One more time....in a galaxy far, far away.

Greetings again,

So, the last GURPS game thread did not fare too well.
I believe this was party because I was too ambitious in the scope of the game.
Most people new to GURPS find the system to be a bit "overwhemling" at times and "Dark Lord Azaroth", creator of the 4e Star Wars GURPS conversion rules, had a massively detailed (re: needlessly complicated) creation process for Jedi and other Force-Users.
It was "information overload" for novices.
This time I figured I try something much simpler.

One of the WotC Saga mini-adventures had caught my eye and so I figured I'd try and run a beginner adventure set in "The Dark Times":

- No Force-Users....besides, The Dark Times didn't have too many Jedi left anyhow....seriously cuts down on the paperwork and hairloss!

- 100 point "pregenerated" characters (converted directly from WotC/Saga rulebooks) that default as "human". Players will be able to add 25 points to their characters any way they see fit....to simulate d20 "class feats" or a Star Wars "alien species" template, add a skill/perk, etc.

- It was originally a mini-adventure and shouldn't take long to play out....like 12 or so 3-4hr sessions at best I guesstimate.

- Set about 120 days after the events of the videogame "The Force Unleashed II", the game is based around the heroes finding and joining up with the now fledgling "Alliance to restore Republic". The REAL "Episode I" (which anyone under 30 probably calls "A New Hope") is but a few years away. The Empire is now out in the open and for some reason, a large percentage of the galaxy doesn't feel thats a bad thing. The Death Star's debut will change all that noise REAL fast! "If you haven't done anything wrong, then your world has nothing to worry about....right?" (This was almost a "Clone Wars" adventure but I figured with Disney making a "Rebels" series now with the same style of CG-animation, who wants to wait till 2014 for a fix?)

- The game would use Maptools 1.3b87 and Skype but I am considering a move to other VOIP software.

- Aim is to have one game a week at a time to be chosen by the players. (Any day but Friday!)

- The adventure was originally for 3-5 players but to be perfectly honest, I'll be happy if 2 show up!

- It WILL use Impulse Buys cinematic rules. A typical d20 adventure SMEARS most players once converted to "high realism" GURPS. Impulse Buys alleviates this issue.

All pregens were taken directly from d20 pages and then rounded out for the GURPS system. Mostly from the Saga Corebook, TFUCG, RECG and TOTG. (For those who don't speak d20, that's "The Force Unleashed Campaign Guide", "Rebellion Era Campaign Guide" and "Threats of the Galaxy" from Wizards of the Coast)

To anyone who may be interested, I can be reached here by PM.
Experience with GURPS not needed....all the footwork has been done for y'all anyways!

Included are a few of the selections available to choose from and modify. No background stories are included....those will be left to the players to devise. I shall post more (if not all) by this evening Eastern Standard Time.
Only the "Gunslinger" advantage is verbotten.
A player MAY choose "Force Sensitive" but without any other accompanying Jedi abillities, it's a waste of 5 points.
All Star Wars GURPS material is free online. Just do a Startpage search for "GURPS 4e Star Wars" and Azaroth's page will come up. Also any search for "GURPS Lite" will find you a free SJG download that details the rudamentary game system in like 12 pages or less....something like that.
Dice macros are all built directly into the tokens for ease of play.
All characters created with GURPS Character Assistant V4.
Divide all equipment costs by a factor of 10. An Imperial Credit is equal to 10 GURPS dollars inflation-adjusted for a TL11 society.


Name: The Rebel Cell Member
Race: Human

Attributes [60]
ST 9 [-10]
DX 11 [20]
IQ 12 [40]
HT 10

HP 9
Will 12
Per 14 [10]
FP 10

Basic Lift 16
Damage 1d-2/1d-1

Basic Speed 5.25
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: Galactic Basic (Native/Native) [0]; High Galactic (Native/Native) [6].

Advantages [26]
Appearance (Attractive) [4]
G-Experience (1) [1]
Immunity to Space Sickness [5]
Improved G-Tolerance (0.3G) [5]
Single-Minded [5]

Perks [1]
Honest Face [1]

Disadvantages [-34]
Honesty (12 or less) [-10]
Loner (9 or less) [-7]
Pacifism (Reluctant Killer) [-5]
Post-Combat Shakes (9 or less) [-7]
Stubbornness [-5]

Packages [0]
Space Worker (Space) [0]

Skills [47]
Acting IQ/A - IQ+0 12 [2]
Area Knowledge (Work Sector) IQ/E - IQ+0 12 [1]
Beam Weapons/TL11 (Pistol) DX/E - DX+0 11 [1]
Brawling DX/E - DX+0 11 [1]
Carousing HT/E - HT+0 10 [1]
Computer Operation/TL11 IQ/E - IQ+1 13 [2]
Electrician/TL11 IQ/A - IQ+1 13 [4]
Explosives/TL11 (Demolition) IQ/A - IQ+1 13 [4]
First Aid/TL11 (Human) IQ/E - IQ+0 12 [1]
Free Fall DX/A - DX+2 13 [8]
Knife DX/E - DX+0 11 [1]
Machinist/TL11 IQ/A - IQ+1 13 [4]
Observation Per/A - Per+0 14 [2]
Piloting/TL11 (Airspeeder) DX/A - DX-1 10 [1]
Scrounging Per/E - Per+0 14 [1]
Shadowing IQ/A - IQ+0 12 [2]
Spacer/TL11 IQ/E - IQ+0 12 [1]
Stealth DX/A - DX+0 11 [2]
Vacc Suit/TL11 DX/A - DX+2 13 [8]

