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Posted: Sun Sep 19, 2010 3:03 am
by paul
I would assume they would go back to Tarsh's hotel room Find out he is missing and maybe get info from neighbors and the hotel staff. I mean someone would have had to seen an ambulance come!
Posted: Sun Sep 19, 2010 3:39 pm
by Skexis
That's a good point. Marcus was unconscious and when he wakes up everyone's gone if I followed this right?
Posted: Sun Sep 19, 2010 9:33 pm
by paul
Everyone was gone and him and Tarsh were in an Emergnecy shuttle on the way to the Hospital. Tarsh died. But my point is your characters would probably go back to "base" (Tarsh's hotel) because he is your employer and the guy you were sent to get was dead. I would naturally assume you would report back to him the news. When you get there you find both him and Marcus gone, his door kicked in and phaser fire marks on the walls.
Guess I should ahve read the IC thread before I psoted this...
Posted: Mon Sep 20, 2010 11:05 am
by mojo_billbo
Is the data disk something that would fit/be compatible with a TL10 tricorder that Captain Jack left back at his pad?
(Knew I should have told the GM that he brought that along...)
Greetings
Posted: Mon Sep 20, 2010 10:07 pm
by Flax
Are you still taking new players?
Posted: Tue Sep 21, 2010 10:59 am
by Jeffr0
Actually... if you'd like to work up stats for Fred, an out-of-work Black Nebular mercenary, you can take him over.
You could also play another rogue or a really weird alien that has some sort of skills/tech/powers that can help the PC's out of their current confusion-- once you smell that the PC's are into something big, you want in.
Thanks for dropping by!
Posted: Tue Sep 21, 2010 1:01 pm
by paul
Does MArcus still ahve his phaser and knife? Or were those confiscated by the police? I assume the police came....I need to know incase I have to procure another.
Posted: Tue Sep 21, 2010 7:03 pm
by Flax
Fred the merc sounds good. Black Nebula, unfortunately, I am clueless (except, oddly enough, I know it's a crime syndicate in Star Wars). I am restricted from this site at work, so unfortunately, most of my time to peruse history and such will be nixed. I'll work up a character, though.
150 + 50 disads +5 quirks was it? A combat-oriented sort of guy, right up my alley. I don't have any of the GURPS Star Trek books, though.

I'll go with TL10 from Ultratech for equipment, yes? Phasers=Lasers there, I'd presume. I am quite experienced with GURPS, however. I also have decent experience with Prime Directive from the old days, and used to play the ever-expanding version of Star Fleet Battles. I actually had a binder big enough to hold all of the rules! Anyhow, anything more than mentioned on sjgames forum you might want to hit me over the head with.
Posted: Tue Sep 21, 2010 7:28 pm
by mojo_billbo
Flax, we can help you through any GURPS PD questions you have...
Posted: Tue Sep 21, 2010 7:37 pm
by paul
Or if you have Gurps character assistant you cna load the data files in the zip file at this link...
https://docs.google.com/leaf?id=0B1NNhZ ... y=COHP08UC

Posted: Tue Sep 21, 2010 7:44 pm
by Flax
That would be a great fix! I do have GCA, and the data files are free even if they're the official ones.
Problem being, I can't get to your link at all... Is it something here, or maybe a typo or something? Anyhow, thanks, Pirate Paul!
D'oh! Found this:
GURPS Prime Directive – 23 KiB / Sat Aug 21, 2010 20:46 / rkbrown1800
A set of data files for the GURPS Prime Directive books. The first is created by Robert Gilson and uploaded here with his permission, contains all the race templates from the core book and the Klingons and Romulans supplements. The second contains all the Academy templates, Professional certifications, skill specialties, and equipment from the 4e core book. The third includes unofficial conversions of templates from the 3e GPD core book that didn't make it to the new edition.
I'll use that unless someone says otherwise.

Posted: Tue Sep 21, 2010 7:46 pm
by paul
Flax wrote:That would be a great fix! I do have GCA, and the data files are free even if they're the official ones.
Problem being, I can't get to your link at all... Is it something here, or maybe a typo or something? Anyhow, thanks, Pirate Paul!

