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Old 11-21-2020, 11:42 AM   #271
Flyndaran
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Default Re: GURPS Star Trek (DS9 era)

Jem'Hadar have short life spans and no need to sleep, IIRC.
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Old 11-21-2020, 12:06 PM   #272
Stormcrow
 
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Location: Ronkonkoma, NY
Default Re: GURPS Star Trek (DS9 era)

Quote:
Originally Posted by CaelibDarkstone View Post
Jem'Hadar
0 points
Attributes: ST +2 [20], DX +1 [20]
Advantages: High-Pain Threshold [10]
Disadvantages: Addiction (ketracel white, expensive, totally addictive, legal) [-15], Short Lifespan 2 [-20], Social Stigma (monster) [-15]
Allowed Traits: high ST, high HT, Hard To Kill, Hard to Subdue, Invisibility (Switchable +10%, may have other modifiers including Gadget but not Unique), Night Vision
Jem'Hadar should have a Dependency on Ketracel-White, not an Addiction. It should be Rare and Illegal (the Dominion controls the supply to control the Jem'Hadar). They appear to use a steady stream of it, but they seem to be able to go a number of days without it while experiencing withdrawal symptoms. I'd probably call that Hourly. -140 points.

Quote:
Vorta
0 points
Advantages: Resistant to Poison (+3 HT) [5]
Disadvantages: No Sense of Taste/Smell [-5]
Allowed Traits: Acute Hearing, Extra Life (Copy -20%), improved Resistance to Poison
I don't think they have No Sense of Taste/Smell; they just have no aesthetic judgment. They should have Incompetence (Artist) [-1]. They appear to be nearsighted, but not to the extent of the Bad Sight disadvantage, so I'd just call that another racial quirk, Slightly Nearsighted [-1]. They should all be given at least one level of Acute Hearing.
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Old 11-21-2020, 12:41 PM   #273
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

Thank you for the feedback, everybody!

Quote:
Originally Posted by Flyndaran View Post
Jem'Hadar have short life spans and no need to sleep, IIRC.
They have Short Lifespan 2 already, but I'd forgotten about them not sleeping. I'll add Less Sleep to the list of Allowed Traits. Most will have Less Sleep 4, but I can see the Founders experimenting with reintroducing some sleep in the newer models to improve creativity or reduce energy usage on longer missions.

Quote:
Originally Posted by Stormcrow View Post
Jem'Hadar should have a Dependency on Ketracel-White, not an Addiction. It should be Rare and Illegal (the Dominion controls the supply to control the Jem'Hadar). They appear to use a steady stream of it, but they seem to be able to go a number of days without it while experiencing withdrawal symptoms. I'd probably call that Hourly. -140 points.
At least a few Jem'Hadar were able to break their addiction to Ketracel-White in "Hippocratic Oath," although most can't. I don't think we've seen the Jem'Hadar die from Ketracel-White withdrawal directly. They usually become aggressive and have to be put down. If they are taking heavy HP damage they wouldn't have the energy to be aggressive. It also may be a bit rare, but it's clearly not illegal.

Quote:
Originally Posted by Stormcrow View Post
I don't think they have No Sense of Taste/Smell; they just have no aesthetic judgment. They should have Incompetence (Artist) [-1]. They appear to be nearsighted, but not to the extent of the Bad Sight disadvantage, so I'd just call that another racial quirk, Slightly Nearsighted [-1]. They should all be given at least one level of Acute Hearing.
The vorta literal lack of taste is established in "Treachery, Faith, and the Great River." Acute Hearing is listed in their Allowed Traits.
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Old 11-21-2020, 03:03 PM   #274
jason taylor
 
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Default Re: GURPS Star Trek (DS9 era)

By the way, in early entries I couldn't find merchant for Ferengi. Shouldn't that be the most obvious? Or did someone I couldn't find mention that?
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Old 11-21-2020, 04:12 PM   #275
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Default Re: GURPS Star Trek (DS9 era)

