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[[File:SWN.SL.Trucker.jpg | 600px]]
 
==Player Characters Sheets==
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Played by...''' || '''Species''' || '''Gender''' || '''Age''' || '''Role'''
 
|-
 
| [[Dorte Skjeggestad | '''Dorte Skjeggestad''']] || @Moonpaw || Vargr || trans Female || 30 || Medical Officer
 
|-
 
| [[Zell| '''Zelloor Xerath Jelvix''']] || @Herodarwin || Kwuee-Pol || cis Male || 30 || Helmsman and Driver
 
|-
 
| [[Jacqueline Féral | '''Jacqueline Féral''']] || @Stormraven || Human || Female || 22 || Inventor and Backup Engineer
 
|-
 
| [[Egzza "Gezza" "Skulker" Kurrdzaeuen | '''Egzza "Gezza" "Skulker" Kurrdzaeuen''']] || @Kelly Pedersen || Vargr || Male || 25 || Security and Fighter
 
|-
 
| [[Aremas Caldwall  | '''Aremas Caldwall ''']] || @t@nya || Human || Male || 30 || Steward and Diplomate
 
 
|-
 
| [[Jay Ninekay | '''Jay Ninekay''']] || @Unka Josh || Brain in a Can  || Male? || ?? || Operations and Business
 
|-
 
| [[xx | '''xx''']] || @shadowsaint007 || Human || cis Male || 30 || Chief Engineer
 
|-
 
|}
 
 
 
==OVERALL SETTING INFO==
 
==OVERALL SETTING INFO==
'''250''' Point Characters</br>
+
The main one where the characters hail from is the '''United Worlds Alliance'''. This is a somewhat loose confederation of some 500 worlds that have joined together for mutual protection and trade. Individual worlds are allowed great deal an autonomy but there are some ‘federal’ like rules. They have formed the Star Fleet Core which is the main defensive force of the alliance. The Core is tasked with interstellar defense and anti-piracy and anti-slavery. They can pursue criminals (especially pirates and slavers) to any member world and can have most wanted criminal extracted/extradited off world with formal charges.
'''TL10'''</br>
 
'''Cultures''': UWA, Mercantile League, GRP/PPP, Humaniti Imperium, Aslan, Blarad, Dralasite, Fraal, Human, K'kree, Krath, Traix, T'Sa and Vargr (and maybe the 'evil' Zegrath)</br>
 
'''Languages''': each Species (including Humans) also have their own 'Language'. Others include...
 
* Standard (sort of a generic spoken by UWA citizens)
 
* Mercantile (spoken in the Mercantile League and traders in the Known Worlds)
 
* Basic (spoken by the GPR/PPP)
 
* Imperial (spoken by the humans in the Humaniti Empire)
 
 
 
 
 
''Brief Setting Overview''...</br>
 
The main setting for this game is within the '''United Worlds Alliance'''. This is a somewhat loose federal alliance of some 500 worlds that have joined together for mutual protection and trade. Individual worlds are allowed great deal an autonomy but there are some ‘federal’ like rules. They have formed the ''Star Fleet Core'' which is the main defensive force of the alliance. The Core is tasked with interstellar defense and anti-piracy and anti-slavery. They can pursue criminals (especially pirates and slavers) to any member world and can have most wanted criminal extracted/extradited off world with formal charges.
 
  
 
The government of the United Worlds Alliance (UWA) is a parliamentary style of government where individual worlds decide themselves how they choice there representatives to the UWA Upper House of Lords and Lower House of Commons. The number of reps a world have is dependent on both the world’s population and economy power. Some planets don’t even have a rep for either house and must band together with other poorer and small populated worlds to meet the requirements for a rep.
 
The government of the United Worlds Alliance (UWA) is a parliamentary style of government where individual worlds decide themselves how they choice there representatives to the UWA Upper House of Lords and Lower House of Commons. The number of reps a world have is dependent on both the world’s population and economy power. Some planets don’t even have a rep for either house and must band together with other poorer and small populated worlds to meet the requirements for a rep.
  