Stats [60] Ads [26] Disads [-34] Quirks [0] Skills [47] = Total [100]

Hand Weapons

Ranged Weapons
1 Holdout Omni-Blaster LC:3 $1200 Wgt:.35
Blaster Dam:2d (5) burn sur Acc:3 Range:13 / 50
RoF:3 Shots:13(3) ST:3 Bulk:-1 Rcl:1
Stun Dam:HT-2 (3) aff Acc:3 Range:13 / 50
RoF:3 Shots:13(3) ST:3 Bulk:-1 Rcl:1

Armor & Possessions
2 B-Cell (Holdout Blaster Power Pack) $6 Wgt:.1 Location:
1 Cloth Cap $10 Wgt:0 Location:skull
1 Comlink¸ Secure/Encrypted $7500 Wgt:.3334 Location:
1 Coveralls $1600 Wgt:2.4 Location:
1 Credit-Stick (872.65 Credit Account Balance) $50 Wgt:0 Location:
1 Datapad (Encrypted) $1500 Wgt:1.3334 Location:
1 Holster, Concealed Back $75 Wgt:.6667 Location:
1 Leather Gloves $45 Wgt:0 Location:hands
1 Leather Jacket $150 Wgt:3.2 Location:arms, torso
1 Reinforced Boots $112.5 Wgt:2.0001 Location:feet
1 Web Gear $75 Wgt:1.3334 Location:

(This character is not a native of Carstairs. Planet of origin left up to the player but their default world is "Alderaan". They are most certainly inspired by Princess Leia Organa and were likely spurred into direct action in opposition to the Empire as she was. Unlike other characters, they are ALREADY in the Rebellion.)

Name: The Wounded Soldier
Race: Human (Alpha Upgrade)

Attributes [60]
ST 11 [10]
DX 13 [40] (DX includes +1 from 'Alpha [TL9] (Bio-Tech)')
IQ 10
HT 12 [10] (HT includes +1 from 'Alpha [TL9] (Bio-Tech)')

HP 11
Will 10
Per 10
FP 12

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 6.25
Basic Move 6

Ground Move 6
Water Move 1.2

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: Galactic Basic (Native/Native) [0].

Advantages [76]
Appearance (Attractive) [4*]
Arm ST (Bionic Arm) (2) (One arm; Temporary Disadvantage (Electrical); Temporary Disadvantage (Maintenance, 1 Person, Weekly)) [5]
Bionic Arm (One) [5]
Combat Reflexes [15]
Damage Resistance (Bionic Arm) (2) (One Arm Only) [6]
Fearlessness (2) [4]
Fit [5]
Lifting ST (Bionic Arm Only) (1) [3]
Longevity [2*]
Resistant (Disease) (+3) [3*]
Striking ST (Bionic Arm Only) (1) [5]
* = item is owned by another, point value is included in the other item.

Perks [2]
Standard Operating Procedure (On Alert) [1]
Standard Operating Procedure (Sleep with One Eye Open) [1]

Disadvantages [-67]
Bad Temper (12 or less) [-10]
Code of Honor (Soldier's) [-10]
Duty (Military) (15 or less (almost always)) [-15]
Honesty (15 or less) [-5]
Intolerance (Droids) (Intolerance of one group) [-5]
Nightmares (9 or less) [-7]
Odious Personal Habit (Spits on Droids) (-1) [-5]
One Arm (Bionic Arm) (Mitigator (Cybernetics)) [-6]
Sense of Duty (Comrades) (Small Group) [-5]
Truthfulness (12 or less) [-5]

Quirks [-8]
Broad-Minded [-1]
Careful [-1]
Chauvinistic [-1]
Dislikes the Empire [-1]
Distinctive Feature (Shrapnel scars from Explosion) [-1]
Distinctive Feature (Unit Tattoo) [-1]
Doesn't speak about his bionic arm [-1]
Likes Ruby Bliels [-1]

Packages [0]
Alpha [TL9] (Bio-Tech) [39]
Soldier (Space) [0]

