GURPS 4th Ed : GATE recruitment (CLOSED RECRUITMENT)


Recruitment

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thunderbeard wrote:
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.

No problem, remember, if you want Actual Rank authority, you can mix and match Courtesy and Actual Rank advantages. Some medical personnel have actual rank due to command structure, others are just attached with no authority, depends on how you want to handle it.


Further note for everyone, GURPS Rank is kind of abstract, and what 5 pts gets you may change throughout the game. At the start, it's E1 to E4 (or O1 to O4 for Courtesy Rank) or some combination thereof. However, through the game, you may gain or lose rank depending on how things go (for example, if someone gets a field promotion, they may gain a rank, or everyone else may 'lose' a rank, without actually losing rank, they just get 5 pts back because their current rank is no longer as expensive).

Sczarni

I did spend 2 points on top of the template skills.


Military Rank wrote:


Position within a military organization. Each organization is structured diffrently. In gneral, personnel that are not specifically leaders will be rank 0 to 2, while low-level officers and senior enlisted men will be rank 3-4. Rank 5 and higher is normally limited to major commands and duties where the officer is responsible for extremely valuable or rare resources. Limited-duty officers, specialists, and personnel with little actual responsibility or command authority have a lower Rank in GURPS terms, desptie possibly possessing titles identical to those of a higher Rank; represent this with one or more levels of Courtesy Rank.


So, looking at it (Rank), it seems my 3rd Ed memory is messing up my 4th Ed knowledge. :)

So, max Rank is still 4, but it's not E1 to E4...

E1 = Rank 0
E2 = Rank 1
E3-E4 ~ Rank 2
E5-E6 ~ Rank 3
E7-E8 ~ Rank 4

O1-O2 ~ Rank 3
O3-O4 ~ Rank 4

So, someone with Rank 2/Courtesy Rank 2 could be an O3 or O4 (Captain or Major) but they'd only have the authority of a Corporal (Due to having 2 rank). This would fit well for a medical specialist or a tech specialist who's an officer, but not in the chain of command.

Everyone good with this?

NOTE: I did say that I was rusty myself. :)


fnord72 wrote:

I'm still thinking about the magery.

Here's an army engineer for you to review.

Private DawnSvenssen

Just noticed this: At 6'0" and 145 lb, you may want to take the "skinny" disadvantage. o.o


ST 10 average height is 5'3" - 6'3", weight 115-175 lbs.

So near the top end of the height, middle of the weight should be just fine.


Yeah, if it was a male, that would be skinny.

A female who's 6' and 147 not so much.


As you are building your characters, something to keep in mind :

You will be part of a Scouting Company, which means each squad will, to the best of the CCDF's ability, require at least one person with each of the following skills :

Diplomacy
First Aid
Forward Observer
Geology
Interrogation
Linguistics

Nice to have skills will be :

Anthropology
Biology
Carpentry
Combat Driving
Electrician
Electronics Repair
Engineer (Civil)
Engineer (Combat)
Farming
Fast Talk
Leadership (Likely in the highest ranking member)
Lockpicking
Masonry
Mechanic (Vehicles)
Metallurgy
Naturalist
Navigation (Land)
Observation
Photography
Physician
Search
Stealth
Strategy
Survival
Vetrinary

Liberty's Edge

I think I would like to stick with the sniper and a knife/pistol .

My background concept would be:
Laine works as a police sniper for the Nevada SWAT team. His training he got in the army in which he enlisted after high school to see the world, eventually he got enough of it and went back to a civillife, but signed for the National Garde in case he could help defend the states.
Amoung his hobbies he like to take hunting vacations with his friends, mostly in the states but he has joined a safari to try work in an unfriendly enviroment. He is a bit of a tinker who spends his spare worktime, between assignments, maintaining the teams equipment and upgrading them when he can, he is especially fond of messing aroudn with electronics.


Concept seems sound. Did you need help building it?

Liberty's Edge

I would like that, not really sure how the bulding works yet.

Liberty's Edge

I looking at skills I think oculd be useful and made a little list:
Camouflage
Observation
Soldier
Stealth
Tactics
Armoury (smallarms)
Forward observer
Survival
Search
Electronics Repair

Maybe useful for my concept
Navigation (land)
Engineer
Naturalist


Still feeling around, here.

