 day but have been looking for a chance/reason to learn the 4.0 rules. So if you do not mind my learning curve I'd love to join.

Also, years back there were very complicate spreadsheets for character building. Multiple pages with all sorts of settings. Do these still exist and have they been updated for 4.0?


I have not used it, but there is this Gurps Character Sheet which seems to be open source. You might want to try it? I have the actual GURPS character Assistant from SJ Games, so I'll put everyone's characters in it to confirm they are built correctly.

Just a note to everyone, I've run GURPS in 3rd, but not 4th, so this will be a bit of a curve for me as well.

Liberty's Edge

That sounds fine enough, and I can always have a sidearm for use when I have to be closer together with the group.

I could make a com officer with a sniper easily, it wouldn't ruin the idea.


I'm most definitely inerested! I love GURPS, have most of the books for 3rd and 4th.

I'll look at making a combat engineer type.

You're playing 4th? 75 points is like a green recruit, won't have a lot of breadth of skills with that level, but I can get a wet behind the ears private ready to go.


75 + 50 (Disads) + 5 (Quirks) = 130 pts

That should get you somewhat grizzled without being over powered.

Also, I've decided to expand it out a bit :

The California Civil Defense force is authorized to accept applicants from (A) National Guard Units of any state (Air Force or Army NG), (B) Naval Militia Units of any valid State Naval Militia (Reserve Naval and Marine personnel) or (C) Police personnel with no blemishes on their records.


Everyone in the unit should be E1 to E3, with one E4 allowed. E1 is free, no points required to pay (green recruit). E2 = Private, E3 = PFC, E4 = Corporal. (or equivalent AF/N/M ranks)

Dark Archive

My concept is a native American Airborn Ranger who almost had his 4 in when his mother got sick. Army cut him a deal to be able to go home but he had to serve 2 years in the reserves to finish his commitment. He is honest and hard working with outdoor skills including maybe tracking. He would be good in hand to hand fighting, including with a knife and have some understanding of tribal weapons, including a long bow. Standard military training beyond that. Can drive a Hum-V or fire its 30 cal comfortably. Might have won a marksmanship tropy or two if the points are there.

But there is a budding mysticism side to him that he gets from his mother's side. Could lead to dabbling in some magic at some point.

Thoughts?


Seems like a decent concept Skorn. Are you seeing him as a big strong guy (heavy weapons/unarmed specialist) or a slimmer dextrous type?

Dark Archive

Was thinking a dex build for the weapon synergy but would be happy for some advise.


Either is fine. If you're going to be going for heavy weapons (that 30 cal), str is required. However, if you're ok with just going with an assault rifle/etc then a 10 str is ok.

Note, you can still go heavy weapons with a 10 str, but you'd only ever be able to fire them with a bipod or weapon mount without penalty and potential exhaustion.


If anyone wants help with their character, let me know. Background/concept first.

Sczarni

My concept is a Washington National Guard lady who just graduated with exceptional qualities, making her an easy candidate to investigate the portal of portals. Thinking she would excel at hand-to-hand combat with some basic National Guard training behind her. Probably hiking, first aid, rifling, throwing grenades, as these are required to pass the training (thanks google). Probably some carousing in there.

Probably a serious character that has learned that the squad is a part of her, as she is a part of the squad. Her grandfather fought in World War II before her family came over to live in the U.S. and she is looking to carry on his stories of bravery in the face of starvation and war. Mostly because her grandfather was the one to convince her to join the National Guard and that he recently passed away, just before she could graduate from basic training.


Since we are required to be military, to what extent do we have a patron? Is the duty to the military included in our disads, or applied to the patron?


Your equipment will, for the most part, be supplied by your 'patron'. The California Civil Defense Authority (CCDA). The patron is free, and the legal duty to the patron is also free. However, you can have a 'Sense of Duty' to your squad/state (-5), or a 'Sense of Duty' to your nation (-10). You can also have a Sense of Honor (Soldier) if you like, which is separate. Note that the package includes 3 skills (2 weapon skills of your choice, and Professional Skill (Soldier)), 10 points of advantages, and 10 points of disads. I think I left PS Soldier off the first time.

If anyone chooses to have a background in Police, I'll post a package for that. And if anyone chooses to be Marine/Naval, I'll post a package for those as well. So far, everyone seems happy with Army/Air Force National Guard.


Concept is fine Crayfish, do you need help building the basics of the character using the Lite rules I posted earlier?

Sczarni

Maybe. I'll have time to create a character after my next class. I learn better through playing a game rather than reading about it, but I wouldn't mind a look-over of my character once I create 'em just to make sure I didn't mess anything up.


I'll be putting all the characters into a program to ensure they are correct. So no worries there.