I click on it and it is fine.... try it now...otherwise give me your email address.
Posted: Tue Sep 21, 2010 9:11 pm
by mojo_billbo
BTW: GCA is awesome...
it really helps to crank out characters, and I did all my PrimeDirective characters with it.
Posted: Tue Sep 21, 2010 10:30 pm
by Flax
Well, here's a start. How's it look for not having too many points spent yet?
Fred Mercury (85 points)
ST 12 [20]; DX 14 [80]; IQ 10 [0]; HT 10 [0].
Damage 1d-1/1d+2; BL 29Â lb; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
Social Background
TL: 10 [0].
Advantages
Perks: Alcohol Tolerance; License (Bounty Hunter); No Hangover; Suit Familiarity (Vacc Suit); Weapon Adaptation (Beam Weapons (Rifle) to Guns (Rifle)); Weapon Adaptation (Guns (Submachine Gun) to Guns (Rifle)). [6]
Disadvantages
Alcoholism [-15]; Code of Honor (Soldier's) [-10]; Impulsiveness (12 or less) [-10]; Lecherousness (12 or less) [-15]; Sense of Duty (Companions; Small Group) [-5]; Vow (Honor contracts; Minor) [-5]; Wealth (Struggling) [-10].
Quirks: _Unused Quirk 5; Dislikes Cats; Extravagance with weapons and armor; Incompetence (Area Knowledge); Likes Dogs. [-5]
Skills
Beam Weapons/TL10 (Rifle) (E) DX+2 [0]-16; Camouflage (E) IQ [1]-10; Carousing (E) HT+2 [4]-12; Computer Hacking/TL10 (VH) IQ-3 [1]-7; Computer Programming/TL10 (H) IQ-2 [1]-8; Electronics Operation/TL10 (Security) (A) IQ-1 [1]-9; Explosives/TL10 (Demolition) (A) IQ-1 [1]-9; First Aid/TL10 (Human) (E) IQ [1]-10; Free Fall (A) DX+2 [8]-16; Gambling (A) IQ-1 [1]-9; Guns/TL10 (Rifle) (E) DX+2 [4]-16; Guns/TL10 (Submachine Gun) (E) DX+2 [0]-16; Intimidation (A) Will-1 [1]-9; Judo (H) DX+2 [12]-16; Merchant (A) IQ-1 [1]-9; Observation (A) Per-1 [1]-9; Professional Skill (Distiller) (A) IQ-1 [1]-9; Savoir-Faire (Mafia) (E) IQ [1]-10; Savoir-Faire (Military) (E) IQ [1]-10; Shadowing (A) IQ-1 [1]-9; Smuggling (A) IQ-1 [1]-9; Stealth (A) DX-1 [1]-13; Tactics (H) IQ-2 [1]-8; Throwing (A) DX-1 [1]-13; Vacc Suit/TL10 (A) DX+2 [8]-16.
Equipment
1× 10 yards biphase rope ($30; 8 oz); 250× 10mmCLP Conventional Ammunition ($70; 3.5 lb); 1× 24 hour air tank ($400; 73 lb); 1× Armored Vacc Suit ($1000; 80 lb); 10× C cell ($1000; 10 lb); 1× Communicator (500 mile range; $100; 15.36 dr); 5× Concussion Grenade TL 10 ($50; 2.5 lb); 1× Emergency Medkit ($75; 4 oz); 1× Envirobag ($20; 1.5 lb); 1× Envirobag Control Unit ($6; 4 oz); 1× Field Pack (Holds up to 40lbs; $700; 26.5 lb); 1× Hand Thruster ($12.5; 2 lb); 1× Hand Thruster refills ($2.5; 1 lb); 10× Hypercoagulin ($75); 1× Inertial Compass ($62.5; 4 oz); 1× Light Monocrys (vest; $400; 3 lb); 1× Machine Pistol, 10mmCLP (Electrothermal-Chemical; Propellant: Liquid-Propellant; $2250; 3 lb); 1× Medium Combat Armor ($2350; 36 lb); 1× Mini Air Tank (10 minutes air; $12.5; 1 lb); 1× Multiview Goggles ($300; 1 lb); 1× Ordinary Clothes ($0; 2 lb); 1× Personal Basics ($5; 1 lb); 1× Phaser Rifle (Targeting Scope: Enhanced (TL 10; +3); $12500; 6 lb); 1× Tricorder TL 10 ($2500; 4 lb); 1× Vacc Suit Food Concentrates ($125); 1× Vacc Suit Helmet Light ($7.5; 8 oz); 1× Vacc Suit HUD ($125); 1× Vacc Suit Magnetized Plates ($25; 1.92 oz); 1× Vacc Suit Paches ($2.5); 1× Vacc Suit Radiation Sheilding (PF 5; $500; 40 lb); 1× Vacc Suit Waste Relief ($125); 1× Vapor Canteen ($112; 2.5 lb); .
MELEE Attacks
Bite (14): 1d-2 cr.
Kick (12): 1d-1 cr.
Punch (14): 1d-2 cr.
RANGED Attacks
Concussion Grenade TL 10 (13): 6dX3(1) cr.
Machine Pistol, 10mmCLP • Primary (16): 4d+2 pi+.
Machine Pistol, 10mmCLP • Boosted Velocity (16): 4d+2 pi+.
Machine Pistol, 10mmCLP • Low Velocity (16): 3d pi+.
Phaser Rifle • stun 1 (16): stun-1(1) aff.
Phaser Rifle • stun 2 (16): stun-2(1) aff.
Phaser Rifle • stun3 (16): stun-3(1) aff.
Phaser Rifle • Kill 1 (16): 1d(1) burn.
Phaser Rifle • Kill 2 (16): 2d(1) burn.
Phaser Rifle • Kill 3 (16): 3d(1) burn.
Phaser Rifle • Disint 1 (16): 4d(3) burn.
Phaser Rifle • Disint 2 (16): 6d(3) burn.
Active Defenses
Dodge: 9;
Punch parry: 10
Damage Resistance
Overall:
Eyes: 0
Neck: 0
Skull: 2
Face: 0
Torso: 0
Groin: 0
Arms: 0
Hands: 0
Legs: 0
Feet: 0
Posted: Wed Sep 22, 2010 1:12 am
by paul
Flax wrote:That would be a great fix! I do have GCA, and the data files are free even if they're the official ones.
Problem being, I can't get to your link at all... Is it something here, or maybe a typo or something? Anyhow, thanks, Pirate Paul!
D'oh! Found this:
GURPS Prime Directive – 23 KiB / Sat Aug 21, 2010 20:46 / rkbrown1800
A set of data files for the GURPS Prime Directive books. The first is created by Robert Gilson and uploaded here with his permission, contains all the race templates from the core book and the Klingons and Romulans supplements. The second contains all the Academy templates, Professional certifications, skill specialties, and equipment from the 4e core book. The third includes unofficial conversions of templates from the 3e GPD core book that didn't make it to the new edition.
I'll use that unless someone says otherwise.

That is what I was trying to link to.