Skills [37]
Armoury/TL11 (Small Arms) IQ/A - IQ+0 10 [2]
Beam Weapons/TL11 (Pistol) DX/E - DX+0 13 [1]
Beam Weapons/TL11 (Rifle) DX/E - DX+2 15 [4]
Brawling DX/E - DX+0 13 [1]
Climbing DX/A - DX-1 12 [1]
Computer Operation/TL11 IQ/E - IQ+0 10 [1]
Driving/TL11 (Landspeeder) DX/A - DX+0 13 [2]
Explosives/TL11 (Demolition) IQ/A - IQ+0 10 [2]
Fast-Draw (Long Arm) DX/E - DX+1 14 [1]
includes: +1 from 'Combat Reflexes'
First Aid/TL11 (Human) IQ/E - IQ+0 10 [1]
Gesture (Military) IQ/E - IQ+0 10 [1]
Guns/TL11 (Light Anti-Armor Weapon) DX/E - DX+0 13 [1]
Hiking HT/A - HT-1 11 [1]
Intimidation Will/A - Will+0 10 [2]
Knife DX/E - DX+0 13 [1]
Leadership IQ/A - IQ-1 9 [1]
Observation Per/A - Per+0 10 [2]
Scrounging Per/E - Per+0 10 [1]
Soldier/TL11 IQ/A - IQ+2 12 [8]
Tactics (Small Unit) IQ/H - IQ-1 9 [2]
Throwing DX/A - DX-1 12 [1]

Stats [60] Ads [76] Disads [-67] Quirks [-8] Skills [37] = Total [100]

Hand Weapons
1 Large Vibro-Knife LC:4 $4800 Wgt:1.8
swing Dam:2d+3 (5) cut Reach:C,1 Parry:9 ST:6 Skill:Knife
thrust Dam:1d+1 (5) imp Reach:C Parry:9 ST:6 Skill:Knife Notes:[1]

Ranged Weapons
1 Blaster Pistol (DH-17) LC:3 Dam:3d (5) burn sur Acc:5 Range:30 / 90
RoF:3 Shots:40(3) ST:4 Bulk:-2 Rcl:1 $4400 Wgt:3.2
1 Large Vibro-Knife LC:4 Dam:1d+1 (5) imp Acc:0 Range:9.6 / 18
RoF:1 Shots: ST:6 Bulk:-2 Rcl: $4800 Wgt:1.8

Armor & Possessions
1 Assault Boots (Military Surplus) $450 Wgt:2.4 Location:feet
2 Blaster Pistol (Ammunition) $20 Wgt:1 Location:
1 C-Cell (Power Pack) $10 Wgt:.5 Location:
1 Fatigues (Military Surplus) $2400 Wgt:1.6 Location:
1 Holster¸ Belt $25 Wgt:.5 Location:
1 Reflex Gloves (Military Surplus) $90 Wgt:0 Location:hands
1 Reflex Jacket (Military Surplus) $1350 Wgt:2.4 Location:arms, torso
1 Reflex Khakis (Military Surplus) $840 Wgt:2.24 Location:groin, legs
1 Web Gear (Military Surplus) $150 Wgt:1.6 Location:

(His unit has been formally disbanded by The Empire but he STILL retains Duty. He must still check in on base and the old command structure remains intact, despite "inactive" status. They are a Carstairs native and very much a patriot. His wounds prevented/saved him from being considered for imperial conscription. Was badly injured in The Clone Wars and since then, has a extreme disdain for droids.)


Name: The Dour Mechanic
Race: Human

Attributes [20]
ST 10
DX 10
IQ 11 [20]
HT 10

HP 10
Will 11
Per 11
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: Galactic Basic (Native/Native) [0].

Advantages [42]
Appearance (Beautiful or Handsome) [12]
Artificer (1) [10]
Eidetic Memory [5]
Gizmo (1) [5]
Security Clearance (Spaceport Senior Employee) (1) [5]
Versatile [5]

Disadvantages [-42]
Bad Temper (12 or less) [-10]
Enemy (Spaceport Rapist) (More powerful than the PC) (6 or less; Unknown) [-12]
Honesty (12 or less) [-10]
Social Stigma (Criminal Record) [-5]
Stubbornness [-5]

Quirks [-3]
Broad-Minded [-1]
Dislikes Alpha Males [-1]
Nosy [-1]

Packages [0]
Technician (Space) [0]

Skills [83]
Acting IQ/A - IQ+1 12 [4]
Administration IQ/A - IQ-1 10 [1]
Area Knowledge (Downlaunch Starport) IQ/E - IQ+1 12 [2]
Armoury/TL11 (Vehicular Armor) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Brawling DX/E - DX+0 10 [1]
Computer Operation/TL11 IQ/E - IQ+1 12 [2]
Driving/TL11 (Landspeeder) DX/A - DX+0 10 [2]
Electrician/TL11 IQ/A - IQ+3 14 [8]
includes: +1 from 'Artificer'
Electronics Operation/TL11 (Force Shields) IQ/A - IQ+0 11 [2]
Electronics Operation/TL11 (Security) IQ/A - IQ-1 10 [1]
Electronics Operation/TL11 (Surveillance) IQ/A - IQ-1 10 [1]
Electronics Repair/TL11 (Computers) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Electronics Repair/TL11 (Force Shields) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Engineer/TL11 (Electronics) IQ/H - IQ+1 12 [4]
includes: +1 from 'Artificer'
Fast-Talk IQ/A - IQ+1 12 [4]
First Aid/TL11 (Human) IQ/E - IQ+0 11 [1]
Hazardous Materials/TL11 (Radioactive) IQ/A - IQ+1 12 [4]
Holdout IQ/A - IQ-1 10 [1]
Lip Reading (Human) Per/A - Per+1 12 [4]
Mathematics/TL11 (Applied) IQ/H - IQ-1 10 [2]
Mechanic/TL11 (Fission Reactor) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Mechanic/TL11 (Fusion Reactor) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Mechanic/TL11 (Low-Performance Spacecraft) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Mechanic/TL11 (High-Performance Spacecraft) IQ/A - IQ+3 14 [8]
includes: +1 from 'Artificer'
Mechanic/TL11 (Landspeeder) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Mechanic/TL11 (Repulsorlift) IQ/A - IQ+1 12 [2]
includes: +1 from 'Artificer'
Merchant IQ/A - IQ-1 10 [1]
Observation Per/A - Per-1 10 [1]
Piloting/TL11 (Airspeeder) DX/A - DX+0 10 [2]
Piloting/TL11 (High-Performance Spacecraft) DX/A - DX+0 10 [2]
Piloting/TL11 (Low-Performance Spacecraft) DX/A - DX+0 10 [2]
Scrounging Per/E - Per+1 12 [2]
Sex Appeal HT/A - HT+0 10 [2]
Urban Survival Per/A - Per-1 10 [1]
Vacc Suit/TL11 DX/A - DX+0 10 [2]

