Good questions. I'm flexible but if you want to know my druthers... 1. Minimal or no Psi stuff. It just makes it simpler.
I do have the Basic Set so no worries there. Here's a neat, heavily armed, dune buggy if you need inspiration. :)
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.
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 I like the idea of 'liberating' (either on purpose or as part of an adventure) an outdated and rugged cargo hauler that was slightly refitted for use by a group of pirates.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.
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?
For my own benefit, it looks like we have: Sam - Hacker/Spy
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.
Rai flips the selector to 'Rock 'n Roll' and squeezes the trigger. The rifle chatters for a long moment. Bullets riddle the mercenary. His bloody form collapses against the far engine. Soldier #2 is mortally wounded and out. Time for Spin to clean up! Rai v Soldier #2 Dodge 18
Rai fires a short burst at the soldier's head before ducking into an indent of the Jump Engine. His bullets go wide. Rai v Soldier #2 Dodge 18
Rai nods curtly, flips the selector switch on his ACR to 'Auto' and charges to the open rear hatch, coming face to face with his attacker. He sets the gun in his shoulder and empties half a clip into the man's armored faceplate. Blood and bone spray, illuminated by the strobing weapon flare. The meat that hits the ground isn't identifiable any longer. Rai growls back, "Door clear." and pivots, ready to turn the space between them into a killbox. Rai v Soldier #5 Dodge 18
Capitalizing on Spin's offensive, Rai scrambles across the floor until he can see down the corridor. The shot has to be accurate and far enough through the doorway that Spin isn't caught in the blast. Rai eyes the two armored men bleeding in the causeway. With a muffled whump, the grenade launches, smacks the lead thug in the chest and detonates. A healthy explosion lights up the corridor and sends a column of flame and shrapnel past Spin. When the smoke clears, both men are down and motionless. Spin, Rai, Thugs HIT: 7d6 + 2 ⇒ (3, 6, 1, 1, 6, 1, 5) + 2 = 25 multi-action penalty
Stamina v TN15: 3d6 + 1d6 + 1 ⇒ (3, 2, 6) + (2) + 1 = 14 Wounded penalty
Both guys are unconscious and incapacitated.
The air handling system goes silent and bars of dim luminescence flicker into life along the edges of each wall. Rai replaces the spent shells in his revolver and then holsters the sidearm before chambering a round in his ACR. "Well, staying here gives us the high ground... but it's where they expect the problem to be. I'm liking the idea of positioning ourselves downstairs near the engines. We got good escape routes and they probably want to avoid using heavy artillery around their delicate J-Drive." He smiles. "I can live with that terrain advantage."
If you just want to shut the Power Plant down, that won't take a roll at all. It is relatively straight-forward. If you want to break it - that's a whole other matter. There are no large vents a human could fit through. Rai considers the options. "Well, if we want to draw them to us, that'd be a good way. They are bound to come looking for the problem - particularly when they can't get in contact with that corpse downstairs."
A second behind, Rai clears the corner and fires another double-tap. While his shot grouping isn't as precise as Spin's, the larger calibre rounds are devastating. The guard drops - dead. Single as Multi (2), headshot
Rai works the pad but fails to rascal the lock. Fortunately, Spin is able to disable the sensors before the alarm is tripped. Muttering darkly to himself in Nepali, Rai pops the pad and finally manages to trip the lock. The iris valve slides open nearly silently, and our adventures climb inside, silenced sidearm's drawn... Computer: 3d6 + 1 ⇒ (2, 2, 1) + 1 = 6
Rai drops the hammer and sends a bullet into Back-Up's exposed shoulder, wounding him severely. Back-Up is Severely Wounded... so -2D until healed. Spin, Rabble, Rai Rai v Back-Up Dodge 12
The soldier fans the hammer on his revolver. The first shot paints the wall with T-Shirt's brains. The second tears a chunk from the bar and gives Back-Up a shrapnel souvenir. T-Shirt is dead and Back-Up took some damage but not enough to change his wound level. Spin, Rabble, Rai Rai v T-Shirt Dodge 12
Rai v Back-Up Dodge 12
Rai returns lead for lead. His well-aimed shot catches T-Shirt in the neck, staggering him. The drunk clamps a bloody hand over his throat. Somehow he remains standing - unsteadily - on his feet. Spin, Rabble, Rai Rai v Dodge 12
T-Shirt is down to 15 BP - Incapacitated and struggling to stay conscious. Stamina Roll v TN:15 or unconscious: 4d6 + 1d6 ⇒ (2, 5, 2, 6) + (3) = 18 Conscious & Incapacitated: -3D to actions until healed in addition to the -1D due to his hand damage. So for combat, he's got a -4D.
The Nepali gunman sidles along the wall until he has a clear shot at the shotgun-wielding thug. "You should have dropped it." He sends a bullet slamming into the man's cheekbone. His head snaps back and he drops - unconscious and dying. Round 7
Rai v Dodge 12
Stamina Roll v TN:15 or unconscious: 4d6 ⇒ (2, 5, 2, 3) = 12 Shottie is at 5 BP, unconscious & incapacitated: -3D to actions until healed.
Rai slides casually along the wall drawing the barrel of the shotgun towards himself as he strolls into range. Without prelude, he fires a single bullet catching the man in his exposed shoulder. Round 6 Spin, Rabble, Rai Rai v Dodge 12
Shottie is Stunned. -1D to actions for 2 rnds.
Rai pushes off the wall, pulls his pistol in a single smooth motion, and fires. The bullet spangs off the barrel of the shotgun - not quite knocking the gun from the thug's hands. "No guns in this fist-fight, friend. Drop the weapon or I'll be dropping you." Round 5 Spin, Rabble, Rai Rai v Dodge 12 - CS: Shoot Item
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