Odo
Appearance: Odo usually takes a form roughly the same size and shape as a human but with fewer details and more rounded edges (see Humanoid Founder template), with slicked back light-brown hair. Like all changelings, his natural state is a shimmering goo. Citizens of most of the major factions in the Alpha Quadrant recognize both forms as the face of the enemy in the recent war.
Personality: Odo is generally a gruff and solitary person, with a dry sense of humor that occasionally includes playing pranks on Quark. He has a deep belief in the importance of justice and order. His relationship with Kira has softened his rough edges somewhat.
Backstory: Odo was one of many Changelings sent to explore the universe, and one of only a handful who have re-surfaced since. Initially unaware of his origins, he was discovered and experimented on by Doctor Mora on Bajor. Eventually Odo proved his sentience and learned to take humanoid form. He lived independently on Deep Space Nine during the Cardassian occupation, where his impartial status and deep commitment to justice made him the only person both the Bajorans and Cardassians trusted to investigate crimes. The Cardassians eventually named Odo Chief of Security for the station.

After the Cardassians withdrew, Odo retained his position as Chief of Security on the Bajoran space station. He wanted to discover where he came from, but was unhappy to learn that the Founders pursuit of order meant subjugating others. He consistently sided with Bajor during the Dominion War, and as a result of him killing a Founder he was forced into solid form for a time. He developed a romantic relationship with Kira and accompanied her to assist Damar’s revolution against Dukat.

At the end of the Dominion War, Odo decided to return to the Great Link to heal his people both physically (by sharing a cure to a virus contained in his body), and spiritually (by helping them to learn how to coexist peacefully). Odo has returned to the Alpha Quadrant only for one brief visit in the past year, to co-ordinate several conditions of the post-war settlement and visit Kira. He has stepped down from his position as Chief of Security, and is expected to take some leadership or ambassadorial position within the new Dominion government once it is established. He is still recognized as a police officer by both the Bajoran and Cardassian governments.

375 points
Attributes: ST 10 [0], DX 10 [0], IQ 11 [20], HT 10 [0]
Secondary Attributes: Dmg 1d-2/1d; BL 25 lbs; HP 10 [0]; Will 11 [0]; Per 12 [5]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]
Languages: Bajoran (Native) [0], Cardassian (Accented) [4]
Cultural Familiarity: Bajor [0]
Advantages: Changeling [100], Doesn’t Breathe [0]*, Doesn’t Eat or Drink [0]*, Fit [5], Injury Tolerance (Diffuse) [0]*, Legal Enforcement Powers [5], Less Sleep 3 [6], Luck [15], Mind Reading (Racial -20%, Touch-Based -20%) [18], Morph (Unlimited +50%) [150], Reputation +2 (impartial investigator, large class of people - law abiding visitors to Deep Space Nine, all the time) [5], Social Regard (Venerated by Dominion) 3 [0]*.
Disadvantages: Cannot Speak (Mute) [0]*, Code of Honor (Unarmed Police) [-10], Loner (12-) [-5], No Sense of Taste/Smell [0]*, Pacifism (Cannot Harm Innocents) [-10], Social Stigma (Monster) [0]*, Vow (bring peace and acceptance to the Changeling people) [-10]
Quirks: Has been in love with Kira since first sight [-1], Usually keeps a plastic-y appearance in humanoid form [-1], Reads raunchy detective novels [-1], Dry sense of humor [-1], Keeps a very precise routine [-1]
Primary Skills: Body Language (Bajoran) (A) Per [2]-12; Criminology/TL 10 (A) IQ+3 [12]-14; Detect Lies (Bajoran) (H) Per [4]-12; Interrogation (A) IQ+1 [4]-12; Observation (A) Per+2 [8]-14.
Secondary Skills: Area Knowledge (Deep Space Nine) (E) IQ+1 [2]-12; Brawling (E) DX+2 [4]-12; Disguise/TL 10 (A) IQ-1 [1]-10; Electronics Operation (security)/TL 10 (A) IQ+1 [4]-12; Electronics Operation (surveillance)/TL 10 (A) IQ+1 [4]-12; Intimidation (A) Will+1 [4]-12; Law (Bajoran Police) (H) IQ-1 [2]-10; Lockpicking (A) IQ-1 [1]-10; Search (A) Per [2]-12; Shadowing (A) IQ+1 [4]-12; Stealth (A) DX+2 [8]-12; Streetwise (A) IQ+1 [4]-12; Tactics (H) IQ-1 [2]-10; Wrestling (A) DX+1 [4]-12.
Background Skills: Climbing (A) DX-1 [1]-9; Current Affairs (Regional - Deep Space Nine)/TL 10 (E) IQ [1]-11; Fast-Talk (A) IQ-1 [1]-10; First Aid/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-10; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-9; Housekeeping (E) IQ [1]-11; Intelligence Analysis/TL 10 (H) IQ-2 [1]-9; Navigation (Space)/TL 10 (A) IQ-1 [1]-10; Piloting (Low-Performance Spacecraft)/TL 10 (A) DX-1 [1]-9; Research/TL 10 (A) IQ-1 [1]-10; Savior-Faire (Police) (E) IQ [1]-11; Soldier/TL 10 (A) IQ-1 [1]-10; Swimming (E) HT [1]-10; Writing (A) IQ-1 [1]-10.
*From the Changeling template