Stats [20] Ads [42] Disads [-42] Quirks [-3] Skills [83] = Total [100]

Hand Weapons

Ranged Weapons

Armor & Possessions
5 A-Cell (Lighter Core) $10 Wgt:.025 Location:
1 Cloth Cap (Grav-Ball Team) $20 Wgt:0 Location:skull
1 Coveralls $2400 Wgt:1.6 Location:
1 Credit-Stick $150 Wgt:.1 Location:
1 Leather Jacket $300 Wgt:3.2 Location:arms, torso
1 Mechanical Interface Visor (+2 vs Mechanics Checks) $12500 Wgt:1 Location:
1 Personal Effects & Identchip $45 Wgt:.6667 Location:
1 Portable Mechanic Micro-Tool Kit $450 Wgt:6.666 Location:
1 Sneakers (Zero-G-Bok) $240 Wgt:1.6 Location:feet
1 Spacer's Rig $150 Wgt:1.6 Location:

(Yes, this character was built as a female but a male player can change the sex of character if they wish. They may NOT alter any other aspect aside from adding 25 points to personalize them. And "No", changing the sex does NOT change the nature Enemy Disadvantage. It will however make it a fraking lot more disturbing....I might have to award extra session points for anyone brave enough to go this route. Lucas made the future a dirty place....I'm just making it as "dirty" as ours! They are also not a native of Carstairs but have lived there long enough to be willing to die defending it.)


Name: The Frustrated Colonist
Race: Human

Attributes [79]
ST 12 [20]
DX 11 [20]
IQ 11 [20]
HT 11 [10]

HP 14 [4]
Will 12 [5]
Per 11
FP 11

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 5.5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: Galactic Basic (Native/Native) [0].

Advantages [11]
Animal Empathy [5]
Fit [5]
G-Experience (1) [1]

Disadvantages [-35]
Obsession (Defend his home) (Long-Term Goal) (12 or less) [-10]
Pacifism (Reluctant Killer) [-5]
Sense of Duty (Fellow colonists) [-10]
Wealth (Struggling) [-10]

Packages [0]
Colonist (Space) [0]

Skills [25]
Animal Handling (Neosaur) IQ/A - IQ+1 12 [4]
Area Knowledge (Carstairs) IQ/E - IQ+1 12 [2]
Brawling DX/E - DX+0 11 [1]
Camouflage IQ/E - IQ+0 11 [1]
Driving/TL11 (Landspeeder) DX/A - DX-1 10 [1]
First Aid/TL11 IQ/E - IQ+0 11 [1]
Guns/TL11 (Rifle) DX/E - DX+0 11 [1]
Knife DX/E - DX+0 11 [1]
Mimicry (Animal Sounds) IQ/H - IQ-1 10 [2]
Riding (Ostoch) DX/A - DX+0 11 [3]
Scrounging Per/E - Per+0 11 [1]
Staff DX/A - DX-1 10 [1]
Stealth DX/A - DX-1 10 [1]
Survival (Plains) Per/A - Per+0 11 [2]
Throwing DX/A - DX-1 10 [1]
Tracking Per/A - Per-1 10 [1]
Traps/TL11 IQ/A - IQ-1 10 [1]

Stats [79] Ads [11] Disads [-35] Quirks [0] Skills [25] = Total [80]

Hand Weapons
1 Bowie Knife (Large) LC:4 $1440 Wgt:1.8
Knife swing Dam:1d+3 (2) cut Reach:C,1 Parry:8 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
Knife thrust Dam:1d+1 (2) imp Reach:C,1 Parry:8 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
Shortsword swing Dam:1d+3 (2) cut Reach:1 Parry:6 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
Shortsword thrust Dam:1d+1 (2) imp Reach:C,1 Parry:6 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3

