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Old 08-06-2011, 02:18 PM   #21
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

I'd also say that the Empire could easily create armor for clones - all of it has to be the same size. A droid factory could produce thousands of suits a day, no doubt.
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Old 08-06-2011, 02:26 PM   #22
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

Quote:
Originally Posted by MilkmanOfDoom View Post
Stormtrooper (27 pts.)
Disadvantages: Extreme Fanaticism [-15]
Sense of Duty to The Empire [-10]
This is most definitely double-dipping. Also, if they were Extreme Fanatics, we wouldn't see them meekly submitting to capture whenever the situation looks hopeless. Even the CoH seems like a bit much to me... I'd eliminate all of the above from the template, but leave them as options for exceptionally-motivated individuals.

I see your point on Extreme Fanaticism - and i was thinking of the scene in Cloud City where they surrendered quickly! However, I will give them a Sense of Duty, assuming that they are clones or crack troops that have gone through a lot of brainwashing. They all do seem to have that same attitude.

Quote:
Originally Posted by MilkmanOfDoom View Post
Special Misc. Disadvantage: Star Wars Rebellion Reality: Stormtroopers always miss the first shot against characters with a character point value of 100 or more [-30].
I wouldn't codify this on the sheet if I were you. What about named PC Stormtroopers? Do they always miss the first shot too?

Again, an excellent point. Of course, PCs do not have to take that disadvantage. That's the beauty of GURPS. But to make a part of how the universe works cinematically for the heroes a disadvantage might be a bit much, true. You could make this happen or not based on how dangerous you really wanted Stormtroopers to be. I'll take it off as points and leave at as an option instead.
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Old 08-25-2011, 11:20 PM   #23
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

For my next character, I tried my hand at an Astomech droid.

Astromech Droid (183 points)

Attributes 85 pts.
Strength 14 [45pts]
Dexterity 10 [0pts]
Intelligence 12 [20pts]
Health 12 [20pts]

Willpower and Bravery
Willpower: 10
Fright 10

Perception and Senses
Perception: 12 (with Alertness)
Specials: 3D Spatial Sense, Absolute Direction, 360-Degree
Vision, Dark Vision, Low-Res Radar, Radio Hearing

Actions
Speed: 6
Move: 6

Attacks
Lightning (Skill 10, Damage 1d6/2)

Defense
Dodge: 6

Toughness
Hit Points: 12
Crippling Hits: Hand/Foot 4, Arm/Leg 6
Fatigue: 12
Stun: 60
DR/Armor: Toughness 2

Social Capacity, Reputation and Status
Reaction: -4 (slave/valuable property)
Status: -4 (slave)
Reputation: +0 (normal)
Special: Although droids are considered below everyone else, they are also largely ignored. The penalty would apply mostly if a droid was trying to gain a favorable reaction with a member of the normal public. However, there are many people that both treat droids nearly like normal people and those that hate and fear them.

Quirks -2 pts.
Speech is in high squeaks and tones, Staid, cannot learn to speak new languages.

Taboo Traits
Combat Skills, Medical Skills, Thief/Rouge Skills. The Astromechs have always had issues with language skills, and are generally a class of droid meant to help with flight, mechanics and computers. Trying to reprogram them for combat or medical, for example, is really not a realistic idea.

Background and Wealth
• Race: Droid
• Age: Droids can live hundreds of years, possibly thousands
• Height/Weight: 3’2”, 200 lbs.
• Handedness: Ambidextrous
• Wealth: Dead Broke

Note that with Lightning Calculator an Astromech droid can calculate complex hyperspace jumps in just a few moments. An Astromech can memorize up to IQ in hyperspace jumps.

Advantages 321 pts.
3D Spatial Sense (10), Absolute Direction (5), Alertness +2 (10), Acceleration Tolerance (10), Lightning Calculator (5), Doesn’t Eat or Drink (10) ), Interface Jack (10), 360-Degree Vision (25), Dark Vision (25), Radio Hearing (10), Extra Leg (Enhancements/Limitations: Leg is needed to move at normal speed, leg cannot be used to kick or keep balance other than normal -100%) (0), Radiation Tolerance (divide RADs by 50, 23 points), Lightning (Limitation: half damage -50%) (10), Doesn’t Breathe (20), No Blood (5), No Brain* (5), No Neck (5), No Vitals (5), Broadcast (1 level, 9 miles)(3), Immunity to Poison (15), Immunity to Disease (10), Immunity to Psychic Attacks (Rare , 50) Three Gizmos (15), Unusual Background: Full of Surprises: may purchase Gizmos without the Gadgeteer Advantage (10), Unaging (15), Ambidexterity (10), Toughness 2 (25); Misc “He’ll be Alright”: Unless the torso of an Astromech reaches –(HTx100), the droid can be repaired, although he still “dies” normally at –(5xHT) until those repairs are made (25).
(*) While an Astomech has processing units, they are scattered throughout the body, allowing the Astromech to take damage to the "brain" (deep head area) that would kill a living being.