Other stellar governments nearby are the '''Mercantile League''' (corporate oligarchy of around 50 worlds styled somewhat on a neo-roman republic), the '''Galactic Peoples Republic''' (GPR run by the People Progressive Party or ‘PPP’ a communist authoritarian of some 150 worlds), the '''Humaniti Imperium''' (the ‘evil’ human Supremes empire of the setting they control some 150 worlds), the '''Aslan Hierate''' (alien cat/lion like species that rule some 50 worlds), the '''Two Thousand Worlds''' (maybe closer to 500+ worlds the feudal Hegemony with strong autocratic properties ruled by the hermavoir alien species the K’kree whom are violently anti-carnivore and omnivore in their outlook), the '''Vargr Confederation''' (wolf like alien species that rule loosely some 100 worlds. They are very loyal to their family or clan but their overall government is very independent minded and loosely governed), the '''Star Kingdom of Blarad''' (feudal system ruled by the Blarad aliens whom are large bear-ursoid species and control some 50 worlds), the '''Zegrath Legion''' (a shark like alien species whom see all other life forms as no better than ‘food’. They rule an unknown number of worlds).
+
Other stellar governments nearby are the '''Mercantile League''' (corporate oligarchy of around 50 worlds styled somewhat on a neo-roman republic), the '''Galactic Peoples Republic''' (GPR run by the People Progressive Party or ‘PPP’ a communist authoritarian of some 150 worlds), the '''Humaniti Imperium''' (the ‘evil’ human Supremes empire of the setting they control some 150 worlds), the '''Aslan Hierate''' (alien cat/lion like species that rule some 50 worlds), the '''Two Thousand Worlds''' (maybe closer to 500+ worlds the feudal Hegemony with strong autocratic properties ruled by the hermavoir alien species the K’kree whom are violently anti-carnivore and omnivore in their outlook), the '''Vargr Confederation''' (wolf like alien species that rule loosely some 100 worlds. They are very loyal to their family or clan but their overall government is very independent minded and loosely governed), the '''Star Kingdom of Blarad''' (feudal system ruled by the Blarad aliens whom are large bear-ursoid species and control some 50 worlds), the '''Zegrath League''' (a shark like alien species whom see all other life forms as no better than ‘food’. They rule an unknown number of worlds).
  
 
Humans dominate the UWA but others are known including the Traix (an incest species that look a bit like human sized grasshoppers but are some of the closes in outlook to humans as any species), the Krath (a transhumanist species that maybe the result of some ancient alien uplifting of primitive humans to the Krath. They are very honor bond to the ‘lesser races’ and have a logic based mind. They are physically and mentally superior to human on average but not not arrogant at all), the Dralasite (a short rubbery xenomorph species that have no bones or other hard structures in their bodies which allows them to strength and contort their form in many ways), the Fraal (a short pale, hairless humanoid species that are naturally psionic) and the T’Sa (a short reptilian species with a hyper-active metabolism whom seem never to sit still. Excellent jumpers and very fast runners). Most other species (except the Zegrath) can be found in UWA space.
 
Humans dominate the UWA but others are known including the Traix (an incest species that look a bit like human sized grasshoppers but are some of the closes in outlook to humans as any species), the Krath (a transhumanist species that maybe the result of some ancient alien uplifting of primitive humans to the Krath. They are very honor bond to the ‘lesser races’ and have a logic based mind. They are physically and mentally superior to human on average but not not arrogant at all), the Dralasite (a short rubbery xenomorph species that have no bones or other hard structures in their bodies which allows them to strength and contort their form in many ways), the Fraal (a short pale, hairless humanoid species that are naturally psionic) and the T’Sa (a short reptilian species with a hyper-active metabolism whom seem never to sit still. Excellent jumpers and very fast runners). Most other species (except the Zegrath) can be found in UWA space.
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There are many other races then those listed above but they are very rare (and player created)
 
There are many other races then those listed above but they are very rare (and player created)
  
===Game Setting and 'Heroes' Roles within it===
+
===The Heroes Outlook===
 
The heroes will be ‘space truckers’ owning their own starship and traveling around the UWA (and outside it) doing jobs and getting paid. Most of their money is used to maintain and keep their starship running so they are unlikely to ever have much money or rich.
 