Should PCs expect to be traveling into the new world and back repeatedly, or are they expected more to 'stay on the other side'?

Is there space for someone from the Army Corps of Engineers? It seems to stretch your limitations for what groups are allowed. Would being an actual engineer have a lot of value within the campaign you're setting up, or is that better served by having skilled 'underlings' or what have you? (and yes, I see several engineering things listed in the 'nice to have', but don't want to wind up just being the best of something that's already well-covered. :P)


@Jesper - First Draft

@Hotaru - Ideally what they'd want is a CoE who was former Army or Marines originally, and who re-upped for the mission. So someone who was combat trained, but also an engineer. If that makes sense? There will be full on combat engineers, but they will be setting up/expanding the base they hope to create on the other side of the gate, not going out on the expeditionary scout force.

Yes, you will be expected to have extended stays on the other side, from 6 to 12 month tours.


Jesper Roland Sørensen wrote:
I looking at skills I think oculd be useful and made a little list:

1-2 levels of Talent: Outdoorsman should give you nice bonuses to some of these, if you're not too familiar with talents.

Liberty's Edge

I like the first draft seems like a decent pick on skills, I seem to be rather slow but I hope it's made up for that by the damage of the sniper.


Part of the slowness is all the equipment.

Not all of that would you be carrying normally. For example, you aren't carrying 40 lbs of rounds on you normally, it's just your ammo allotment. You also aren't normally carrying your armoury kit around all the time.

So your exact speed varies based on encumbrance. However, most military kit does slow youd own at least one level. The basic stuff is 50lbs.


Looks like we have 8 people interested, with potentially one or two more lurking around. Due to the type of game, I can take 8 people in it (two squads). You're all good players, so it's mostly going to come down to who hammers out characters first.

Player, Name, Concept
Gobo Horde, ???, Driver/Pilot/Mechanic?
Hotaru, ???, ???
Skorn, ???, ???
Jesper Roland Sorensen, Laine, Police Sniper
fnord72, Dawn Svenssen, CoE Specialist
Crayfish Hora, Nadezhda, National Guard Grunt
The Chess, ???, ???
Thunderbeard, ???, Medic/Doctor

@Crayfish - Need a background. Also, some of your skills spent 3 points on them, and as stated, it's 1, 2, 4, etc. So likely need to play with those. If you want me to try to flesh out what you have, let me know. I'm trying to be 'hands off' unless someone posts they specifically want me to put stuff together for them.


Went ahead and put your character in Crayfish.

Here it is

So feedback :

You've only gotten 10pts of Disads (the 15pt duty you have but don't get credit for, it balances out the patron you have but don't pay for). So we're not going to bother listing those on the character sheets.

You're currenlty at 82 of 75 points (meaning you're over by 7 points). You have two options. You've only actually gotten 10 pts of disads out of 50, you can get up to 40 more points of disads, and spend up to 33 more points on your character (more stats, more skills, etc). Or you can get 10 more points of disads and spend 3 points, if you want to go in with less disads than you can have. Finally, you can reduce two skills and take 5 more disads, or reduce 7 skills.

Looking at your character currently, you have a decent run of the mill grunt, but you don't excel at anything, and you're a new recruit (no rank). So I would personally suggest taking a few more disads (at least 20 points worth) getting a level or two of rank, and upping some of your skills to be more of an expert at something.


Dawn Svenssen

Feedback : Remember that the sheet doesn't add in the +2, it just notes you should (Includes is not saying it's included, it's a label saying 'here are the list of includes you may get').

You've taken 40 of 50 possible disad points. Template disads don't count toward max. Also, the 15 pt duty/patron are free and you don't pay for them, so they don't count toward your totals either way.


Everyone : If your character does not have at least Guns(Pistol) 10, ensure you have Guns(Other Weapon) at 12 or higher. You can't be in the military or the police without having passed basic pistol training (meaning you need a 10 or less skill). Because Guns(Pistol) defaults to Guns(Other) at -2, any skill of 12 or higher in another guns skill (with a few exceptions like LAW) covers this basic training requirement.


I still have room to add a couple ore round out skills with a disad to balance.

I'm actually wondering if it is that long of a scouting mission, if horses or other low tech transportation might be a consideration.