Code of Honor (Unarmed Police): Never use a manufactured personal weapon, never turn an innocent person over for conviction, pursue justice. This is an expanded version of the professional code of honor. -10 points
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Old 11-21-2020, 04:55 PM   #276
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Default Re: GURPS Star Trek (DS9 era)

I need to look more closely, but this is way too low on stats. ST has got to be at least in the upper teens. Odo was shown to be fairly agile and shrewd. He's got to be at least twelve in both stats and higher than that in HT.
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Old 11-21-2020, 05:13 PM   #277
CaelibDarkstone
 
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Default Re: GURPS Star Trek (DS9 era)

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Originally Posted by Astromancer View Post
I need to look more closely, but this is way too low on stats. ST has got to be at least in the upper teens. Odo was shown to be fairly agile and shrewd. He's got to be at least twelve in both stats and higher than that in HT.
Note that these stats are for his natural form. The majority of the time he'll be using Morph and can put his ST as high as 20 in exchange for dropping Injury Tolerance (Diffuse).
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Old 11-21-2020, 11:29 PM   #278
PBarone714
 
Join Date: Aug 2018
Location: Glendale, Calif. near L.A.
Default Re: GURPS Star Trek (DS9 era)

Hello,
I’m interested. When are you playing? How many points and what is the Disadvantage limit?

Are you playing on Roll20 or Fantasy Grounds VTT?

Paolo
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Old 11-22-2020, 09:46 PM   #279
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

Jem'Hadar Factions

It took an immense amount of co-ordination between the Federation, the Dominion, and the new Cardassian government to keep the Jem'Hadar supplied with Ketracel-White after the end of the Dominion War. Many questioned the wisdom of the operations, but no party was willing to live with the consequences of the alternative. Cardassia didn't have the resources to deal with the inevitable attacks of Jem'Hadar going through withdrawal symptoms, key figures in the Federation protested that withholding Ketracel-White from the Jem'Hadar would be tantamount to genocide, and the Founders saw a strategic advantage to keeping them around.

The Federation has demanded that the Founders reduce their influence over the Jem'Hadar and to this end has required them to publicly release the formula for Ketracel-White at the signing of the final treaty (expected sometime mid-2377). Until that time, the Federation has been overseeing Ketracel-White distribution by the Vorta at a number of facilities. Different factions within the Federation and the Romulan Empire are working on a number of more long-term solutions, some that involve decidedly unethical practices.

With the central authority of the Founders suddenly removed, the Jem'Hadar have split into a number of factions.

The Divine Guard
The Founders have been forced to drastically reduce their military, but still keep a moderately-sized force around their home planet. Most of the Jem'Hadar that make up this army consider themselves a chosen people, specially called to serve their gods.