The heroes will be ‘space truckers’ owning their own starship and traveling around the UWA (and outside it) doing jobs and getting paid. Most of their money is used to maintain and keep their starship running so they are unlikely to ever have much money or rich.
  
 
The setting will be very Traveller with a bit of Firefly feel to it with the government very hands off in most cases but individual worlds vary. The elements of Star Trek come in with the Star Fleet Core which is sort of Star Trek but more militarized and authoritarian (not as bad as the Empire). Star Wars is reflected in the outside evil empire of the Humaniti Imperium.
 
The setting will be very Traveller with a bit of Firefly feel to it with the government very hands off in most cases but individual worlds vary. The elements of Star Trek come in with the Star Fleet Core which is sort of Star Trek but more militarized and authoritarian (not as bad as the Empire). Star Wars is reflected in the outside evil empire of the Humaniti Imperium.
 
 
===Racial/Species Templates===
 
===Racial/Species Templates===
 
'''Humans'''[https://wiki.rpg.net/index.php/File:SWN,Human.jpg] [0 points]</br>
 
'''Humans'''[https://wiki.rpg.net/index.php/File:SWN,Human.jpg] [0 points]</br>
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* Lenses: Calm. The K’kree pride themselves on their calm and rash demeanor, their ‘superiority’ over others whom consume meat produces.  
 
* Lenses: Calm. The K’kree pride themselves on their calm and rash demeanor, their ‘superiority’ over others whom consume meat produces.  
 
* Social Structure: Heritable Oligarchy.  
 
* Social Structure: Heritable Oligarchy.  
'''Krath'''[https://www.pinterest.com/pin/227854062389273860/] [89 points] </br>
+
'''Krath'''[https://www.artstation.com/artwork/nQAlqE] [89 points] </br>
 
Attribute Modifiers: ST+2 [30], IQ+2 [40]; HT+1 [10]</br>
 
Attribute Modifiers: ST+2 [30], IQ+2 [40]; HT+1 [10]</br>
 
Advantages: Indomitable [15]; Eidetic Memory [5]; Fit [5]; Lightning Calculator [2]; Unfazeable [15]</br>
 
Advantages: Indomitable [15]; Eidetic Memory [5]; Fit [5]; Lightning Calculator [2]; Unfazeable [15]</br>
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* Lenses: Serves to Others. The Krath see it as their duty to uplift all of society. They know that that are overall ‘better’ physically and intellectually than most others species and that aiding others aids all.   
 
* Lenses: Serves to Others. The Krath see it as their duty to uplift all of society. They know that that are overall ‘better’ physically and intellectually than most others species and that aiding others aids all.   
 
* Social Structure: Democratic Socialism.
 
* Social Structure: Democratic Socialism.
'''Traix'''[https://www.pinterest.com/pin/AdNh2ynizqxXjQYimMBz9BfU3yklPFUbLvED57mtyVdBnn4zfDM2WEk/] [36 points]</br>
+
'''Traix'''[https://www.pinterest.com/pin/AdNh2ynizqxXjQYimMBz9BfU3yklPFUbLvED57mtyVdBnn4zfDM2WEk/] [33 points]</br>
Advantages: Damage Resistance 4 (Tough Skin -40%) [12], Enhanced Move (Ground; No Fine Manipulators when running -30%) [14]; Extra Arms 2 [20]; Flexible [5]</br>
+
Advantages: Damage Resistance 3 (Tough Skin -40%) [9], Enhanced Move (Ground; No Fine Manipulators when running -30%) [14]; Extra Arms 2 [20]; Flexible [5]</br>
 