Are we the first group going through? Do we even know if we can eat food there?

You might want to consider adding those skills to the required template as a pick one of.

So for everyone else, I have these skills covered, but duplication is really nice!

First Aid - competent (12)
Carpentry - average (10)
Eletrician - average (10)
electrical repair (all) - average (10)
Engineer (combat) competent (13)
masonry - average (10)
mechanic (all) - average (9)
navigation (land) - average (11)

I noticed you had strategy. Tactics might be a better skill for small units.

Tactics is how to take that hill. Strategy is which hill to tell someone else to take.

Think of strategy as fighting the war, while tactics is fighting the battle.


Well, you also have to have rifle at 10, so basically, you have to have at least one Guns(Weapon) skill at 12. :) I should probably just say it that way. Again, a bit rusty myself on all this, and I don't normally do military games when I do, so this will be an adventure for all of us. :)

The initial wave of troops will be the CCDF 1st Scout Battalion (note they are still building the 2nd Scout Battalion), and the CCDF 1st Engineers Battalion (whether there will be a second is up for debate).

CCDF 1st Scout Battalion : 1000+ personnel
4 companies, 20 platoons, 120 Squads

CCDF 1st Engineers Battalion : 600+ personnel
3 platoons, + management staff

The PC group will be one of the squads in the 1st Scout Battalion, 3rd company, 4th platoon. Basically each company is about 250 people, each platoon is about 50 people, and each squad is about 8 people. The numbers aren't exact because there's overhead with clerks and command staff, but in general you can rule of thumb it it to those round numbers.


I have the basic 1 point in guns (rifle) as basic boot camp before going to the engineering corp.

I didn't think that grunts generally received training in pistols? But I've not been in the military.

Though if we're going that route, wouldn't they also receive basic training in grenades and man portable missile's?

I dug out a copy of 3rd edition WW2. These totals are low because DX and IQ are half the cost of 4th.

US Rifleman 50 pts, Marine 65 pts, Recon Trooper 60 pts, Combat Engineer 60 pts, Sniper 65 pts

Most of these would increase in cost by about 30 points for the DX?IQ adjustment, none take into consideration modern changes like the inclusion of electronics and computers. The templates include 30 points in disads leaving 20 for players to customize with.

Here's a conversion of the Combat Engineer I used points not ranks to convert, increasing half point skills to 1 point as needed. This template increased from 60 points to 92 and probably does a decent job of reflecting the basic skills for a fairly inexperienced individual.


If I try to model everything for basic training, I'll have to upgrade everyone to 300 active points. :) The purpose of the game is not to be a US Army Simulator, it's to be a general semi-realistic version.

The fitness requirements alone would likely require at least 100 points into STR/DEX/HT. :)

To the best of my knowledge, you have to qualify with a rifle and a pistol. If I'm wrong on the pistol (anyone in the army/marines/etc?) please correct me, and I'll remove that as a requirement.


Interestingly, in the WWII books rank has skill prerequisites to advance.

Which makes sense. Unless it's a battlefield promotion, don't people need to pass tests to advance? IIRC this is true with police.

Again using the WWII book, since I don't have anything else from GURPS to go with...

Military ranks were:

0 - Private, PFC
1 - Corporeal, Sergeant, Staff Sergeant
2 - Technical Sergeant, Master/First Sergeant
3 - 2nd LT, 1st Lt
4 - Captain, Major
5 - Lt. Coronel
6 - Coronel
7 - Brig Gen, Major General

Warrent officers outranked all enlisted had rank 3, and were not in command.

Rank 1 required Administration, Leadership, and Savoir-Faire (military) at 9; Orienteering and Tactics at 10.
Rank 2 required Administration at 11; Leadership, Orienteering, and Tactics at 12 with Savoir-Faire at 10.
And so on.


I don't know much about the anime (besides an overall idea of what's about) and my knowledge on Gurps fails me absolutely. I kind of have a concept in mind, but considering I'm lacking a lot of knowledge on the environment and on the system, I definitely prefer to give a chance to someone else in front of me :)

Anyway, about my concept itself (if I can still play, besides everything I don't have), I thought about a Cable-like of sorts, a pretty big and strong guy, probably someone holding a very heavy machine gun (like a crazy big .50, or those that usually are installed at the top of vehicles) and a love for big axes. He's from the fire brigade, but is so strong and skilled on heavy machinery that he was brought along on the mission to be "the muscle".