The Disowned
To meet the conditions of the upcoming treaty, the Founders have stepped back from controlling some of their Jem'Hadar forces in the Gamma Quadrant as well as those in the Alpha Quadrant. Still loyal to the Founders and the Vorta who represent them, many of these Jem'Hadar are not even aware the war is over. Self-serving Vorta have used the opportunity to turn the Jem'Hadar under their command into mercenary bands working for the highest bidder, with all funds filling the Vorta's pockets.

The Imperialists
Some of the Jem'Hadar in the Alpha Quadrant are unwilling to accept that the Dominion War is over, and in particular that the Founders have stepped back their expansionist policies. These Imperialists consider it their duty to carry out the supposed true wishes of the Founders and establish an empire in the Alpha Quadrant. Most are unwelcoming of the Vorta, who they consider too interested in peace.

The Imperialists are sure it is only a matter of time before the other Alpha Quadrant powers attempt to cut off their supply of Ketracel-White. They have established a strong military presence on Devos II, protecting the production facility there, but so far have been unable to secure the raw materials of the Kabrel system.

The House of Hadar
Many Jem'Hadar who disliked the underhanded tactics of the Vorta became enamored with the warrior philosophy of the Klingon Empire during the war. After the war, a number of Jem'Hadar attempted to organize themselves in an imitation of Klingon society. It is this group advocates in the Federation use to justify continuing Ketracel-White production. They have taken up the name the House of Hadar and settled on an uninhabited planet located just outside Klingon space. The leader of this group goes by the name Imat'Dural Hadar.

The Klingon Empire is not sure what to make of the House of Hadar yet. The group occasionally kidnaps Klingons to learn more about Klingon culture and test themselves in battle, but they provide the Klingons with a valuable buffer state and continually petition to join the Empire with a pledge of troops.

The House of Hadar is also looking for a way to continue their lineage. They lack the scientific skill to do so themselves, but would be eager to trade with anyone who could give them cloning technology.
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Old 11-23-2020, 02:53 PM   #280
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Default Re: GURPS Star Trek (DS9 era)

Worf
Appearance: Worf is a muscular Klingon who stands an imposing 6 foot 4 inches in height. He wears a sash denoting his position in the House of Martok when on duty.
Personality: Raised by humans, Worf grew up largely unaware of the hypocrisy of actual Klingon politics and worried about collateral damage if engaged in the boisterous behavior typical of Klingon warriors. As a result, he is a quiet, dour man, firmly dedicated to the twin ideals of Klingon honor and duty to the Federation. Worf cares deeply about the Klingon Empire and the House of Martok. While he would never act dishonorably, he is willing to take the blame for dishonorable acts others commit in order to protect them.
Background: Worf’s parents were killed at Khitomer, and as a result he was raised by the humans Sergey and Helena Rozhenko. He joined Starfleet and rose up through the ranks, eventually serving aboard the flagship Enterprise. He occasionally took part in key events in the politics of the Klingon empire, including the resurrection of Kahless and the civil war that put Chancellor Gowron on the throne. He also had a child, Alexander Rozhenko, but had difficulties filling the role of father and eventually sent the boy to a school in the Klingon Empire.

When the war between Cardassia and the Klingon Empire began threatening Federation interests in Bajoran space, Worf was transferred to Deep Space Nine. There he rose to the rank of Strategic Operations Officer, the second highest-ranking Federation officer on the station. After an initially provocative encounter, Worf developed a friendship with Martok and was adopted into his house. He also started a romantic relationship with Jadzia Dax and the two were married until her death.

Towards the end of the Dominion War, Worf became concerned that Gowron was putting personal political concerns above the needs of the Klingon Empire and putting Martok’s life at risk needlessly. Worf challenged Gowron to a duel for power and killed him, but handed the position of Chancellor to Martok instead of taking it for himself. After the war, Martok specifically requested Worf as the Federation Ambassador to the Klingon Empire.

Despite his position as Ambassador, Worf is far from a skilled diplomat and feels highly unqualified for his current role. He relies on his connections to Martok to do his job, but has little idea what he will do when the interests of the Klingon Empire and the Federation no longer align.