Disadvantages: Chummy [-5]; Pacifisms (Reluctant Killer) [-5]; Phobia (Thalassophobia; fear of deep waters/drowning) (12-) [-5]</br>
 
Disadvantages: Chummy [-5]; Pacifisms (Reluctant Killer) [-5]; Phobia (Thalassophobia; fear of deep waters/drowning) (12-) [-5]</br>
 
Taboo Skill: Swimming </br>
 
Taboo Skill: Swimming </br>
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* Lenses: Pride. The Vargr have a reputation as proud and fierce fighters. They are also very loyal to their family and clan but not the species as a whole. Rival clans might war against each other at a moment notice for some perceived slight.
 
* Lenses: Pride. The Vargr have a reputation as proud and fierce fighters. They are also very loyal to their family and clan but not the species as a whole. Rival clans might war against each other at a moment notice for some perceived slight.
 
* Social Structure: Tribalism (Family and Clans) with loose Democratic Confederacy.
 
* Social Structure: Tribalism (Family and Clans) with loose Democratic Confederacy.
==== Racial/Species Notes====
+
==== Species Notes====
The UWA, the Mercantile League and the GPR/PPP are all multi-Species systems while the others are dominated or controlled by the Species they are named for. They all include other species within their borders but not to the levels of the main 3.
+
he UWA, the Mercantile League and the GPR/PPP are all multi-Species systems while the others are dominated or controlled by the Species they are named for. They all include other species within their borders but not to the levels of the main 3.
  
 
The Vargr have a VERY loose confederation style overall government and besided Humans they are one of the most common Species found in all others. The K'kree are just the opposite and found rarely outside they own control space.
 
The Vargr have a VERY loose confederation style overall government and besided Humans they are one of the most common Species found in all others. The K'kree are just the opposite and found rarely outside they own control space.
  
 
There are many other races then those listed above but they are very rare (and player created)
 
There are many other races then those listed above but they are very rare (and player created)
 
== Simplified Combat ==
 
Rules/ideas from '''Action! 2 Exploits'''</br>
 
'''Simplified Range'''</br>
 
The Size and Speed/Range Table (p. B550) is dandy for surveillance and observation, but clunky in a raging battle, especially when not using a map. Instead, use the range bands defined for distance; see Range Band Table (see below). To quickly set an encounter’s range, use Close (no range penalty, but Bulk applies if either side is punching or grappling) in a melee, Short (-3) for a pistol shootout, Medium (-7) for a shotgun or SMG fight, Long (-11) for a rifle engagement, and Extreme (-15) for sniping.
 
 
'''Range Band Table'''
 
{| class="wikitable" border="0"
 
|-
 
| '''Range Band''' || '''Starting Range*''' || '''Range Penalty*''' || '''Description*'''
 
|-
 
| Close || 0-5 yards || 0 to -2 || Can touch rival, at least some of the time.
 
|-
 
| Short || 6-20 yards || -3 to -6 || Can talk to enemy, or toss things at him.
 
|-
 
| Medium || 21-100 yards || -7 to -10 || Can only shout at rival; need a gun to attack him.
 
|-
 
| Long || 100-500 yards || -11 to -14 || Opponent is out of earshot, at scoped rifle range.
 
|-
 
| Extreme || 501+ yards || -15 or worst || Rival difficult or impossible to see or shoot
 
|-
 
|}
 
: *Use distances in yards, range penalties, and descriptions only to settle the ‘enemies’ starting range band.
 
 
 
'''Simplified Rapid Fire'''</br>
 
A gunman whose firearm has RoF 2+ can fire multiple shots. If he has several targets, he can opt to divide his shots among them. Decide on the number of bullets allocated to each target, assess standard ranged combat modifiers for each target, and then apply the following in each case.
 