Disadvantages -309 pts.
Status (Slave) -4 (-20 points), Social Stigma: Valuable Property (-10), Reprogrammable Duty (-25), Cannot Learn (Enhancement: Skill points may be subtracted and spent again to simulate reprogramming; this takes a Computer Programming roll and 1d hours no matter how light or extensive the changes. The droid cannot do this himself and cannot request for the changes to be made (-50%). (-15), Cannot Climb (0), Inconvenient Size: Awkward Form (-10), Short Arms (-10), No Natural Healing (-20), Vulnerability (+5 dice Ion Damage, Occasional, -50), No Extra Effort (-15), Sterile (-3), Daily Dependency on Power (Special Enhancement: The Astromech loses Fatigue rather than HT, -33%) (-10), Stuttering (can only speak in emotional tones)(-10), Dependency on routine maintenance: Monthly, Common: Special Enhancement; After each week roll 3d6. On a roll of 14 or greater, the droid loses 1 HT, 1 Fatigue, or 1 DX. Do not roll again until another week has passed (-80%) (-1), Cannot Punch/Kick (-10), Slave Mentality (-40), Cannot Kill (-15) Dead Broke (-25), Sense of Duty to Master, close friends (-5), Misc.- Restraining Bolt (Astromech droids develop complex personalities over time. These droids often have higher skills as their programming adjusts itself to different situations (i.e., gains character points), but at the same time the droids sometimes have personalities that conflict with their master’s wishes. A restraining bolt reinforces the Slave Mentality disadvantage, making the droid more agreeable and limiting the distance they can travel from their master to about a mile.) (-15)

Skills 38 pts.
Skills: Language (Galactic Trade) (IQ) 12 [2], Piloting (Starfighter)(DX+0) 10 [2], Astrogation (IQ+5) 17 [12], Computer Operation (IQ+4) 16 [8], Computer Hacking (IQ) 10 [2], Mechanic (Hyperdrive) (IQ+2) 14 [6], Mechanic (Starfighter) (IQ+2) 14 [6]
Note: Binary is considered an Astromech’s native language.
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Old 08-27-2011, 10:37 AM   #24
Valadrim
 
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Default Re: Pittman's Star Wars Characters

Quote:
Originally Posted by MilkmanOfDoom View Post

Quote:
Originally Posted by MilkmanOfDoom View Post
Special Misc. Disadvantage: Star Wars Rebellion Reality: Stormtroopers always miss the first shot against characters with a character point value of 100 or more [-30].
I wouldn't codify this on the sheet if I were you. What about named PC Stormtroopers? Do they always miss the first shot too?

Again, an excellent point. Of course, PCs do not have to take that disadvantage. That's the beauty of GURPS. But to make a part of how the universe works cinematically for the heroes a disadvantage might be a bit much, true. You could make this happen or not based on how dangerous you really wanted Stormtroopers to be. I'll take it off as points and leave at as an option instead.
I could have sworn that there is a disadvantage somewhere in third ed called Stormtrooper Marksmenship. From memory it roughly breaks down to something like this. A -4 penalty on the first attack of each encounter, with each subsequent attack getting a +1 bonus. There is no upper limit on this bonus (or a limit of +10 or whatever strikes your fancy).

Thus Stormtroopers can be both renowned for their amazing accuracy, and yet always miss those first critical shots of an encounter. Think about it, whenever someone gets shot by a stormtrooper it is almost always because the fight has gone on for too long.
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Old 08-27-2011, 11:20 AM   #25
Dragondog
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Default Re: Pittman's Star Wars Characters

Quote:
Originally Posted by Valadrim View Post
I could have sworn that there is a disadvantage somewhere in third ed called Stormtrooper Marksmenship. From memory it roughly breaks down to something like this. A -4 penalty on the first attack of each encounter, with each subsequent attack getting a +1 bonus. There is no upper limit on this bonus (or a limit of +10 or whatever strikes your fancy).