Ranged Weapons
1 Heavy Cloak (All-Temperature) LC:-- Dam:spcl. Acc:1 Range:2 / 2
RoF:1 Shots:T(1) ST:8 Bulk:-6 Rcl: $75 Wgt:3.3335 Notes:[1]/[4]
1 Hunting Rifle, 7mmCL (Lun-Eryn & Koa Frontiersman MOD VII) LC:3|1 $3600 Wgt:7.5
Primary Dam:9d+2 pi Acc:6 Range:112 / 630
RoF:3 Shots:10+1(3) ST:9  Bulk:-5 Rcl:2
APEP Dam:9d+2 (3) pi- Acc:6 Range:112 / 630
RoF:3 Shots:10+1(3) ST:9  Bulk:-5 Rcl:2

Armor & Possessions
20 7mm Electromag Gun Ammunition (APEP) $19.2 Wgt:.48 Location:
1 Bit & Bridle (Riding Mount) $35 Wgt:3 Location:
1 Blanket (Riding Mount) $20 Wgt:4 Location:
1 Leather Gloves $30 Wgt:0 Location:hands
1 Leather Jacket $50 Wgt:4 Location:arms, torso
1 Leather Leggings $40 Wgt:2 Location:legs
1 Leather Pants $40 Wgt:3 Location:legs, groin
1 Ostoch Mount $8000 Wgt:0 Location:
1 Personal Effects $60 Wgt:.8 Location:
1 Reinforced Boots $75 Wgt:3 Location:feet
1 Saddle & Tack (Riding Mount) $150 Wgt:15 Location:
1 Saddlebags (Riding Mount) $100 Wgt:3 Location:
1 Web Gear $50 Wgt:2 Location:

(Anyone electing to play as a Carstairs Rancher may add 45 points to their build instead of the typical 25. Colonists have some SERIOUS huevos. They ranch herds of 50 yard high (at the shoulders) Neosaurs astride 4 yard high Ostochs with only an improved stun prodd to guide herds. Only the largest of concentrated artillary barrages can divert a stampeding herd and under normal circumstances, it doesn't always work. Stampedes on Carstairs can level entire cities....so like I said, these Rancher/Colonists....SERIOUS fraking huevos! Consider Combat Reflexes or a few levels in Will or Fearlessness to highlight the Ranchers "nerves of steel" since every day for them is like the climactic battle against the massive Mammoths in "The Return of the King"! Due to the massive damage potential, Rancher Prods have been outlawed within city limits by the Empire. It is therefore not included on his sheet as it would not be on them when encountered for the first time.)



Name: "The Deserter"
Race: Human (Alpha Upgrade)

Attributes [90]
ST 12 [20]
DX 13 [40] (DX includes +1 from 'Alpha [TL9] (Bio-Tech)')
IQ 10
HT 12 [10] (HT includes +1 from 'Alpha [TL9] (Bio-Tech)')

HP 12
Will 10
Per 13 [15]
FP 12

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 6.5 [5]
Basic Move 6

Ground Move 6
Water Move 1.2

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: Galactic Basic (Native/Native) [0].

Advantages [59]
Appearance (Attractive) [4*]
Combat Reflexes [15]
Longevity [2*]
Military Rank (1) [5]
Resistant (Occasional) (+3) [3*]
* = item is owned by another, point value is included in the other item.

Perks [1]
Teamwork (Squad) [1]

Disadvantages [-45]
Chummy [-5]
Code of Honor (Soldier's) [-10]
Duty (Army) (15 or less (almost always)) [-15]
Impulsiveness (12 or less) [-10]
Sense of Duty (Comrades) (Small Group) [-5]

Quirks [-5]
Edgy [-1]
Expression (Oh, it's going to be one of THOSE kinda planets....) [-1]
Habit (Checks gear when bored) [-1]
Proud [-1]
Trademark (Uniform) [-1]

Packages [0]
Alpha [TL9] (Bio-Tech) [39]
Soldier (Space) [0]
Soldier - Infantry (Space) [0]

Skills [50]
Beam Weapons/TL11 (Rifle) DX/E - DX+2 15 [4]
Brawling DX/E - DX+0 13 [1]
Camouflage IQ/E - IQ+2 12 [4]
Computer Operation/TL11 IQ/E - IQ+0 10 [1]
Driving/TL11 (Landspeeder) DX/A - DX+0 13 [2]
Electronics Operation/TL11 (Electronic Warfare) IQ/A - IQ+0 10 [2]
Explosives/TL11 (Demolition) IQ/A - IQ+0 10 [2]
Fast-Draw (Long Arm) DX/E - DX+1 14 [1]
includes: +1 from 'Combat Reflexes'
First Aid/TL11 (Human) IQ/E - IQ+0 10 [1]
Forward Observer/TL11 IQ/A - IQ+0 10 [2]
Gunner/TL11 (Beams) DX/E - DX+2 15 [4]
Guns/TL11 (Light Anti-Armor Weapon) DX/E - DX+1 14 [2]
Hiking HT/A - HT+1 13 [4]
Knife DX/E - DX+0 13 [1]
Navigation/TL11 (Land) IQ/A - IQ+0 10 [2]
Scrounging Per/E - Per+0 13 [1]
Soldier/TL11 IQ/A - IQ+2 12 [8]
Spear DX/A - DX+0 13 [2]
Tactics (Small Unit) IQ/H - IQ-1 9 [2]
Throwing DX/A - DX+0 13 [2]
Urban Survival Per/A - Per+0 13 [2]

