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Library/Background Templates/Retired Bounty Hunter.gct
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# **Liv’s GURPS Traveller game** | ||
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## | ||
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## **Character Creation** | ||
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### **Concept** | ||
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An episodic romp through the Spinward Marches in a tramp freighter. Honestly, anything can happen. | ||
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### **Guidelines** | ||
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* Characters should be made in consultation with the GM | ||
* Points: 200 points total/up to \-50 in disadvantages (including up to \-5 in quirks) | ||
* Traits marked as **Exotic** or **Supernatural** which have not been acquired from a racial template require a significant rationale that fits the game milieu. Please chat with Liv. | ||
* Character Creation: | ||
* 100-point main role template (Pilot, Comms and Nav Officer, or Engineer) | ||
* One 50-point background lens | ||
* A racial template (up to 55 points) | ||
* Round out advantages, disadvantages, and skills | ||
* Up to \-5 in personal quirks (i.e., do not count racial quirks) | ||
* **Tech Level**: 11 (using Safe-tech parameters, see UT10) | ||
* No Neural interfaces and cybernetics, except for bionics intended to replace missing body parts. | ||
* No genetic engineering, molecular nanotechnology, swarmbots, or volitional AI. | ||
* **Allowable Wealth**: Average or Comfortable. | ||
* Wealth (Average) \[0\]: starting *available* wealth $15,000[^1] | ||
* Wealth (Comfortable) \[10\]: starting *available* wealth $30,000 | ||
* **Cost of Living** for the whole gang: $32,000/month in loan repayment, insurance, maintenance, and cost of living for the PCs. | ||
* **Income**: We will use the rules below to abstract freight and passenger revenue. | ||
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### **Background** | ||
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For this campaign, PCs should be one of the following: | ||
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* Human (mixed human, Darrian, Nexxie, Solomani, or Vilani) | ||
* Aslan | ||
* Vargr | ||
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The Imperial year is 1120 (which translates to 5638 CE). | ||
The setting is the backwaters of the Spinward Marches. | ||
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### **Background Templates:** | ||
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These templates flesh out a character, as they are informed by the character’s past. | ||
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### **Professional Templates:** | ||
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There are three main templates: pilot, comm and nav officer, and engineer. Because this is a campaign about a tramp freighter, these are the choices and you’re probably going to want a character with each of these skill sets on the ship. | ||
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### **Required traits:** | ||
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* Cultural Familiarity (Third Imperium) | ||
* Language: Galanglic (Spoken) | ||
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### **Psionics** | ||
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Use GURPS Psionic Powers for psi powers, also requiring one of | ||
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* Unusual Background (Latent Psionics) \[5\] (cannot start with any points in psionic skills) | ||
* Unusual Background (Psionic Institute Training) \[10\] | ||
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### **Cultural Traits** | ||
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#### *Cultural Familiarities Available for Starting Characters* | ||
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* Aslan | ||
* Darrian | ||
* Droyne | ||
* **Third Imperium[^2]** | ||
* K’kree | ||
* Vargr | ||
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#### *Languages Available for Starting Characters* | ||
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* **Galanglic[^3]** | ||
* Aslan | ||
* Darrian | ||
* Droyne | ||
* K’kree | ||
* Vargr | ||
* Vilani | ||
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## **Ship** | ||
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The PCs need a ship. Specifically a Silk Road-class Far Trader. | ||
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* All PCs are assumed to be involved in an ownership as equal partners and should have the following traits as a campaign switch: | ||
* Ship Owner (Partnership, *ship name*) \[0\] | ||
* It is assumed that the ship is 20% owned by the PCs and 80% financed, and that the PCs are paying for it out of their income as shown above. Paying less than the cost of living shown per month above will *eventually* result in complications. | ||
* The ship is 72 years old, having been built in 1048\. Purchase price was M$4.1, new price was M$20.4. | ||
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### **Silk Road-class Far Trader** | ||
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dST/HP: 50 | ||