He's absolutely clueless about magic and this stuff. He's a middle aged sargeant or lieutenant, war veteran of sorts, with a wife and two teenage kids at home that he misses deeply. He isn't dumb - just ignorant of some aspects, but a true patriot with experience and scars to show.


That's the 3rd Ed WWII book, and they have changed a lot about the system. I would not base your 4th ed builds off it. Rank no longer has requirements, just GM adjudication.

Specific source books might add in limitations, but I don't have any source books for Military right now. So core for the most part (other than what I can find scrounging around, like Gun Fu).


@Chess - That's all doable, did you want me to help with a first pass? The GURPS lite rules were linked earlier to give you the basics of combat/etc. Do note that being the guy carrying the BFG is a critical role sometimes, but it's also exhausting.


I'm just digging through stuff and pulling it up, mostly because I'm bored. :)

It looks like those templates I noted could be done for around the 90-100 point range. Which means you could have more realistic models of basic training, and add something to account for either increased ranking, or 1st tour then move to national guard. Possibly for around 125 points total.

Not too bad if everyone is spending a big chunk of that on a template.

Of course you could also just start adding skills to required template you already have and not count it against the 75 point character total.

For instance, players must take this template, they have an additional 50 points to spend on customizing their character for life after the army when they joined the national guard. Since you are controlling the template, it doesn't really matter what that cost is, since everyone has it.

Like if you said that everyone has driving (something) at 1 point, they don't then need to subtract a point someplace else.

Also from WWII, the military is not a patron to every soldier. Soldier's do still have a duty to the military. A patron is someone that can be called on specifically for personal attention. So a patron of the military would mean decorated war hero that can make requests that the typical grunt wouldn't dare thinking. It might represent someone higher up in the military that is willing to pull strings.

So since people don't necessarily have the patron, but do still have the duty, you've got those points to dump into basic skills for the template.


I assume that I'll eventually simply run out of bullets, or have to save them and use scarcely... Hence why I put a big axe on his back (like a modified fireman one). :)


Yes, I could do all that fnjord, but, it would make things much more complicated, and we have a lot of potential players who do not have experience with the system before. I'd rather go a bit lighter on the realism and get everyone less 'system shock' to deal with. :)

And I'm treating the Govt as a Patron because they are providing all your equipment, your food, and all your orders/etc. The fact this makes things easier for the people with limited/no experience in GURPS is just a bonus.


the rank requirements weren't general requirements of rank, those were specific requirements for the WWII genre. I was just posting an example of how it might work since it doesn't make a lot of sense for two people with effectively the same skill levels (meaning experience) to have vastly different ranks.

But these are just my opinions, and I provide the salt with them.


I get you.

I am willing to assist with anyone wanting help with their characters too.

I am kicking off a table top this weekend. And for that group I'm pretty much handing out characters that have all the basics and then letting the players select abilities and skills for their own customization and wants. Keeps the guy that wants to play a ranger type from wondering why he doesn't know how to survive in any terrain. Or the healer that forgot to take diagnosis and herbalism.


No problem at all. And if you notice any fubar's when I do first drafts for people that need them built, hollar out. I realized I screwed up the ammo on the Sniper build I did earlier. :)

Forgot that those ammo lines are 'per clip' and seriously overloaded the sniper on ammo. :)


I'd appreciate any help on building the character. I will give it a try using the Gurps Lite document, but I don't think I'll go very far at all. I wish there was an actual Hero Lab type of thing for Gurps.


There's a link I put in on the first page with some open source character builders, but I'll put up a rough draft to start you off.

Dark Archive

So I found this online character builder. Not sure if its 4.0 or not.

And with it I built this. Still have to add in the military template as it did not do that.

Daniel Rainwater:

Character Name: Daniel Rainwater (63 Points)
Player Name: Scorn
Height: 6'
Weight: 170

ATTS [80]: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
Damage 1d-2/1d;
BL 20 lbs.;
HP 10 [ ];
Will 11 [ ];
Per 11 [ ];
FP 12 [ ].

Basic Speed 6 [ ];
Basic Move 6 [ ];
Block -;
Dodge 9;
Parry -.