Stats [90] Ads [59] Disads [-45] Quirks [-5] Skills [50] = Total [150]

Hand Weapons
1 Large Knife (Vibro-Bayonet) LC:4 $2400 Wgt:1.5
swing Dam:2d+3 (5) cut Reach:C,1 Parry:9 ST:6 Skill:Knife
thrust Dam:1d+1 (5) imp Reach:C Parry:9 ST:6 Skill:Knife Notes:[1]

Ranged Weapons
1 Large Knife (Vibro-Bayonet) LC:4 Dam:1d+1 (5) imp Acc:0 Range:9.6 / 18
RoF:1 Shots: ST:6 Bulk:-2 Rcl: $2400 Wgt:1.5
1 Omni-Blaster Rifle (J-42 Series) LC:2 $38000 Wgt:10.5
Blaster Dam:6d (5) burn sur Acc:16+2 Range:70 / 210
RoF:3 Shots:100(3) ST:7  Bulk:-4 Rcl:1
Stun Dam:HT-6 (3) aff Acc:16+2 Range:70 / 210
RoF:3 Shots:100(3) ST:7  Bulk:-4 Rcl:1

Armor & Possessions
2 A-Cell (Energy Cell) $4 Wgt:.01 Location:
1 Armorweave Gloves $120 Wgt:0 Location:hands
1 Armorweave Tacsuit $9000 Wgt:10.0005 Location:all
1 Armorweave Tactical Vest $1350 Wgt:6.0003 Location:torso, groin
1 Assault Boots $450 Wgt:2.4 Location:feet
2 B-Cell (Energy Cell) $6 Wgt:.1 Location:
5 Blaster Rifle (Ammunition) $1000 Wgt:5 Location:
2 C-Cell (Power Pack) $20 Wgt:1 Location:
1 Combat Infantry Helmet (TL11) $6000 Wgt:4 Location:head
2 First Aid Kit $150 Wgt:2.6668 Location:
9 Food Capsule $225 Wgt:0 Location:
2 Fragmentation Grenade $160 Wgt:2 Location:
1 Grapple $50 Wgt:.2 Location:
1 Liquid Cable Dispenser (16.5 Yards) $100 Wgt:.5 Location:
1 Mini-Glowrod $30 Wgt:.2 Location:
1 Personal Effects $30 Wgt:.8 Location:
1 Portable Mechanic Tool Kit $450 Wgt:6.666 Location:
1 Radio¸ Headset¸ Secure/Encrypted (Helmet-Mounted Comlink) $5000 Wgt:.5 Location:
1 Web Gear $100 Wgt:2.4 Location:

(Anyone electing to go this route may NOT alter the sheet with 25 points of personalization. They INSTEAD will have -25 points in Secret Disadvantages that will reveal themselves in-play. This character used to represent the local systems militia during The Clone Wars as the Republic could not afford to station clone troops in the sector. Once the Galactic Empire came into being, any who would not join the Imperial ranks were either dishonorably discharged, demonized, persecuted and in some cases imprisoned. This fella was one of the lucky few to "escape" but the Imperials would consider him a deserter were he ever to be caught, despite that no local force legally exists anymore. They may or may not be a Carstairs native....left to the players discretion.)

I will post a Noble and a Scout choice later on this evening.


-Peace-


Cast Additions:


Name: The Brash Young Noble
Race: Human

Attributes [60]
ST 12 [20]
DX 10
IQ 12 [40]
HT 10

HP 12
Will 12
Per 12
FP 10

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: High Galactic (Native/Native) [0].

Advantages [51]
Appearance (Attractive) [4]
Charisma (1) [5]
Contact (Even Richer Cousin) (Effective Skill 12) (12 or less; Somewhat Reliable) [2]
Luck [15]
Status (2) [5]
includes: +1 from 'Wealth'
Wealth (Wealthy) [20]

Disadvantages [-45]
Chummy [-5]
Code of Honor (Professional) [-5]
Honesty (12 or less) [-10]
Overconfidence (12 or less) [-5]
Pacifism (Reluctant Killer) [-5]
Post-Combat Shakes (12 or less) [-5]
Sense of Duty (Comrades) (Small Group) [-5]
Stubbornness [-5]

Packages [0]
Merchant - Executive (Space) [0]

