Character Generation
Each character will be an operator working for Solaris Security Services. As such, they should use the following template to assure they meet the minimum requirements for their job. These characters are slightly over-the-top in terms of job competency, but no more than would be expected from a movie. Point-wise, they are about par for a special forces operative, which they are meant to approximate. A team may have only one a Team Leader, Bravo, Charlie, Delta, and an Echo. They can operate without filling one of these positions, except the Team Leader; going into the field without a Delta is somewhat suicidal. Bring a damned medic.
The game itself will be a survival/psychological horror game with a heavy emphasis on action. Ammunition and supplies will be tracked but, if you prepare, they won't be much of an issue. Sleep, fatigue, food, water, and other survival basics will also be tracked. This is intended to heighten the survival aspect of the horror. This is a science fiction game, and a lot of advanced technology will be available. Consider the pros and cons of relying on such equipment. Advanced armor may stop bullets, but if someone unbuckles the straps holding it on you, you'll quickly be without protection. Lastly, getting shot is
really bad - even with armor. Try to avoid it.
The following template is mandatory and should help new players create a character. Veteran GURPS players should conform to it, as well. This is intended to ensure a minimum level of competency. If anyone has any questions or finds that the template does not afford them the type of character personality they desire, just let me know. I'm willing to work with people (although I won't give points for disadvantage that lack meaning in play; these are mostly social in nature).
So without further ado . . .
Operator250 points
You are a private citizen, most likely a discharged Special Forces operative, employed by Solaris Security Services. You have been chosen for your specialized skills, as well as your prowess in close quarters combat and training specifically in urban warfare. Your other training might include survival training, aquatic, hazmat, or starship operations, police training, guerrilla warfare, or cross training in other roles.
Attributes: ST 11 [10]; DX 14 [80]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24; HP 11 [ 0]; Will 12 [ 0]; Per 13 [5]; FP 12 [ 0]; Basic Speed 6.00 [-10]; Basic Move 6 [ 0].
Advantages: Combat Reflexes [15] and Fit [5]. • Another 50 points from among ST +1 to +5 [10/level]; DX+1 or +2 [20 or 40]; IQ +1 or +2 [20 or 40]; HT +1 to +4 [10/level]; HP +1 to +5 [2/level]; Per +1 to +5 [5/level]; FP +1 to +3 [3/level]; Basic Speed +1 or +2 [20 or 40]; Basic Move +1 to +3 [5/level]; Acute Hearing or Vision 1 or 2 [2 or 4]; Common Sense [10]; Danger Sense [15]; Daredevil [15]; Enhanced Dodge 1 or 2 [15 or 30]; Fearlessness 1 – 4 [2/level]; G-Experience [1/level]; Gizmos (Game Time, +0%) [5/level]; Gunslinger [25]; Hard to Kill [2/level]; Hard to Subdue [2/level]; High Pain Threshold [10]; Improved G Tolerance 1 or 2 [5 or 10]; Less Sleep [2/level]; Lifting ST +1 to +3 [3/level]; Luck or Extraordinary Luck (Game Time, +0%) [15 or 30]; Night Vision 1 or 2 [1 or 2]; Outdoorsman 1 to 4 [10/level]; Rapid Healing [5]; Reduced Consumption 1 or 2 [2 or 4]; Serendipity (Game Time, +0%) [15/level]; Trained by a Master [30]; Very Fit [10]; Wealth (Comfortable or Wealthy) [10 or 20].
Disadvantages: Choose -20 points from among Callous [-5]; Code of Honor (Stay Bought) [-5] or (Soldier's) [-10]; Fanaticism (Employer, Planet or Nation) [-15]; Greed [-15*]; Honesty [-10*]; Intolerance (Rival Planet or Nation) [-5]; Sense of Duty (Team) [-5] or (Nation) [-10]. • Another -30 points from the previous list or Addiction [0 to -40]; Bad Temper [-10*]; Bloodlust [-10*]; Code of Honor (Hippocratic Oath) [-5]; Compulsive Carousing [-5*]; Compulsive Gambling [-5*]; Curious [-5*]; Flashbacks [-5 or -10]; Nightmares [-5*]; No Sense of Humor [-10]; Odious Personal Habits [-5 to -15]; On the Edge [-15*]; Overconfidence [-5*]; Paranoia [-10]; Pyromaniac [-5*]; Selfish [-5*]; Stubborn [-5]; or Truthfulness [-10*].