Social Background:
TL: 8
Languages: (Spoken: Native, Written: Native) Navaho

Reaction modifiers:
Appearance Average [0]
Status 0 [5]
Reputation 0 [5]
Reputation for No reputation

Advantages [14]:
Acute Vision (1) [2]
High Pain Threshold [10]
Night Vision (2) [2]

Disadvantages [55]:
Bloodlust* [-10]
Code of Honour - informal peers [-5]
Code of Honour - formal peers/informal always [-10]
Delusions - minor [-5]
Honesty* [-10]
Overconfidence* [-5]
Sense of Duty - small group [-5] Average [0] [0]

Quirks [5]:
1 -Wants to trust people [1]
2 Likes hot tea [1]
3 Can&#039;s stand still [1]
4 Prefers to sleep on the floor [1]
5 Dislikes organized sports [1]

Skills [24]
Acrobatics DX-2 = 10 [1]
Animal Handling IQ-1 = 10 [1]
Armoury/TL IQ-1 = 10 [1]
Brawling DX+0 = 12 [1]
Camouflage IQ+0 = 11 [1]
Climbing DX-1 = 11 [1]
First Aid/TL IQ+0 = 11 [1]
Hiking HT-1 = 11 [1]
Influence - Fast-Talk IQ-1 = 10 [1]
Influence - Sex Appeal HT-1 = 11 [1]
Jumping DX+0 = 12 [1]
Karate DX-2 = 10 [1]
Mechanic/TL IQ-1 = 10 [1]
Melee Weapon - Easy: Knife DX+0 = 12 [1]
Missile Weapon - Bow DX+0 = 12 [2]
Occultism IQ-1 = 10 [1]
Scrounging IQ+0 = 11 [1]
Search IQ-1 = 10 [1]
Stealth DX-1 = 11 [1]
Survival IQ+0 = 11 [2]
Tracking IQ+0 = 11 [2]

Stats [80] Ads [14] Disads [55] Quirks [5] Skills [24] = Total [58] Equipment:??


Firefighter Rought Draft

You can change all the disads around if you like, but basically he's built as a big (not dumb but slightly below average, so a bit slow) guy with a lot of common sense. He's over 7 ft tall (basically this guy but with burn scars on one cheek). He lugs around a M249 SAW and doesn't need the bipod (but it helps). He's also a decent gunner with field mounted weapons. Has firefighting, parachuting (for smoke jumping), and two-handed axe/mace (for swinging that fire fighting axe). I forgot to add that one in, I'll put it in later.


BTW: Before someone says 'great axe is not a fire fighting tool' it's stats work for a Flat Head Firefighter's axe (you can usually get them in 6 or 8 lb axes, with 3 foot handles). That's pretty much a 'great axe' stat wise.


I love the sheet! I mean, I think, since I can't interpret much of it :) I think I just need to get the axe added to it, and then I'll study it to see how to make it work (I don't recall the rules etc.).


@skorn it looks like 4th by the cost of DX and IQ.

Are you using lifting strength for the ST? I didn't see it noted on the sheet. Something is reducing the ST cost by 6 points.


STR 16 ~ Amazing, people comment on your strength all the time, and you are considered beyond the pale.

DEX 10 ~ you are average

INT 9 ~ Below average, you are not stupid, but you struggle with new concepts, and have to work harder to learn things.

HT 13 ~ Exceptional, you almost never get sick, and bounce back rapidly when you do. You are one of those people that everyone hates because they never get the sniffles.

HP 16 ~ You are extremely durable, and trying to beat you unconscious takes forever... or brass knuckles!

Will 9 ~ You are somewhat easily confused and talked into things.

Per 9 ~ You are not the most perceptive of individuals, but you're not going to miss things right under your nose... usually...

FP 15 ~ You are a fountain of energy, and can go all day, and most of the night! You can march for hours, and all your squad mates HATE you because you never break a sweat!

Basic Lift 51 ~ You are a professional body builder, and can lift a 50lb rucksack over your head with one hand in one second!

Common Sense ~ Any time you start to do something the GM feels is STUPID, he will roll against your IQ. A successful roll means he must warn you: “Hadn’t you better think about that?” This advantage lets an impulsive player take the part of a thoughtful character.

