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October 22, 2010

GURPS Templates

Added a few new GURPS Prime Directive templates: Star Fleet Enlisted and Civilian Starship Crew

 

 

GURPS Template: Star Fleet Auxiliary Officer

Star Fleet Auxiliary Officers (28 points)

While most "unrestricted line" officers come out of the Star Fleet Academy's standard course of study, certain specialty officers (doctors, lawyers, scientists, supply officers, and construction engineers) come out of specialized Star Fleet schools affiliated with the Academy. As a category, these are known as Auxiliary Officers, although the term is rarely used in personnel records. In simple terms, these officers have fewer of the "military" skills and more of the skills of their specialty. These officers are also unlikely to ever command a starship unless they attend a Command School.

The only changes to the basic Academy template is in the skills. Attribute, Advantage, and Disadvantage requirements remain the same.

Note: This template was orginally published in Module Prime Alpha using GURPS 3e rules. I've made changes to the template to bring it in line with the GURPS 4e rules.

Primary Skills: Administration (A) IQ-1 [1], Astronomy (H) IQ-2 [1], Beam Weapons (Pistol) (E) DX [1], Computer Operation (E) IQ [1], Computer Programming (H) IQ-2 [1], Electronics Operation (Transporter) (A) IQ [2], Electronics Operation (any) (A) IQ [2], Electronics Repair (any) (A) IQ [2], Engineer (any) (H) IQ-2 [1], Expert (Xenology) (H) IQ-2 [1], First Aid (E) IQ [1], Free Fall (A) DX-1 [1], History (Federation) (H) IQ-2 [1], Judo (H) DX-2 [1], Law (Federation Military) (H) IQ-2 [1], Leadership (A) IQ-1 [1], Mathematics (Applied) (H) IQ-2 [1], Mechanic (any) (A) IQ-1 [1], Physics (VH) IQ-3 [1], Pilot (Shuttlecraft) (A) DX-1 [1], Research (A) IQ-1 [1], Savoir-Faire (Military) (E) IQ [1], Spacer (E) IQ [1], Survival (any) (A) Per-1 [1], Vacc Suit (A) IQ-1 [1].

Specialty Lenses

  • Logistics Branch (+3 points): Administration (A) IQ+1 [+3].
  • Medical Corps (+16 points): Diagnosis (H) IQ [4], Physician (H) IQ [4], Surgery (VH) IQ [8].
  • Science (+12 points): Any three H or VH science skills (H) IQ [4] or (VH) IQ-1 [4].
  • Engineer Corps (+4 points): Engineer (Civil or Combat) (H) IQ [4].
  • JAG (+3 points): Law (Federation Military) (H) IQ [+3].

 

August 22, 2010

GURPS Prime Directive Staff

I got a chance to work on ADB's GURPS Prime Directive team. Part of the work was on their Free RPG Day product Dread Pirate Aldo. In recognition of my work, I received an award from ADB.

GPD Ribbon

January 10, 2006

GURPS Traveller

The long wait for the GURPS 4e version of Traveller is almost over. The newest book is scheduled for February and the table of contents posted at the website makes this a "must have" for me.

Check it out for yourself.

http://www.sjgames.com/gurps/traveller/interstellarwars/

November 06, 2005

I'm Gonna Buy One

GURPS For Dummies

Why not? It might be interesting.

May 19, 2005

More Fourth Edition Notes

In addition to the two basic books, I've added three more GURPS 4e books to my collection -

Infinite Worlds - This hardback book is up to the new 4e standards. Excellent artwork, great layout, and a wonderful background. There's great write-ups about the major players (Infinity, Centrum, Reich-5, and the Cabal), plus other organizations. There's also some great descriptions of alternate worlds and a unique way of building new alternate Earths. As a side note, there's been some complaints on message boards about the limited descriptions that are given in the book. Personally, I like a two or three page description that gives the situation on the world. I don't need a whole chapter on a world since I'm probably going to modify it for my own campaign anyway. Besides, I'd rather have a couple dozen unique world descriptions than three or four long descriptions. All-in-all, an excellent worldbook.

Mysteries - This is a pdf file sold through SJG's e23 site. This is an excellent resource that covers how to run a mystery campaign through a variety of settings (fantasy, sci-fi, modern) as well as how to set up and run a mystery. This is an excellent resource (along with GURPS Cops) for any kind of mystery campaign. I've also found it to be an excellent resource for the FBI setting in my World War IV Campaign.

Prime Directive - The GURPS book for Star Fleet Battles. Unfortunately, almost half the book is GURPS Lite as well as other GURPS rules. From a business perspective, I understand this. Rather than making a player buy the $35 Basic Book and the $24 Prime Directive book, a player just needs the Prime Directive book. Unfortunately, this means there's less background and "meat" in the book. It's a minor complaint - I still think it's a great sourcebook and I look forward to future releases. The book has also prompted me to return to SFB (which I had drifted away from many years ago). Now, if I can only convince Ellen to learn SFB.

April 29, 2005

GURPS 4e Thoughts

I've been planning on doing this for a long time, but I never got around to it. The notes I took have been sitting in my desk for a few months now, but I just didn't write them up. Between Real Life and running the campaign, other things kept demanding my attention. Now that there's a couple books out that have 4e settings I'd actually run a campaign in, I guess its time to write up what
my thoughts are.