 
''Number of Shots at Target'': 0 for 2-4 shots, +1 for 5-8 shots, +2 for 9-12 shots, +3 for 13-16 shots, +4 for 17-24 shots, +5 for 25-49 shots, or +6 for 50-99 shots.
 
 
''Total Number of Targets'': If the weapon has RoF 2-4, there’s -6 on all attacks when shooting two targets, -12 when shooting three, or -18 when shooting four, etc.
 
 
If the weapon has RoF 5+ (it’s full-automatic), there’s no special penalty – and simply ignore realistic concerns like arcs of fire and shots lost between targets!
 
 
'''Shotguns''': A RoF 2x9 shotgun can blast 18 pellets at one target (+4 for number of pellets), or 9 at each of two (each attack has +2 for number of pellets but -6 for two targets).
 
 
A RoF 3x9 shotgun can fire 27 pellets at one target (+5 for number of pellets), 9 at one and 18 at another (+2 and +4 for number of pellets, but -6 for two targets), or 9 at each of three (+2 for number of pellets but -12 for three targets).
 
Resolving Hits: Next, roll to hit each target. Success means that target is hit by one bullet (or pellet), plus one extra bullet per full multiple of weapon Rcl by which  he roll was made, to a maximum of the number of bullets fired at that target. Double Rcl for a RoF 5+ weapon sprayed across multiple targets.
 
 
''Example'': Success by 4 with a Rcl 2 pistol means three hits: one for success and two for making the roll by twice Rcl. If spraying a RoF 5+ SMG at several targets, Rcl 2 would be treated as Rcl 4, and success by 4 would only be enough for one extra hit (two in all).
 
 
''Damage'': For 1-3 hits, roll damage normally. For 4+ hits, it’s quicker not to roll. Use average damage for the weapon (3.5 per die, plus any modifier), subtract DR, multiply by number of hits, and drop fractions. To save time, note average damage for RoF 4+ guns on character sheets!
 
 
''Example'': Shotgun pellets do 1d+1 and average 3.5 + 1 = 4.5 points, so DR 2 would leave 4.5 - 2 = 2.5 points, and 9 pellets would inflict 9 ¥ 2.5 = 22.5 points, which would round to 22.
 
 
== SPACECRAFT==
 
[[File:Gurps.StarCraft.1.jpg]]
 
'''Star Drives''': ''Jump Point Drives'' enter and exit jump points and then must spent a certain amount of time between jump points (generally 3-6 days). Each star system has 3-5 jump points located at the outer edge of the system. Some star systems have more but there are also a minimum of 3 everywhere. These jump points connect to another star systems jump point, normally the closes stars.
 
 
'''Controlling the Ship in space skills'''
 
* Piloting (Aerospace spacecraft)
 
* Navigation (Jump Space)
 
* Navigation (Space)
 
'''Repair Skills for Starships'''
 
* Armoury (Vehicle Armor)
 
* Armoury (Heavy Weapons)
 
* Computer Programming
 
* Electronics Repair (Computers)
 
* Electronics Repair (Communications)
 
* Electronics Repair (Sensors)
 
* Electrician
 
* Mechanic (Contragravity)
 
* Mechanic (Life Support)
 
* Mechanic (Jump Drive Engines)
 
* Mechanic (Chemical, Nucellar, Fusion, Fission)
 
* Mechanic (Reactionless Drive Engines)
 
* Mechanic (Starship)
 
===The Heroes Ship===
 
[[File:Gurps.StarCraft.2.jpg]]</br>
 
the '''Scarab'''</br>
 
'''''Spora''-class light freighter''' (LWt. 1,000tons): dST/HP 70; Hnd/SR +0/5; HT 13; Move 1.0G; Load 285ons; SM +8 (length 50m/yds); Occ 12ASV; dDR 7; Range x1; Cost (new) $44.7M</br>
 