Hard to Kill ~ Each level gives you +1 to HT checks to avoid dying at -HP, and on any roll to avoid instant death (vs poison, etc).

Night Vision 2 ~ If there is any light at all, you ignore -1 point of penalty for low light conditions per level of this advantage.

Temperature Tolerance 2 ~ You are naturally comfortable at extreme temperatures, and add HTxLevel to the temperature range (divided up on upper or lower range) you are able to operate at without penalty. (In this case, added to upper range, so instead of 35 to 90 F, you are comfortable from 35 to 116 farenheit).

Unfazeable ~ Nothing surprises you – at least, nothing that’s not obviously a threat. The world is full of strange things, and as long as they don’t bother you, you don’t bother them. You are exempt from Fright Checks, and reaction modifiers rarely affect you either way. You treat strangers with distant courtesy, no matter how strange they are, as long as they’re well-behaved. You have the normal reaction penalty toward anyone who does something rude or rowdy, but you remain civil even if forced to violence. Intimidation (p. 202) just does not work on you. You are not emotionless – you just never display strong feelings. The stereotypical aged kung fu master or
English butler has this trait. You must roleplay this advantage
fully, or the GM can declare that it has been lost.

I think the disadvantages are self explanatory. Ham-fisted means you suck at trying to thread needles or play Janga. You are big and klutzy and tend to knock stuff over without intending to (your wife gave up on those glass animal chatchski's years ago). You're noisy due to your bulk, and your lack of guile makes you easy to read. You also tend to have trouble waking up and getting all that bulk going in the morning. (All those disads can be changed if you don't like them).


fnord72 wrote:

@skorn it looks like 4th by the cost of DX and IQ.

Are you using lifting strength for the ST? I didn't see it noted on the sheet. Something is reducing the ST cost by 6 points.

Read Gigantism


Skorn wrote:

So I found this online character builder. Not sure if its 4.0 or not.

And with it I built this. Still have to add in the military template as it did not do that.

** spoiler omitted **

Nice find.

Looks ok so far. I'll put it in my app to confirm and get you some equipment. I find it's easier to lie to the generators and tell them you have 60 disad points (to accomodate the template) than to try to get the template to work. :)

Some feedback :

Native Language : Navaho

You need to pick up English at at least level 2 to be in the NG.

You need to pick a type of armoury (small arms, vehicle weapons, vehicle armor, etc).

Bloodlust as a disad, if it's found out, will get you drummed out ASAP. Section 8 time.

On occultism, that will only help you with identifying Earth Occultism (VooDoo rituals vs Wiccan, etc). Without training in other worldly Occultism, any Earth knowledge won't transfer. Just to be up front about it.


Player, Name, Concept
Gobo Horde, ???, Driver/Pilot/Mechanic?
Hotaru, ???, ???
Skorn, Daniel Rainwater, Native American Survivalist
Jesper Roland Sorensen, Laine, Police Sniper
fnord72, Dawn Svenssen, CoE Specialist
Crayfish Hora, Nadezhda, National Guard Grunt
The Chess, ???, Heavy Weapons & Firefighter
Thunderbeard, ???, Medic/Doctor


So, I think we have enough to go ahead and start? With everyone else joining in as they get their characters done?

If you can put together profiles, we can get started and hammer out any tweaks to characters. We have 5 people with at least a first draft of stats so far, yes?

I'll go ahead an link in the game, and as people finish characters, they can join in. There'll be some back and forth/etc so there's time.


Alright, got a potential character. He's a combat doctor with a grab-bag of skills that could become useful if he puts a bit more training into them, depending on the group's strength. For Naval Reserve template, I just replaced Professional Skill (Soldier) with Seamanship, if that makes sense.

Bio:
Andy Hudson grew up in a life of wealth and luxury, shipped from one prestigious New England boarding school to the next. With a life full of expensive hobbies and varsity sports, he built a well-rounded enough portfolio to get into a prestigious college, and then a top-tier medical school.