Characters
From what I can tell by converting old characters and creating new ones, there's pretty much a 50% point inflation from 3e to 4e characters. I like the flat attribute costs and the greater variety of attributes (adding Will, Fatigue, HP, Perception, and so on is a good idea).

The new language rules make sense. Hell, most players I knew only put a point or less in a foreign language anyway.

The Adds and Disads are interesting. A lot have become more general, allowing better descriptions of the character and more flexibility when designing them. Plus they can be used to design objects (machines, vehicles, tools) - could this be some foreshadowing of a "light" vehicles or equipment option?

Skill descriptions are good, both in the listings and with the descriptions. I would have liked to have seen more techniques listed (from Compendium I and Martial Arts), but I understand the concept. Talents is a nice addition too, but there's potential for player abuse if the GM isn't careful.

As for the chapter on magic, I don't use it.

The psionics chapter has some good changes as well and it makes this power more interesting. I'm looking forward to the Powers book.

The templates chapter is a good introduction and I like this feature.

Need more equipment. Where's High Tech and Ultra Tech?

The chapter on character development is good, but like many GMs, I have my own little methods.

The combat lite rules are a nice little summary of how to kill people and break things.

I love the add, disad, and skill lists.

Campaigns
This book starts out with a long explanation of success rolls. Then it moves into combat (Combat, Tactical Combat, Special Combat Situations) with stuff from Compendium II integrated and updated. Next comes Injuries, Illness and Fatigue which described damage to characters. My only complaint is that I would have liked to have seen the advanced aging effects from Bio
Tech
added.

There's a summary of common animals and creatures followed by a chapter on technology and artifacts. The new vehicle write-ups are nice. The gearhead in me is hoping that the new Vehicles book is just as good as the previous editions, but a lite version using the adds, disads, and stats to describe vehicles would be neat - it would make creating real world vehicles a lot easier.

There's also some more equipment listed, rules for inventing new items, and magical enchantment. I still want High Tech and Ultra Tech.

There's a chapter with the typical advice to the GM followed by a chapter on game worlds - another section where Compendium II stuff has been integrated.

Finally, a chapter on the Infinite Worlds setting. I've always liked this concept and this is a good introduction to the setting. After reading it, I wanted the Infinite Worlds book even more.

At the end of the book there's a collection of tables that are vital to the game. Despite this, I'll probably still buy the 4e GM Screen with my next book purchase.

Overall
I love the hardback books and the artwork is fun (Ellen, being the artistic person, really likes the artwork). The colored chapters are a nice touch too. GURPS is still "crunchy" and intense, but this doesn't make it any less flexible. It's a game for people who want to run characters, not a number string that just kills monsters. Once a few more books come out, I'll probably convert my
campaigns over to the 4e format, but considering the release schedule, that might be two years or so.

March 06, 2005

The Pretender

Near the beginning of the campaign, I approached one of my friends, Sam, about joining. Unfortunately, Sam couldn't decide on a character and the setting wasn't to his liking. One of the characters Sam thought about was a take off of the character from the TV series "The Pretender." Sam argued that such a character would have to be 400 points or more to reflect his abilities in the show.

Recently, I had cause to think about this character concept again. Rather than creating the character with a huge amount of points, I think there's a way to do the same concept with a much lower point total.

First of all, let's start with IQ 17 [100 points]. For the purposes of this exercise, we'll leave the other attributes at 10.

For Advantages, Language Talent 2 [4 points], Mathematical Ability [10 points], and Unusual Background [10 points]. This brings the total to 124 points. In a TV/cinematic setting, go with Eidetic Memory as well.

I haven't seen the show enough to sort out the character's Disadvantages, but let's go with a Sense of Duty [-10 points] since TV characters are always helping out strangers in need, and an Enemy (medium group, 9 or less) [-20 points]. Give the character the typical five Quirks and this brings the total to 89 points.

Now we move on to skills. With an IQ 17, 1/2-point in any skill gives a fairly good level. Easy skills are at 16, Average at 15, Hard at 14, and Very Hard at 13. Not bad skill levels. But there's a way to make this character even better. Many skills have an IQ default, and with IQ 17, this character defaults at a good level.

There's more than a few Animal and Artistic skills that default to IQ-5 (skill-12) or IQ-6 (skill-11). Combat skills default to DX, so there's not much there. Many Craft skills default to IQ as well. For Languages, there's no defaults, but with Language Talent 2, the character would get skill-17 in most languages with a 1/2-point investment. Most of the remaining skills, except for Vehicle skills,
have IQ defaults with a few exceptions for Hard, Very Hard, and some specialty skills. By spending 1/2-point on 22 skills (mainly those with no IQ defaults), The Pretender could be copied with little effort and only 100 points.

So there you are, a 100-point mental uber-munchkin. Any GM who would allow such a player in his campaign deserves whatever he gets.

December 15, 2004

GURPS Humor

So, I'm doing a Google search for some GURPS pages just to see what else is out there. There's at least three-quarters of a million
hits on a Google search, and among those were a few humorous sites. I picked a few to share --

November 15, 2004

World War IV Campaign Sourcebooks

GURPS books that are the core of my campaign include: Cops, Covert Ops, Espionage, High-Tech, Modern Firepower, Special Ops, and SWAT. If SJG would come out with a 4e book that covers all of those, I'd switch over to that version in an instant.