Thus Stormtroopers can be both renowned for their amazing accuracy, and yet always miss those first critical shots of an encounter. Think about it, whenever someone gets shot by a stormtrooper it is almost always because the fight has gone on for too long.
It was't a disadvantage, it was an optional rule. I don't remember the details though.
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Old 09-03-2011, 07:06 PM   #26
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

So now we come to the real creamy center of Star Wars, The Force. I have seen this handled in many ways throughout the web, with some systems very simple and some very complex. Luckily, my own goal is to simply make up characters with the feel of the movies (primarily parts 4, 5, and 6), so I was able to get away with a nice medium list of powers available to force-using characters. That is not to say that other powers do not exist - there may be (and should be) other masters and traditions in the galaxy that have secret knowledge that allow them to use the Force in other ways.

Force Powers in GURPS (3rd Edition)

You can’t have Star Wars without The Force. I won’t go into a discussion of the philosophy of the Force or the belief of the Jedi and Sith here. For game statistics, we will simply need to know what powers are available for Force-users, and when those powers can be obtained.

A force-using character must have the Unusual Background: Force Sensitive advantage. This means the character can, unlike normal characters, tap into the Force and use it to perform mystical feats.

Each use of any power (Luck, Fencing and Philosophy are not considered powers) costs 1 Fatigue.

Like other Powers, points spent on Force abilities are not limited by age.

Luck is available to all character in Star Wars, but is very fitting for force-users. This includes: Destiny (varies): Compendium 1, pg. 35/97; Luck (15/30): See Basic Set, pg. 21; Ridiculous Luck: Compendium 1, pg. 29; Serendipity (15/30): Compendium 1, pg. 30; Super Luck (100): Compendium 1, pg. 46

Fencing:
Lightsaber Combat requires the Fencing skill, which is available to all characters. You may, as usual, Parry with 2/3 of your skill, and Parry twice (or any number of times if you make an all-out defense). A second lightsaber is sometimes carried, and can parry three times per turn or be used during an All-Out Attack. The Attack and Parry scores gain +1 if the lightsaber is wielded two-handed, and an additional +1 if the lightsaber was constructed by the wielder.
Note that non-Force users can become quite proficient in Lightsaber Combat. However, Jedi, being able to see slightly into the future, are quite powerful when combining that talent with the lightsaber.

Philosophy (The Force) is available to all characters, but is very fitting for Force-using characters. It allows characters to have a basic knowledge of what the Force is, and various views of it across the galaxy.

Unusual Background:
Force Sensitive (10 or 20): Allows the character to learn force powers. For 20 points, a character can be Strong with the Force, doubling any points he spends for Force Powers. Note that fencing and Martial Arts abilities, often learned by Jedi and Sith, are not themselves force powers.
Jedi and Sith are Psychics, Wizards and Supers, all rolled into one, and their Unusual background allows them to purchase the spells, psychic powers and super-powers listed below without other prerequisites. These powers come in three levels: Padawan, Jedi and Master. All Padawan powers must be learned before Jedi, and all Jedi before learning Master.
All powers listed below have the description of spell, psychic or super-power removed and replaced with Force Power.
A student of the force can teach himself the Padawan powers. However, Jedi and Master powers must be learned from a teacher.

Armory (Lightsaber)(M/A) Default IQ -5, or (weapon skill) -6, Blacksmith -3 (TL 4 or below)
This skill is used to build a lightsaber. It works as the Armory skill, but requires the builder to be Force-Sensitive.

Precognitive Parry
Padawan: Precognitive Parry, (see Martial Arts, pg. 39)
Combat Sense: See Psionics, pg. 14.
Jedi: Return Missile, Grimoire, pg. 92. Limitation: (Requires Lightsaber, -50%); Knack Cost: 2. Note that this reflects any missile. Area effects are not considered a missile.
Master: The character pays 3 points at once to buy off the Requires Lightsaber limitations.