Skills [59]
Accounting IQ/H - IQ+0 12 [4]
Administration IQ/A - IQ+2 14 [7]
Brawling DX/E - DX+0 10 [1]
Carousing HT/E - HT+0 10 [1]
Computer Operation/TL11 IQ/E - IQ+2 14 [4]
Current Affairs/TL11 (Business) IQ/E - IQ+2 14 [4]
Current Affairs/TL11 (Politics) IQ/E - IQ+0 12 [1]
Detect Lies Per/H - Per-2 10 [1]
Diplomacy IQ/H - IQ+0 12 [4]
Driving/TL11 (Landspeeder) DX/A - DX-1 9 [1]
Finance IQ/H - IQ+0 12 [4]
Guns/TL11 (Pistol) DX/E - DX+1 11 [2]
Intimidation Will/A - Will+0 12 [2]
Law (Trade) IQ/H - IQ+0 12 [4]
Leadership IQ/A - IQ+1 13 [2]
includes: +1 from 'Charisma'
Market Analysis IQ/H - IQ+0 12 [3]
Merchant IQ/A - IQ+2 14 [8]
Piloting/TL11 (Airspeeder) DX/A - DX+0 10 [2]
Propaganda/TL11 IQ/A - IQ+0 12 [2]
Public Speaking IQ/A - IQ+1 13 [2]
includes: +1 from 'Charisma'

Stats [60] Ads [51] Disads [-45] Quirks [0] Skills [59] = Total [125]

Hand Weapons

Ranged Weapons
1 Light Cloak (All-Temperature) LC:-- Dam:spcl. Acc:1 Range:2 / 2
RoF:1 Shots:T(1) ST:5 Bulk:-4 Rcl: $180 Wgt:1.6 Notes:[1]/[4]
1 Sporting Omni-Blaster (DDC Defender) LC:3 $32000 Wgt:2
Blaster Dam:2d+2 (5) burn sur Acc:10 Range:13 / 50
RoF:3 Shots:26(3) ST:3 Bulk:-1 Rcl:1
Stun Dam:HT-2 (3) aff Acc:10 Range:13 / 50
RoF:3 Shots:26(3) ST:3 Bulk:-1 Rcl:1

Armor & Possessions
2 B-Cell (DDC Power Pack) $12 Wgt:.2 Location:
1 Boots, High (Neosaur Hide) $900 Wgt:4 Location:feet
1 Holster¸ Shoulder $75 Wgt:.6667 Location:
1 Lavish Clothes $3600 Wgt:1.3334 Location:
1 Leather Gloves (Bantha Skin) $135 Wgt:0 Location:hands
1 Leather Jacket (Bantha Skin) $450 Wgt:3.2 Location:arms, torso
1 Motion Sensing Visor (+5 to Perception Checks*) $25000 Wgt:1 Location:
1 Personal Effects & Identchip $75 Wgt:.6667 Location:
1 Protocol Droid (TC Series) $35000 Wgt:0 Location:
1 Sports Airpeeder (Chrystar LSR-01) $85000 Wgt:0 Location:

(Anyone electing to play this character, like the one before it, can not tweak it at all and MUST be played as is. However, it doesn't have any Secret Disadvantages attached to it either. Not only is he (or she) a native of Carstairs but are a direct decendent of one the first families to colonize the Outer Rim world some 500 cycles ago. Their family, like others, are now facing hard times and oppressive imperial trade restrictions that curtail almost all off-world meat exports solely to sustaining the Empire as it tries to establish a direct presence in the Outer Rim sectors. The Empire "contracts" to buy all products but at half the previous price. It's bankrupting the planet. This individual wants that to end at any cost and believes that the Alliance can use his influence and connections to free his planet.)

And finally....


Name: The Stranded Scout
Race: Human

Attributes [115]
ST 12 [20]
DX 12 [40]
IQ 11 [20]
HT 12 [20]

HP 15 [6]
Will 11
Per 11
FP 15 [9]

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 6
Basic Move 6

Ground Move 6
Water Move 1.2

Social Background
TL: 11 [0]
Cultural Familiarities: Galactic Empire (Native) [0].
Languages: Galactic Basic (Native/Native) [-3].

Advantages [17]
Absolute Direction [5]
Combat Reflexes [15]

Disadvantages [-45]
Curious (12 or less) [-5]
Enemy (One Person) (Equal in power to the PC) (9 or less; Intent: Rival) [-5]
Honesty (12 or less) [-10]
Light Sleeper [-5]
Overconfidence (12 or less) [-5]
Sense of Duty (Comrades) (Small Group) [-5]
Xenophilia (12 or less) [-10]

Packages [0]
Explorer (Space) [0]

Skills [38]
Beam Weapons/TL11 (Rifle) DX/E - DX+1 13 [2]
Biology/TL11 (Earthlike) IQ/VH - IQ-2 9 [2]
Brawling DX/E - DX+0 12 [1]
Cartography/TL11 IQ/A - IQ+0 11 [2]
Climbing DX/A - DX-1 11 [1]
Computer Operation/TL11 IQ/E - IQ+0 11 [1]
Driving/TL11 (Landspeeder) DX/A - DX+0 12 [2]
Electronics Operation/TL11 (Communications) IQ/A - IQ+0 11 [2]
First Aid/TL11 (Human) IQ/E - IQ+0 11 [1]
Geography/TL11 (Earthlike) IQ/H - IQ+0 11 [4]
Hiking HT/A - HT-1 11 [1]
Navigation/TL11 (Land) IQ/A - IQ+5 16 [8]
includes: +3 from 'Absolute Direction'
Piloting/TL11 (High-Performance Spacecraft) DX/A - DX+0 12 [2]
Search Per/A - Per-1 10 [1]
Shortsword DX/A - DX+0 12 [2]
Survival (Woodlands) Per/A - Per+0 11 [2]
Swimming HT/E - HT+0 12 [1]
Vacc Suit/TL11 DX/A - DX-1 11 [1]
Writing IQ/A - IQ+0 11 [2]