I need to research more on Gurps... So long without touching it!


Would Magery 0 be appropriate? From what I have read, magic is coming into play, would this provide a benefit once she is through the portal?


You can take Magery 0 if you like, but only with the following understood :

A) You have no spells or other actual magical knowledge.
B) At most, you have a family history that is 'spooky'. A lot of your relatives are 'touched' in the head, or had short unlucky lives, or otherwise were considered 'weird'.
C) You can only gain further magery levels with training, and you must choose an Aspect when you buy it at 0 (which will be applied later if you buy additional levels).

Do not expect magic training to show up early in the game. So this would be a long term investment.


I was considering that I'd get this hint that stuff was weird (detect magic).

Is all magic going to be aspected in the game? Some mages can only cast at night, others only in the day, etc?


Almost all magic will be aspected, although it will primarily go along the types of magic, rather than things like day/night etc.


I'm still thinking about the magery.

Here's an army engineer for you to review.

Private DawnSvenssen


Okay, reading a bit more and still potentially interested although I'm not familiar with the anime. Would also be interested in a character with some magery; possibly someone who volunteered due to being a big fan of elves, fairy tales, etc. if that's an option.

Jesper Roland Sørensen wrote:
Is it possible to play a kind of sniper? I've alwys liked to hide away shooting the enemy when I can

IIRC National Guard members have day jobs and hobbies, right? Maybe someone with a background in hunting or sport shooting would make sense for that?

Sczarni

Nadezhda First Draft:

5 points in Rank.
20k starting money

National Guard Template, 2 points.
SK: Brawling
SK: Rifle

Rapid Healing: 5
Security Clearance: 5

Callous: -5
Workaholic:-5

Other points: 5 left.
Strength: 10
DX: 20

ST 11 [10] FP 10 [0]
DX 11 [20] Per 10 [0]
IQ 10 [0] Will 10 [0]
HT 10 [0] HT 10 [0]

English (Accented) 2
Russian, Native. 0

Advantages:
Fearlessness: 3 (6 points)
High Pain Threshold: 10
Combat Reflexes: 15
Ambidexterity: 5

Skills:
Armoury (Rifle) 2
Carousing 2
Climbing 2
First Aid 3
Hiking 2
Karate (Sambo) 2
Jumping 2
Observation 2
Swimming 3
Survival 2
Throwing 3
SK: Rifle 1+2
SK: Brawling 1+2

Quirks:
Likes war stories -1
Likes to try alcoholic beverages -1
Lives for challenges -1
Secretly enjoys cats -1
Likes to sing -1

Code of Honor (Soldier’s) [-10]*
Duty (US Army) quite often (12<), extremely hazardous [-15]*
Pacifism: Cannot Harm Innocents [-10]

Okay, so skills still have me hung up. I read they can get cheaper or more expensive and whatnot, so I'm unsure how to go about them. Is Karate a hard skill or an average skill? Ohoho, look at that, I found where it says what the type of skills are! Nevermind then. So the Karate Skill is 1 point at first level, 2 points on the next, 3 points, then 5 points? Am I reading this right?


There's a wiki with a handy list of GURPS skills.


Alright, so my concept is for a Navy Reserve medic with a keen interest in fantasy novels and magic. Hailing from an extremely wealthy family, he got an excellent education before attending an expensive medical school—and following his parents' arrest in a Bernie Madoff-type scheme, found himself faced with a massive tuition bill, and joined the military for loans and education support. As a medic, he'd have a slightly different code of conduct, while his history as a prep school athlete might give a bit of experience with useful things like swords, horses, or sailboats.

Also, a few questions:
-Are GURPS Lite rules encouraged, or just an option?
-National Guard/Reserve medics tend to be on a different pay grade (O-1 while in med school, O-3 out of school, according to wikipedia). I don't think they have the same "rank" implications, since they're out of the normal command structure; how would this work with purchasing Rank advantage?


@crayfish you really want to list your skills like this:
First Aid IQ/E 12 [1]

This shows the difficulty, the actual level, and your points invested.

1 point in an easy skill is at the attribute, an average skill would be attribute -1, hard at -2, and very hard at -3 for one point.

All skills increase by 1, 2, 4, 8, 12, +4...
This is cumulative. So if you have 2 points in a skill, 2 more gives you another +1.

Once you have looked at your skills, you may want to look at how many dex or iq skills that you put more than 2 points into. it may be better to increase the dex or iq for 20 points to give all those skills a +1.

@thunderbird. rank is rank. If you're not in my chain of command, or not even in the combat chain, i might have to salute you if your rank is higher than mine, but i don't need to follow your orders.