Force Lightning:
Master: Lightning: As the Power Lightning (Supers, pg. 62)
Master: Resist Lightning: Grimoire, pg. 27. Knack Cost: 20

Telekinesis:
Padawan: Telekinesis (See Psionics, pg. 19), Power 1-10, usually with ½ to 1 point placed in the skill.
Jedi: Telekinesis (See Psionics, pg. 19), Power 11-20, usually with 2 to 4 points placed in the skill.
Master: Telekinesis (See Psionics, pg. 19), Power 21+, usually with 8 or more points placed in the skill. This was Yoda’s specialty – and he had around Power 300, at least!
Note: See Direct Telekinetic Attacks, Psionics, pg. 35, and Telekinetic Grappling, Psionics, pg. 35.
Note: Telekinesis is often used to push and throw opponents around, pushing them over. See Defense, below.
Defense: A character can make a Telekinesis roll as a defensive reaction to an attack, if he also has the power. A successful roll negates double your own Power, so a Jedi with Telekinesis (Power 10) could resist a Telekinesis attack of (Power 20).

Sense:
Padawan: 3D Spatial Sense, Radar Sense
Jedi: Intuition, Danger Sense, Precognition with the Limitations Only While in Meditation and Unreliable (the future is always in motion), and the Enhancements Can Also see Past and Any Range. (See Psionics). These Limitations and Enhancements cancel the cost of each other out. Divination (Knack Cost: 20). Divination requires meditation, and can be used to gain yes or no answers to questions, allowing the force-user to “search their feelings” for the truth. Questions cannot be too vague. The GM has say on what questions can and cannot be answered. Facts are yes or no, period. Questions about the future can be true for now, but may change. The future is always in motion.
Master: Seekersense (see Psionics)

Force Athletics
Jedi: Super-Jump and Super-Running

Telepathy
Padawan: Psi Sense. As the Force is a living energy, the Force-user can detect strong fields of the Light or Dark Side.
Jedi: Suggest, Telereceive, Telesend, Telescan (see Psionics), Power 1-10
Master: Suggest, Telereceive, Telesend, Telescan (see Psionics), Power 11 or more. Sometimes Signature Sniffer.

Sounds
Padawan: None
Jedi: Sound: Knack Cost: 1; Mage-Stealth: Knack Cost: 10
Master: Terror (Enhancements and Limitations: Makes a terrifying sound, anyone that can hear the sound must also make a Fright Check without the penalty): Knack Cost: 5
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Old 09-03-2011, 07:08 PM   #27
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

Luke Skywalker: Star Wars: A New Hope (369 points)

Race: Human; Age: Unknown; Height/Wt: 5’,7”/ 170 lbs.
Homeworld: Tantooine
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Attributes
Strength 11 [10], Dexterity 14 [45], Intelligence 13 [30], Health 11 [10]
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Willpower 10 (optional rules, Compendium 1, pg. 8)
Fright 10
Specials:
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Perception: 10 (optional rules, Compendium 1, pg. 13)
Specials:
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Speed: 6.25
Move: 6
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Basic: Damage: Thrust: 1d-1, Swing: 1d+1
• Punch: Skill 14, Damage 1d-3
• Kick: Skill 12, Damage 1d-1
• Stormtrooper Blaster: (imp): Attack 14; Dam 12d (SS 14, ACC 13, Basic pg. 209). Use Star Wars blaster rules.
• Lightsaber: Skill 9, Damage 4d/8d(5), Parry 12*; treat as a Force Sword (See Ultra-Tech)
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Dodge: 7 (6 + precognitive parry bonus)
Precognitive Parry 12
When Precognitive Parry is used against an attack than can normally be parried, it is considered skill 13.
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Hit Points: 11
Crippling Hits: Hand/Foot 3 , Arm/Leg 5
Fatigue: 11
Stun: 55
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Reaction: +0, Status: +0, Reputation: +0
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Advantages:
Attractive [5], Daredevil [15], Destiny (to bring balance to the Force) [15], Super Luck [100], Ridiculous Luck [60], Unusual Background: Strong with the Force [20], 3D Spatial Sense [10], Danger Sense [15], Radar Sense (5-hex radius) 55
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Disadvantages:
Dead Broke [-25], Young [-2], Honesty [-10], Curious [-5], Fit [5], Overconfidence [-10]
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Skills:
Area Knowledge (Tantooine) (M/E) 13 [1], Beam Weapons (P/E) 14 (16 with IQ bonus) [1], Computer Operation (Converters) (M/E) 13 [1] Computer Operation (Starship Controls) (M/E) 13 [1] Drive (Speeder) (P/A) 14 [2], Electronics Operation (Moisture Converters) (M/A) 13 [2], Fencing (Default DX-5) 9 [0], First Aid (M/E) 13 [1] Gunner (Starship Blasters) (P/A) 14 [2], Hobby Skill: Starship Models (M/E) 13 [1/2], Hydrology (M/A) 13 [2], Language, Jawa (M/E) 13 [1] Mechanic (Converters) (M/A) 13 [2], Mechanic (Speeders) (M/A) 13 [2], Meteorology (M/A) 13 [2], Pilot (Starfighter) (P/A) 14 [2], Precognitive Parry (M/H) 12 [1/2], Survival, Desert (M/A) 13 [2], Tracking (M/A) 13 [2]
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“Psychic Powers”:
Psi Sense (Force Sense): Power 10 [10], Skill (IQ-2)11 [1]
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Weapons and Equipment: Lightsaber, Blaster, Long Blaster Rifle
Other Equipment: Grappling Hook
Total Weight: Around 15 lbs. (Long Rifle not normally carried)
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Quirks: Boyish
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Background
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Points: Attributes: 95, Advantages: 295, Skills: 27, Disadvantages: -57, Quirks:-2, Psychic Powers 11
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Old 02-19-2012, 10:50 AM   #28
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

