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[[File:SWN.SL.Trucker.jpg | 600px]]
 
[[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>
 
 
'''TL10'''</br>
 
'''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>
 
'''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>
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* Imperial (spoken by the humans in the Humaniti Empire)
 
* Imperial (spoken by the humans in the Humaniti Empire)
  
 +
There are a number of Interstellar Governments found in this setting.
  
''Brief Setting Overview''...</br>
+
The main setting for this game, where the characters all hail from, is 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 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.
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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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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==
 
== SPACECRAFT==
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===The Heroes Ship===
 
===The Heroes Ship===
 
[[File:Gurps.StarCraft.2.jpg]]</br>
 
[[File:Gurps.StarCraft.2.jpg]]</br>
the '''Scarab'''</br>
+
TL 10 ''Spora''-class light freighter (LWt. 1,000tons); dST/HP 70; Hnd/SR +0/5; HT 13; Move 1.0G; Load 250tons; SM +8 (length 50m/yds); Occ 12ASV; dDR 10; Range x1; Cost (new) $36.2M</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>
 
Top air speed is 2,500MPH</br>
  
 
Front Hull Systems</br>
 
Front Hull Systems</br>
[1] Light Alloy Armored Hull Plating</br>
+
[1] Metallic Laminate Armored Hull Plating</br>
[2] Habitation - Cabins 6 (for crew or passengers)</br>
+
[2] Tertiary Weapons Battery (hull turrets UV lasers)</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>
 
[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>
 
[4] Cargo (50tons)</br>
 
[5] Cargo (50tons)</br>
 
[5] Cargo (50tons)</br>
 
[6] 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>
+
[core] Control Room (workstations 6 – helm/captain, navigation, chief engineer, tactical/ gunner, communication/sensor, generic. Computer Complexity 8, Com/Sensors Complexity 6)</br>
  
 
Central Hull Systems</br>
 
Central Hull Systems</br>
[1] Light Alloy Armored Hull Plating</br>
+
[1] Metallic Laminate Armored Hull Plating</br>
[2] Secondary Weapons Battery (turret 3 UV Laser Cannon)</br>
+
[2] Secondary Weapons Battery (turret plasma array)</br>
 
[3] Cargo (50tons)</br>
 
[3] Cargo (50tons)</br>
 
[4] Cargo (50tons)</br>
 
[4] Cargo (50tons)</br>
[5] Cargo (50 tons)</br>
+
[5] Tertiary Weapons Battery – UV Laser Turret</br>
 
[6] Counter Gravity Systems (artificial gravity and gravity counters)</br>
 
[6] Counter Gravity Systems (artificial gravity and gravity counters)</br>
note 35 tons of free space for cargo</br>
 
  
 
Rear Hull Systems</br>
 
Rear Hull Systems</br>
[1] Light Alloy Armored Hull Plating</br>
+
[1] Metallic Laminate Armored Hull Plating</br>
 
[2] Standard Reactionless Engines (base 0.5G trust)</br>
 
[2] Standard Reactionless Engines (base 0.5G trust)</br>
 
[3] Standard Reactionless Engines (base 0.5G trust)</br>
 
[3] Standard Reactionless Engines (base 0.5G trust)</br>
 
[4] Jump Point Drive</br>
 
[4] Jump Point Drive</br>
[5] free space?</br>
+
[5] Jump Point Drive</br>
 
[6] Engine Room (1 workstation for Mechanic or Tech)</br>
 
[6] Engine Room (1 workstation for Mechanic or Tech)</br>
[core] Fission Power Plant Reactors (Provides 2 Power Point)</br>
+
[core] Fission Power Plant Reactor (Provides 2 Power Points)</br>
  
 
Built Systems/Section Notes:
 
Built Systems/Section Notes:
* Armor Hull (Light Alloy) - 3 sections Cost $1.5M
+
* Armor Hull (Metallic Laminate) - 3 sections Cost $3M
 
:''Repair Skill'': Armoury (Vehicle Armor).
 
:''Repair Skill'': Armoury (Vehicle Armor).
 
* Cargo Space: 250tons (5 sections)
 
* Cargo Space: 250tons (5 sections)
 
:''Repair Skill'': Mechanic (Starship).
 
:''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
 
* Control Room/Bridge: Complexity 8, Com/Sensors 6, Control Stations 6, Cost $6M
 
:''Repair Skill'': Electronics Repair (Computers and Communications), Computer Programming, and Electrician.
 
:''Repair Skill'': Electronics Repair (Computers and Communications), Computer Programming, and Electrician.
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* 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
 
* 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)
 
:''Repair Skill'': Mechanic (Life Support)
* Fission Reactor – 2 Reactors Cost $12M
+
* Fission Reactor – 2 Reactors: Cost $6M
 
:''Repair Skill'': Mechanic (Fussion)
 
:''Repair Skill'': Mechanic (Fussion)
 
* Reactionless Engines: Standard 1.0G, Cost $2M
 
* Reactionless Engines: Standard 1.0G, Cost $2M
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* Star Drive: Jump Point Drive, Cost $10M
 
* Star Drive: Jump Point Drive, Cost $10M
 
:''Repair Skill'': Mechanic (Stardrive)
 
:''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
+
* Secondary Weapons Batteries – Plasma Beam Output 30MU, D-damage 6d, Cost $600K
 +
:''Repair Skill'': Armoury (Heavy Weapons)
 +
* Tertiary Weapons Battery – UV Laser Beam Output 10MU, D-damage 4d, Cost $200K
 
:''Repair Skill'': Armoury (Heavy Weapons)
 
:''Repair Skill'': Armoury (Heavy Weapons)
 +
* Winged (Streamlined): Cost $5M
 
* Artificial Gravity: Cost $1M
 
* Artificial Gravity: Cost $1M
 
* Gravitic Compensators: Cost $1M
 
* Gravitic Compensators: Cost $1M
  
'''Crew''': Station Bridge 6 (Captain/Helmsmen), Navigator, Tactical, Communication/Sensor Operator, Open Station (generic)</br>
+
'''Crew''': Station Bridge 6 (Captain/Helmsmen), Navigator, Tertiary Gun Battery Gunner, Communication/Sensor Operator, Open Station (generic)</br>
 
Engine Room 1</br?
 
Engine Room 1</br?
 
Secondary Gunner Turret 1
 
Secondary Gunner Turret 1

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