Wildcard Skills: One of Team Leader!, Charlie!, Delta!, or Echo!, all (IQ) at IQ+2 [48] – 14 or Bravo!, (DX) at DX+2 [48] – 16.
Primary Skills: Beam Weapon (Rifles)† or Guns (Rifle)†, both (DX/E) DX+2 [4] – 16; Soldier† (IQ/A) IQ+1 [4] – 13; and Stealth (DX/A) DX+1 [4] – 15.
Secondary Skills: Brawling, Knife, and Throwing, all (DX/E) DX+1 [2] – 15; Driving (Automobile) (DX/A) DX-1 [1] – 12; Judo (DX/H) DX [4] – 14; Hiking (HT/A) HT [2] – 12; Camouflage, Computer Operation†, First Aid†, and Gesture, all (IQ/E) IQ [1] – 12; Observation (Per/A) Per+1 [4] – 14.
Background Skills: Choose 8 points in improving Primary or Secondary Skills or from among Knot Tying (DX/E) DX [1] – 14; Boating (Motorboat or Unpowered), Climbing, Free Fall, NBC Suit, or Vacc Suit, all (DX/A) DX-1 [1] – 13; Skiing (DX/H) DX-2 [1] – 12; Carousing or Swimming, both (HT/E) HT [1] – 12; Running (HT/A) HT-1 [1] – 11; Spacer (IQ/E) IQ [1] – 12; Cartography, Interrogation, Navigation (Land), Scuba, or Traps, all (IQ/A) IQ-1 [1] – 11; Mimicry (Animal Sounds or Bird Calls) (IQ/H) IQ-2 [1] – 10; Scrounging (Per/E) Per [1] – 13; Search, Survival (Any/Any), Tracking, or Urban Survival, all (Per/A) Per-1 [12] – 12; or any skill covered by Team Leader!, Bravo!, Charlie!, Delta!, or Echo!.
Starting Cash: $10,000‡
* Modified for self-control number.
† See individual Wildcard Skill descriptions below.
‡ Modified by any levels of Wealth
Wildcard SkillsThe following wildcard skills are included in the template above. These represent the skills you possess that fill the role within the team for which you were hired.
Team Leader! (IQ): You can use this skill to handle all forms of leadership, motivation, and interpersonal interactions in the context of command. This includes all uses of Diplomacy, Intelligence Analysis, Intimidation, Leadership, Soldier, Strategy, Tactics, and Teaching. It also extends to your ability to maneuver the bureaucratic aspects of leadership including Administration, Savoir-Faire (Military), and even be used for Influence rolls to navigate official channels.
In the field, this skill can replace Psychology to spot team members who are having difficulties coping with their circumstances and help talk them through difficult times, but not for extended or true therapy. It also replaces all social skills when dealing with a member of a military organization as a member of a military organization, discussing military business.
Bravo! (DX): You can use this skill to handle all forms of guns (or gun-like weapons), and whenever a gun could help you tackle a situation indirectly. In combat, this lets you rely on any weapon normally used with the Beam Weapons, Crossbow, Gunner, Guns, or Liquid Projector skills; your skill also serves as Brawling when pistol-whipping, Spear with an attached bayonet, and so on. You even use it in place of Dropping or Throwing to toss an empty gun at a foe or a loaded one to a friend (or instead of DX to catch one).
An IQ-based roll also replaces all rolls against skills like Armoury, Connoisseur, Current Affairs, Merchant, or Streetwise when it comes to buying, pricing, recognizing, repairing, or selling guns – legal or otherwise – or to know about what's going to hit the street, even before it's been announced.
If you take Bravo!, replace Beam Weapon (Rifles) or Guns (Rifles), both (DX/E) DX+2 [4] with Armoury (Body Armor) (IQ/A) IQ [2] – 12, Cool under Fire [1], and Tap-Rack-Bang (Weapons Specialist!) [1].
Charlie! (IQ): Use this skill for all uses of Architecture, Carpentry, Demolitions, Electrician, Engineering (Civil, Combat, or Electrical), Masonry, and Mathematic (Applied) to design, build, sabotage, or destroy temporary or permanent structures. It can also substitute for Scuba and Freefall when building, repairing, sabotaging, or demolishing targets in non-terrestrial environments. It replaces Chemistry when creating or disposing of explosives.