Hnd/SR: \-1/5 | ||
Accel: 1G | ||
TL: 11 | ||
SM: \+7 | ||
Loaded Mass: 300 tons | ||
Length: 30 yards | ||
Cargo: 40 tons | ||
Jump Rating: 2 | ||
Fuel Range: 2 parsecs | ||
Weapons: 12 cm Gun: dmg: 6d, shots 100 | ||
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| | Loc. | Item | Cost | | ||
| :---- | :---: | ----- | ----: | | ||
| **Front Hull** | \[1\] | Streamlined, light alloy armor, DR 3 | K$150 | | ||
| | \[2\] | Control room: complexity C7, comm/sensor 7, stations 2 | K$600 | | ||
| | \[3\!\] | Medium weapon turret: 12cm gun, 10 tons cargo | K$1,500 | | ||
| | \[4\] | Crew Habitat: 1 bunkroom, 1 sickbay (automated) | K$400 | | ||
| | \[5\] | Passenger Habitat: 2 high passage cabins (up to 4 passengers) | K$300 | | ||
| | \[6\] | Passenger Habitat: 1 middle passage bunkroom (7 passengers), 4 low passage cryo tubes | K$300 | | ||
| **Central Hull** | \[1\] | Streamlined, light alloy armor, DR 3 | K$150 | | ||
| | \[2\] | Hanger bay, 10 tons capacity, launch rate 10 | K$30 | | ||
| | \[3\] | Jump Fuel Storage, 15 tons | K$100 | | ||
| | \[4\] | Jump Fuel Storage, 15 tons | K$100 | | ||
| | \[5\] | Cargo, 15 tons | $0 | | ||
| | \[6\] | Cargo, 15 tons | $0 | | ||
| | \[core} | Fusion reactor, 2 power points | K$3,000 | | ||
| **Rear Hull** | \[1\] | Streamlined, light alloy armor, DR3 | K$150 | | ||
| | \[2\] | Engine Room, 1 workspace | K$100 | | ||
| | \[3\!\] | Jump fuel refinery, 5 tons per hour | K$300 | | ||
| | \[4\!\] | Reactionless Engine, 1G | K$300 | | ||
| | \[5-6\!\!\] | Jump Drive, J-2, 15 tons jump fuel storage | K$6,000 | | ||
| | \[core\] | Jump Fuel Storage, 15 tons | K$100 | | ||
| **Features** | | Artificial gravity and gravitic compensators | K$300 | | ||
| | | Winged | K$1,500 | | ||
| | | Automation, \-1 control room workspace | K$5,000 | | ||
| **Total** | | New price (inc. ship’s launch, below): | M$20.4 | | ||
| | | Purchase Price (old ship, very cheap HT8) | M$4.1 | | ||
| | | Monthly Loan Repayment | K$17.1 | | ||
| | | Monthly Maintenance | K$8.2 | | ||
| | | Total Monthly Operating Expenses (CoL, loan, maintenance, and insurance) | K$32 | | ||
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### | ||
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### **Ship’s Launch** | ||
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dST/HP: 15 | ||
Hnd/SR: 0/4 | ||
Accel: 1G | ||
TL: 11 | ||
SM: \+4 | ||
Loaded Mass: 10 tons | ||
Length: 10 yards | ||
Cargo: 1 tons | ||
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| | Loc. | Item | Cost | | ||
| :---- | :---: | ----- | ----: | | ||
| **Front Hull** | \[1\] | Streamlined, light alloy armor, DR 1 | K$5 | | ||
| | \[2\] | Control Room, C6 computer, comm/sensor 4, 1 control station | K$20 | | ||
| | \[3-6\] | Passenger Seating, 4 seats | K$20 | | ||
| **Central Hull** | \[1\] | Streamlined, light alloy armor, DR 1 | K$5 | | ||
| | \[2-5\] | Passenger Seating, 4 seats | K$20 | | ||
| | \[6\] | External Clamp | K$1 | | ||
| | \[core} | Fission Reactor | K$30 | | ||
| **Rear Hull** | \[1\] | Streamlined, light alloy armor, DR 1 | K$5 | | ||
| | \[2-6\] | Cargo hold, 2.5 tons | K$0 | | ||
| | \[core\!\] | Reactionless engine, 1G | K$10 | | ||
| **Features** | | Artificial gravity and gravitic compensators | K$20 | | ||
| | | Winged | K$50 | | ||
| **Total** | | New price: | K$211 | | ||
| | | Purchase Price (old ship, very cheap HT8) | K$42.2 | | ||
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## | ||
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## **Abstract Trade** | ||
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### **Freight** | ||
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* Determine WTN (GTFT11-12) | ||
* One PC makes a Merchant roll, which may be modified by other PCs making complementary skill rolls. Use the margin of success or (negative) margin of failure to determine the Freight Modifier (rounding down): WTN MoS or MoF | ||
* Find Tons of Freight (max 49): 3d \+ modifier | ||
* Profit or Loss: $1000 tons of freightdistance in parsecs | ||
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### **Passengers** | ||
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* The ship is equipped with the following: | ||
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| High Passage Staterooms | 2 (up to 4 passengers) | | ||
| :---- | :---- | | ||
| Middle Passage Bunks | 7 | | ||
| Low Passage Berths | 4 | | ||
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* Find Population Modifier (GTFT11) | ||
* Decide on who is recruiting passengers. They roll three reaction rolls | ||
* Available High Passage Passengers ($3,500/parsec each):Reaction Roll-18+ 2 Population Modifier | ||
* Available Middle Passage Passengers ($1,750/parsec each)Reaction Roll-14+ 2 Population Modifier | ||
* Available Low Passage Passengers ($175/parsec each)Reaction Roll-10+2 Population Modifier | ||
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## | ||
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[^1]: Where it matters (e.g., Meta-Tech), the campaign base Starting Wealth is $75,000 | ||
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[^2]: Cultural Familiarity (Third Imperium) is required | ||
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[^3]: Galanglic (Spoken) is required |
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