Just like a corporal in the army can ignore a command from a captain in the air force.


fnord72 wrote:
@thunderbird. rank is rank. If you're not in my chain of command, or not even in the combat chain, i might have to salute you if your rank is higher than mine, but i don't need to follow your orders.

It's a problem of enlisted vs. officer ranks. O-1 is in a different command chain than E-4, so I don't know how they stack up, and am wondering how many points I need to put into rank to play a medic.


fnord72 wrote:

I'm still thinking about the magery.

Here's an army engineer for you to review.

Private DawnSvenssen

Looks good so far, I'll put it in the program to make sure it's kosher over the weekend.


thunderbeard wrote:

Okay, reading a bit more and still potentially interested although I'm not familiar with the anime. Would also be interested in a character with some magery; possibly someone who volunteered due to being a big fan of elves, fairy tales, etc. if that's an option.

Jesper Roland Sørensen wrote:
Is it possible to play a kind of sniper? I've alwys liked to hide away shooting the enemy when I can
IIRC National Guard members have day jobs and hobbies, right? Maybe someone with a background in hunting or sport shooting would make sense for that?

Correct, NG personnel have day jobs. You could also go the route of a Police Sniper (SWAT Team member). Or both, which would be a Police Sniper who was a National Guard member.


Crayfish Hora wrote:

** spoiler omitted **

Okay, so skills still have me hung up. I read they can get cheaper or more expensive and whatnot, so I'm unsure how to go about them. Is Karate a hard skill or an average skill? Ohoho, look at that, I found where it says what the type of skills are! Nevermind then. So the Karate Skill is 1 point at first level, 2 points on the next, 3 points, then 5 points? Am I reading this right?

Yes, all skills work that way, that is, the cost keeps increasing, starting at 1 and working up. The types indicate where the skill starts in relation to your stat. So the harder a skill is, the lower below your stat it starts. It looks like you spent 2 points on brawling and rifle, yes? One each from the template, then another point each?


Maybe instead of a doc you play a corpsman?

Keep in mind, a skill rank of 14 is considered expert. A master is considered 20+.

Getting one or two skills to 14 is possible, enough to be considered a degree'd doctor may be pushing it.

Enlisted medical positions include Combat Medic Specialist, among others and have ranks of E1-4.


thunderbeard wrote:

Alright, so my concept is for a Navy Reserve medic with a keen interest in fantasy novels and magic. Hailing from an extremely wealthy family, he got an excellent education before attending an expensive medical school—and following his parents' arrest in a Bernie Madoff-type scheme, found himself faced with a massive tuition bill, and joined the military for loans and education support. As a medic, he'd have a slightly different code of conduct, while his history as a prep school athlete might give a bit of experience with useful things like swords, horses, or sailboats.

Also, a few questions:
-Are GURPS Lite rules encouraged, or just an option?
-National Guard/Reserve medics tend to be on a different pay grade (O-1 while in med school, O-3 out of school, according to wikipedia). I don't think they have the same "rank" implications, since they're out of the normal command structure; how would this work with purchasing Rank advantage?

GURPS Lite rules are there for people who need access to the basic rules. Full rules will be in effect, and can be used for character creation. I'll suggest things not in the Lite doc when needed.

For Medical, you are correct, they start as O1 to O-3. However, because they are outside the chain of command, this is Courtesy Rank. Courtesy Rank is 1 pt per rank, and you again max out at O-4. This rank gains you certain priveleges (PX access, salutes from enlisted personnel) but no authority beyond those unless an officer gives you authority for some reason.

If a medical situation arises, your rank would then become invested with authority, but beyond that, you're basically just a glorified clerk.


fnord72 wrote:
Enlisted medical positions include Combat Medic Specialist, among others and have ranks of E1-4.

Not really what I'm going for; Combat Medic Specialists have no academic medical training (it's for people with an EMT certification; a nursing degree alone, as far as I can tell, puts you at an O-2, although I've only been researching this for like 10 minutes).

EDIT: Thanks, MDT! I'll work on a character then.


fnord72 wrote:

Maybe instead of a doc you play a corpsman?

Keep in mind, a skill rank of 14 is considered expert. A master is considered 20+.

Getting one or two skills to 14 is possible, enough to be considered a degree'd doctor may be pushing it.

Enlisted medical positions include Combat Medic Specialist, among others and have ranks of E1-4.

He could still play a doctor, but yes, he'll be putting a lot of points into his medical skill to represent one.

The rank thing is not so hard, medical personnel have Courtesy Rank (page 29, Character Book) rather than actual rank, due to their not being in the chain of command.

Basically, a Doctor could buy 1 5 pt Rank advantage to have basically the equivalent authority of a Private, then 2-3 1 pt Courtesy Ranks to end up as a Captain or Major.

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