A few years ago, though, Andy’s life sort of fell apart. His parents, it seemed, had been involved in some sort of fancy Ponzi scheme tied to an illicit cult. Everything went wibbly faster than he could keep track of, but apparently his family was on the hook for over a hundred million dollars, and suddenly everything was gone—the college fund, the family racing yacht, even his beloved childhood pet horse. (His family was also gone, having fled to a South American country with no extradition treaty, and leaving Andy behind to handle the tax-men, repo agents, and weird occult memorabilia he found in the basement)

For that summer, he retreated into video games and books, as he often did—even trying to teach himself some "magic" from the internet—but eventually determined to find a new source of loans and finish out his degree, joining the Naval Reserve Corps as a Medical Officer trainee. It’s not the life he used to, but Ensign Hudson’s fit in well enough, picking up the necessary marksmanship training and acting as dungeon master to his trainee group on friday nights.

Still, Andy’s almost done with medical school—and more importantly, he feels quite done with the life and world he came from, making the possibility of an unknown new one quite exciting.

Stats:
Unspent Points [5]

Advantages [22+]:
-Combat Reflexes [15]
-Courtesy Rank 2 [2]
-Magery 0 [5]

Perks [1]:
-Deep Sleeper

Languages [2]:
-Latin (Broken) [2]

Attributes [63]:
INT 13 [60]
FP 11 [3]

Disadvantages [-45]:
-Nearsighted (Mitigated) [-10 pts]
-Code of Honor (Doctor: healing anyone, even an enemy, takes priority) [-5]
-Pacifist (Cannot Harm Innocents) [-10]
-Reduced Wealth (Struggling) [-10]
-Xenophilia [-10]

Quirks [-3]:
-Attentive
-Imaginative
-Likes (things that look magical)

Template (Naval Guard) [2]:
-Skills (Pistol, Rifle, replace Professional with Seamanship)
-Rank 1 [5]
-Rapid Healing [5]
-Chummy [-5]
-Post-Combat Shakes [-5]

Skills [31 points]:
-Animal Handling (Equines) - 14 [IQ, A, 4 pt]
-Biology/TL8 (Earthlike, Biochemistry) - 10 [IQ, VH, 1 pt]
-Boating/TL8 (Sailboat) - 10 [DX, A, 2 pt]
-Climbing - 10 [DX, A, 2 pt]
-Computer Operation/TL8 - 13 [IQ, E, 1 pt]
-Diagnosis/TL8 - 11 [IQ, H, 1 pt]
-Driving/TL8 - 9 [DX, A, 1 pt]
-First-Aid - 13 [IQ, E, 1 pt]
-Games (Dungeon Mastering) - 13 [IQ, E, 1 pt]
-Guns (Pistol) - 10 [DX, E, 1 template]
-Guns (Rifle) - 10 [DX, E, 1 template]
-Hobby Skill (Fantasy Literature) - 13 [IQ, E, 1 pt]
-Linguistics - 11 [IQ, H, 1 pt]
-Navigation/TL8 (Sea) - 12 [IQ, A, 1 pt]
-Performance - 13 [IQ, A, 2 pt]
-Photography/TL8 - 12 (IQ, A, 1 pt]
-Physician/TL8 - 13 [IQ, H, 4 pt]
-Physiology/TL8 - 11 [IQ, H, 1 pt]
-Research/TL8 - 12 [IQ, A, 1 pt]
-Running - 9 [HT, A, 1 pt]
-Saber Sport - 11 [DX, A, 2 pt]
-Seamanship/TL8 - 13 [IQ, E, 1 template]
-Surgery/TL8 - 10 [IQ, VH, 1 pt]
-Swimming - 9 [HT, A, 1 pt]

Useful Skill Defaults:
-Acting - 11 [Performance -2]
-Public Speaking - 11 [Performance -2]
-Riding (Equines) - 11 [Animal Handling -3]
-Saber - 8 [Saber Sport -3]
-Stage Combat - 10 [Performance -3]
-Teamster - 10 [Animal Handling -4]
-Veterinary - 8 [Physician -5]


That makes sense, yes.

Looks good so far. I can put it in a sheet for you later.

Feedback :

You might want to consider getting the Talent Healer for 10 points per level. That would give you a +1 to Diagnosis, Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, and Veterinary. Reaction bonus: patients, both past and present. 10 points/level. It might be worth more in the long run than combat reflexes for the medic, especially since it adds to all your skills, even when you default.

The original template I put in had a typo, should have been cost 3, not cost 2, so that might affect your totals.

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