Stats [115] Ads [17] Disads [-45] Quirks [0] Skills [38] = Total [125]

Hand Weapons
1 Vibro-Machete (Scout Corps Surplus) LC:4 $24000 Wgt:2.5
swing Dam:2d+4 (5) cut Reach:1 Parry:10 ST:8 Skill:Shortsword
thrust Dam:1d+1 (5) imp Reach:1 Parry:10 ST:8 Skill:Shortsword

Ranged Weapons
1 Heavy Cloak (All-Temperature) LC:-- Dam:spcl. Acc:1 Range:2 / 2
RoF:1 Shots:T(1) ST:8 Bulk:-6 Rcl: $150 Wgt:4 Notes:[1]/[4]
1 Laser Rifle (CTS/MLS/HUD Ports) LC:2 Dam:6d (2) burn Acc:17 Range:70 / 210
RoF:10 Shots:166(5) ST:7 Bulk:-4 Rcl:1 $20000 Wgt:10.2

Armor & Possessions
1 Assault Boots (Scout Corps Surplus) $450 Wgt:2.4 Location:feet
1 Aural Amplifier (+5 to Hearing-Based Perception Checks) $20000 Wgt:1 Location:
1 Ballistic Gloves (Scout Corps Surplus) $90 Wgt:0 Location:hands
1 C-Cell (Power Pack) $10 Wgt:.5 Location:
1 Credit-Stick & Identchip (Account Balance of 496 Imperial Credits) $150 Wgt:0 Location:
1 Mesh Tacsuit (Scout Corps Surplus) $4500 Wgt:10.0005 Location:all
1 Personal Basics $60 Wgt:.8 Location:
2 Power Beltpack & Cable (Equals 2 Power Packs) $640 Wgt:4.8 Location:
1 Tactical Light (Mounted to Laser Rifle) $10 Wgt:.15 Location:
1 Web Gear (Scout Corps Surplus) $150 Wgt:1.6 Location:

(Anyone electing to play this "down-sized" Galactic Survey Scout can not alter them at all, but like the Noble have no Secret Disadvantages either and are played as is. In his pervious contract, now terminated, this Scout used work for local planetary systems mapping out new hyperspace lanes for trade and travel. With the Empire shutting those very spacelanes down and prohibiting the additions of news ones without formal ISB approval from planetary gonvernors, he found himself unable to maintain his ship and became stranded on Carstairs. He (or she) has lost just about everything they own. The promise of a return to free spacelanes is enough to convince them that joining the Alliance is the only choice.)

Once more....Alien Templates of 25 points (or as designated by individual) or less are acceptable regardless of existing disadvantage limits.
The "leveling up" mechanism will incorperate each individuals chosen path in the Alliance.
(Whether as: Command, Intelligence, Quartermaster, Recruiter, Security Officer or Transportation Specialist elements of their own Rebel Cell on Carstairs....HOPEFULLY!)
Simply put, "leveling up" is gaining a new Template of 50 points in value added to the existing character. They may or may not appear all at once for use and their inclusion may be triggered by random events and even the players themselves.
Players, after a few a few sessions are even encouraged to create their own back-up character, just in case "Sith happens".
While the original d20 mini-adventure was a moderate and difficult encounter strung together with a vehicular combat segueway, this will also incorperate a space battle finale.
(What's Star Wars without a desperate, suicidal attack launched by a small group of snub fighters against some massive imperial ship anyways?)
We will be using the GURPS Spaceships rules instead of Azaroth's variant for cinamatic starfighter combat. It will make the combat play out longer but I feel the cinamatic GURPS space combat rules are really effective for Star Wars oriented "furballs".
I shall be lurking.

-Peace-
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Greetings,

It was pointed out to me that I have offered no direction for "Scoundrel-Oriented" players to choose from.
I shall remedy this later on this evening.
Other than that, this is just a shameless thread bump.

(Bump....and I am outta here!)

-Peace-
Permalink
Google Hangouts is a surprisingly robust chat system (if you turn off the bandwidth-sucking video part), though you'll need a google account and you'll need to watch it to make sure it doesn't time you out.
Permalink
Greetings,

Thank you for the advice Loren but I am trying to actively avoid anything directly connected to PRISM and the NSA.
I find it disheartening that half the people who have looked at this thread have apparently only done so by "accident".
(C'mon now....TEN of you....seriously....by "accident"?)
For this reason I am closing down all existing threads on site and moving them to an alternative location.
I wish you all good luck with your gaming efforts.

(Except the so called "accidentals"....you guys need to buy helmets....1-2 in 20, I could understand that, but 50%....SERIOUSLY?....are you "mouth-breathers" just randomly mashing buttons or what?)

This thread is closed.

-Peace Out-
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