375 points
Attributes: ST 16 [50]*, DX 12 [40], IQ 11 [20], HT 14 [30]*.
Secondary Attributes: Dmg 1d+1/2d+1; BL 51 lbs; HP 16 [0]; Will 11 [0]; Per 12 [0]*; FP 14 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]
Languages: Klingon (Native) [0], Russian (Accented) [4].
Cultural Familiarity: Federation Core [0], Klingon Empire [2].
Advantages: Combat Reflexes [15], Diplomatic Immunity [20], High Pain Threshold [10], Klingon [25], Luck [15], Military Rank 3 [15], Security Clearance [10]. Very Fit [15].
Disadvantages: Code of Honor (Klingon’s) [-10], Duty (Federation, 12-, extremely hazardous) [-15], Loner (12-) [-5], Sense of Duty (Klingon Empire) [-10].
Quirks: Considers prune juice “a warrior’s drink” [-1], Insists the mek’leth is superior to the bat’leth [-1], Religious [-1], Self-conscious about human upbringing [-1], Sings Klingon opera whenever he is alone and the acoustics are good [-1].
Primary Skills: Artillery (beams)/TL 10 (A) IQ+1 [4]-12; Artillery (guided missiles)/TL 10 (A) IQ+1 [4]-12; Beam Weapons (Pistol)/TL 10 (E) DX+2 [4]-14; Judo (H) DX+2 [12]-14; Karate (H) DX+2 [12]-14; Shortsword (A) DX+4 [16]-16; Tactics (H) IQ+1 [8]-12.
Secondary Skills: Armoury (Small Arms)/TL 10 (A) IQ+1 [4]-12; Beam Weapons (Rifle)/TL 10 (E) DX [1]-12; Blind Fighting (VH) Per-3 [1]-9; Current Affairs (Politics)/TL 10 (E) IQ+1 [2]-12; Diplomacy (H) IQ-1 [2]-10; Electronics Operation (Force Shields)/TL 10 (A) IQ+1 [4]-12; Electronics Operation (Sensors)/TL 10 (A) IQ+1 [4]-12; Explosives (EOD)/TL 10 (A) IQ+1 [4]-12; Fast-Talk (A) IQ-1 [1]-10; Intelligence Analysis/TL 10 (H) IQ-1 [2]-10; Intimidation (A) Will+1 [4]-12; Knife (E) DX+2 [2**]-14; Law (International) (H) IQ-1 [2]-10; Leadership (A) IQ [2]-11; Observation (A) Per [2]-12; Piloting (Low-Performance Spacecraft) (A) DX [2]-12; Staff (A) DX+3 [12]-15; Stealth (A) DX [2]-12; Strategy (H) IQ-1 [2]-10.
Background Skills: Area Knowledge (Federation Core) (E) IQ [1]-11; Area Knowledge (Klingon Empire) (E) IQ [1]-11; Climbing (A) DX-1 [1]-11; Connoisseur (Music) (A) IQ-1 [1]-10; Fast-Draw (E) DX [1]-12; First Aid/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-12; Free Fall (A) DX-1 [1]-11; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-13; Holdout (A) IQ-1 [1]-10; Housekeeping (E) IQ [1]-11; Navigation (Space)/TL 10 (A) IQ-1 [1]-10; Religious Ritual (Klingon) (H) IQ-2 [1]-9; Research/TL 10 (A) IQ-1 [1]-10; Savoir-Faire (Military) (E) IQ+1 [2]-12; Shiphandling (Starship)/TL 10 (H) IQ [4]-11; Soldier/TL 10 (A) IQ-1 [1]-10; Survival (A) Per-1 [1]-11; Spacer/TL 10 (E) IQ+1 [2]-12; Swimming (E) HT [1]-14; Theology (Klingon) (H) IQ-2 [1]-9; Throwing (A) DX+1 [4]-12; Tracking (A) Per-1 [1]-11; Vacc Suit (A) DX-1 [1]-11; Writing (A) IQ-1 [1]-10.
*From the Klingon template
**Defaults from Shortsword

Last edited by CaelibDarkstone; 11-26-2020 at 04:26 PM. Reason: Adding Connoisseur (Music)
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