Charlie! replaces Current Affairs (Science & Technology) rolls to known about the latest advances in construction, explosives, and demolition, and Hazardous Materials (Chemical or Nuclear) to handle common hazardous materials used in explosive ordinances. It can also replace Camouflage when hiding bombs, Holdout and Smuggling when trying to slip explosives past security measures, and Traps when setting, bypassing, or disarming explosive traps. A DX-based roll can even substitute for Stealth while setting explosives. Use a Per-based roll to spot weak points in structures, identify structurally ideal places erect buildings, etc.
Lastly, use this skill to replace any social skill when engineering or explosives are involved – e.g., Fast-Talk to bluff or hustle people regarding the structural integrity of a building, Intimidation to make bomb threats or use bombs to make a point, etc.
Delta! (IQ): Use this skill to do anything found in the job description of a doctor, nurse, or pharmacist. This skill replaces all uses of Diagnosis, Expert Skill (Epidemiology), Hazardous Materials (Biological), First Aid, Hypnotism, Physician, Psychology, and Surgery. Your knowledge of human anatomy acts as Bioenginering, Biology (Biochemistry), and Physiology, and you even know enough about nonhuman bodies to use Veterinary.
Whenever trying to diagnose, treat, or create any sort of ingestible drug or toxin, you can use it as Chemistry, Herb Lore, Naturalist, Pharmacy, and Poisons. It can also replace Computer Operation for medical systems and Electronics Operation (Medical or Scientific) and acts as Forensics for autopsy purposes.
It can also replace Current Affairs (Science & Technology) for the purposes of knowing the latest medical innovations and knowledge, Research for medical purposes, and Law (Criminal) for medical and malpractice law. Threat this as Administration and Diplomacy when dealing with medical records personnel or similar people.
If you take Delta!, replace First Aid (IQ/E) IQ [1] with the Improvised Equipment (Medic!) [1] perk.
Echo! (IQ): Use this skill to handle all attempts to communicate with others, including people who do not share a language with you. This skill replaces all uses of Computer Hacking, Computer Operation, Computer Programming, Cryptology, Electronic Operations, Electronics Repair, Gesture, Mathematics (Cryptology), and all IQ rolls to communicate with a person who does not share your language.
You are aware of all of the latest advances in the communication and cryptology fields, as well as, the latest laws and legal interpretations surrounding all aspects of communication, including spying, hacking, etc. Use this skill to replace Current Affairs (Science & Technology) and Law (Criminal) with regard to these issues.
QuirksYou may take up to 5 quirks. These quirks should be defined when you take them. You may trade the points gained for cash ($5,000/point), to purchase additional traits and skills, or improve existing skills. You may also use them to purchase any perks – including combat perks – you desire, excluding those exclusive to Gun Fu.
Equipment<Subject to Change>
This mission requires that you have the following equipment:
- Helmet, body armor, and boots.
- A computer capable of running Complexity 5 software (Complexity 6 for the Communications Specialist), and having no less than 50 TB of data storage available. The computer should have sufficient power to operate for a day without interruption or recharging.
- Solaris' Silhouette software and database (provided).
- HUD.
- Two-Way Radio Communicator with a minimum range of 10 miles.
- Optics capable of allowing vision in the dark.
- Sidearm.
- Primary Weapon (Laser Carbine provided). This weapon may be modified in any way the user sees fit, at his own expense. Sharpshooters should provide their own weapon (and usually have the Weapon Bond perk with it).
- The Team Leader should have TacNet loaded on his computer.
- The Team Medic should carry extensive medical supplies and surgical equipment for treating battlefield injuries.
- The Demolitions Specialist should carry a variety of charges and explosives.
- The Communications Specialist should carry a Radio Communicator with at least a 100 mile range that incorporates ESM and a Deceptive Radar Jammer.
- The Weapons Specialist should carry a Light Support Laser in place of a Laser Carbine.
Solaris Security Services will provide all equipment of LC 2 or greater that they require for this mission. If an LC 3 or 4 version is available, Solaris Security will not provide it. They will, however, help you obtain permission to legally carry lower LC equipment for the duration of this mission.
In game terms, this means you may purchase any LC 1 or greater equipment you wish, but you may not be permitted to keep anything you are not licensed to own when you go home. Customs will take it, and depending on your home government, you may be fined or imprisoned for the attempt.
Heh. Ms. Combat engineer.
Just so everyone knows, deltas are medics and echoes are electronics and communications experts.