Top air speed is 2,500MPH</br>
 
 
Front Hull Systems</br>
 
[1] Light Alloy Armored Hull Plating</br>
 
[2] Habitation - Cabins 6 (for crew or passengers)</br>
 
[3] Habitation – Cabins: 2 (for crew or passengers), and 2 Bunkroom (cramped accommodations with bunk beds for up to four people each) and 2-Bed Sick Bay</br>
 
[4] Cargo (50tons)</br>
 
[5] Cargo (50tons)</br>
 
[6] Cargo (50tons)</br>
 
[core] Control Room (workstations 6 – helm/captain, navigation, chief engineer, tactical, communication/sensor, generic. Computer Complexity 8, Com/Sensors Complexity 6)</br>
 
 
Central Hull Systems</br>
 
[1] Light Alloy Armored Hull Plating</br>
 
[2] Secondary Weapons Battery (turret 3 UV Laser Cannon)</br>
 
[3] Cargo (50tons)</br>
 
[4] Cargo (50tons)</br>
 
[5] Cargo (50 tons)</br>
 
[6] Counter Gravity Systems (artificial gravity and gravity counters)</br>
 
note 35 tons of free space for cargo</br>
 
 
Rear Hull Systems</br>
 
[1] Light Alloy Armored Hull Plating</br>
 
[2] Standard Reactionless Engines (base 0.5G trust)</br>
 
[3] Standard Reactionless Engines (base 0.5G trust)</br>
 
[4] Jump Point Drive</br>
 
[5] free space?</br>
 
[6] Engine Room (1 workstation for Mechanic or Tech)</br>
 
[core] Fission Power Plant Reactors (Provides 2 Power Point)</br>
 
 
Built Systems/Section Notes:
 
* Armor Hull (Light Alloy) - 3 sections Cost $1.5M
 
:''Repair Skill'': Armoury (Vehicle Armor).
 
* Cargo Space: 250tons (5 sections)
 
:''Repair Skill'': Mechanic (Starship).
 
* Contragravity Lift System: Cost $10M
 
:''Repair'': Mechanic (Contragravity)
 
* Control Room/Bridge: Complexity 8, Com/Sensors 6, Control Stations 6, Cost $6M
 
:''Repair Skill'': Electronics Repair (Computers and Communications), Computer Programming, and Electrician.
 
* Engine Room: Workstation 1, Cost $300K
 
:Repair Skill: Mechanic (Starcraft).
 
* Habitation – Cabins: 2 (crew or passengers), and 2 Bunkroom (cramped accommodations with bunk beds for up to four people), and 2-bed Sick Bay Cost $1M
 
:''Repair Skill'': Mechanic (Life Support)
 
* Fission Reactor – 2 Reactors Cost $12M
 
:''Repair Skill'': Mechanic (Fussion)
 
* Reactionless Engines: Standard 1.0G, Cost $2M
 
:''Repair Skill'': Mechanic (Reactionless Drive)
 
* Star Drive: Jump Point Drive, Cost $10M
 
:''Repair Skill'': Mechanic (Stardrive)
 
* Secondary Weapons Batteries – one turret UV Laser Beam Output 30MU, D-damage 6d(2) burn, RoF1; one turret UV Laser Beam Output 15MU D-damage 3d(2), RoF10; one turret UV Laser Output 3MJ D-Damage 1d+2(2), RoF100; Cost $1.8M
 
:''Repair Skill'': Armoury (Heavy Weapons)
 
* Artificial Gravity: Cost $1M
 
* Gravitic Compensators: Cost $1M
 
 
'''Crew''': Station Bridge 6 (Captain/Helmsmen), Navigator, Tactical, Communication/Sensor Operator, Open Station (generic)</br>
 
Engine Room 1</br?
 
Secondary Gunner Turret 1
 

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