Tl is 10, I am iffy on just opening up UT without prior approval only because some of the stuff in there is a tad wonky. I'm in the process of starting up weapons and defenses. I'd say computers and the software I mentioned are available from UT, as are sensors, comms, and survival stuff. Assume no super science. Lastly, you may want to save some cash for after your briefing to pick up last minute incidentals particular to the mission.
Questions:
What do you mean by "very fit 5," specifically, the "5."
You have starting cash listed at $30,000. Did you trade points for cash?
I may add more questions; I just want to be clear on
Lastly a note: this is a spacefaring civilization. You may not be on earth or even in the solar system. You will start out on an orbiting space station where you will be briefed. Transportation is provided as per the orders posted above.
Cash: (10,000 x 2 [comfortable wealth]) + (5,000 x 2 [2 quirks]).
Very Fit 5 is just a typo.
Where is the Light Support Laser listed? And can I take Fast Draw?
Ah, I missed the Comfortable Wealth! And I'm working on typing up weapon and armor stats. I'll post a link to a document with that information as soon as possible.
Okay, I have a preliminary thing for weapons (minus grenades; use the standard smart grenades from UT for that) done. It's available for download at the following link:
LINK! (https://www.dropbox.com/s/8n3nif7rbrh0l6a/Weapons.docx)
I have to give a ton of credit to Luke Campbell for his amazing work. (http://panoptesv.com/RPGs/Equipment/Weapons/BeamWeapons.php?HR=1) I have used his stuff to create these weapons and used his descriptions and mechanics as well. All credit should go to him.
Armor is next on my radar to write up.
Sweet! People may live longer now! I'll try to get cracking on some of the encounter prepwork.
Also, once we get our cast, we can schedule the briefing (which should be relatively quick). I am planning a pause between the briefing and the mission proper, so we can do this once everyone has a finalized character sheet.
If anyone has any questions or needs help with their sheet, please PM me. I'm completely willing to help and work with you.
Well, I'm going to get this started as a PbP for the initial briefing portion while everyone gets their PCs into shape. The PbP thread is here:
Game on! (http://www.thecbg.org/index.php/topic,210029.0.html)
Continue working on your PCs and post them in this thread, please. Once the briefing is over, I'd like to begin scheduling sessions.
Just an aside, if anyone wants to join, still, there are openings. We still need a Team Leader and an Electronics Specialist (Echo).
Heads up, everyone. I intend to begin play in January, as close to the first as Sundays allow. Please get your characters wrapped up and start rolling with the briefing.
Attributes: ST 11 [10]; DX 14 [80]; IQ 13 [40]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24; HP 11 [ 0]; Will 12 [ 0]; Per 13 [5]; FP 12 [ 0]; Basic Speed 6.00 [-10]; Basic Move 6 [ 0].
Advantages: Combat Reflexes [15] and Fit [5]. IQ +1 [20]; Acute Vision 2 [4]; Enhanced Dodge 1[15]; Gizmos 1 (Game Time, +0%) [5]; Lifting ST +2 [6];
Disadvantages: Code of Honor (Soldier's) [-10]; Honesty(6) [-20*]; Sense of Duty (Team) [-5]; Code of Honor (Hippocratic Oath) [-5]; Truthfulness(6) [-10*]
Wildcard Skills:Delta! IQ+2 [48]
Primary Skills: Beam Weapon (Rifles)† (DX/E) DX+2 [4] – 16; Soldier† (IQ/A) IQ+1 [4] – 13; and Stealth (DX/A) DX+1 [4] – 15.
Secondary Skills: Brawling, Knife, and Throwing, all (DX/E) DX+1 [2] – 15; Driving (Automobile) (DX/A) DX-1 [1] – 12; Judo (DX/H) DX [4] – 14; Hiking (HT/A) HT [2] – 12; Camouflage, Computer Operation†, Improved Equipment (Medic!) perk, and Gesture, all (IQ/E) IQ [1] – 12; Observation (Per/A) Per+1 [4] – 14.
Background Skills: Running (HT/A) HT [2], Cartography (IQ/A) IQ-1 [1], Navigation (Land) (IQ/A) IQ-1 [1], Computer Hacking(IQ/VH) IQ-2 [2], Computer Programming (IQ/A) IQ-1 [1] and Computer Operation: (IQ/A) [1]
Quirks:
Starting Cash: $10,000‡ To be spent at a later date.