Darth Vader
1000 point character

"The ability to destroy a planet is insignificant
next to the power of the force."

Race/Gender: Human Male; Age: 46;
Height/Wt: 136 kilograms meters/ 190 lbs.
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Attributes (110 points)
Strength 12 (as Anakin), 25 with cybernetics [20]
Dexterity 16 (as Anakin) [70]
Intelligence 12 (as Anakin) [20]
Health 12 (as Anakin) [20]
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Willpower 10 (optional rules, Compendium 1, pg. 8)
Fright 21 (with Combat Reflexes, Imperturbable, Collected and Cool)
Specials: Never freeze in combat (Combat Reflexes)
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Perception: 10 (optional rules, Compendium 1, pg. 13)
Specials:
+1 to avoid Surprise, +2 if you are the leader (Combat Reflexes)
+6 to recover from surprise or mental stun (Combat Reflexes)
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Speed: 7
Move: 7
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Basic: Damage (as Anakin): Thrust: 2d+2, Swing: 5d-1
•Punch: Skill 19, Damage 2d+3 (with Brawling), parry twice
•Kick: Skill 17, Damage 2d+3 (with Brawling and Cybernetics)
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Lightsaber: Lightsaber Combat uses the Fencing skill
•4 attacks and 5 parries per turn (Weapon Master)
•Total Modified Skill 25 (two-handed wielder, self-constructed lightsaber). Precognitive Parry 18 (19 with self-constructed lightsaber). Add +2 to all of these skills with a successful Combat Sense roll (and possible additional +2 bonus, see below).
•Damage: 8d+4 (armor divisor 5) (Weapon Master)
•You may, as usual, Parry twice (or any number of times if you make an all-out defense).
• Dark Side Points: Vader’s actions provide him with a healthy supply of Dark Side points. Any attack or defense he takes has a 1 in 6 chance to gain a +2 as if he was spending a point.
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Depending on where Vader is hit, add PD to his defense.
Dodge: 8 + PD = 7 (+1 Combat Reflexes) (+PD)
Special: Scores above represent a +1 defense from Combat Reflexes
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Hit Points: 12 (as Anakin)
Crippling Hits: Hand/Foot 4 (as Anakin), Arm/Leg 6 (as Anakin)
Fatigue: 12 regain at double rate if lost normally (Fit)
Stun: 60
DR/Armor: PD 4, DR 40: See Armor description
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Advantages: (445 points)
Collected and Cool [6], Combat Reflexes [15], Contacts (Bounty Hunters, Available almost all the time, Completely Reliable) [9], Contacts (Imperial, Available almost all the time, Completely Reliable) [36], Fit [5], Hard to Kill (4 levels) [20], High Pain Threshold [10], Imperturbable [10], Legal Immunity [20], Patron (The Empire, including the Emperor (30); provides special equipment and troops and vehicles, even capitol ships, at Vader’s disposal (+20), some of it with unusual qualities (+10), appears with Vader almost all the time (x3)) [150], Rank (8, equal to Moff) [40], Reputation (as a master of The Force); +4; to people that do not understand the Force but know of it (large class) – roll 10 or less) [5], Ridiculous Luck (Usable once every ten minutes, roll 3 times and keep the best result). [60], Security Clearance (clearance to any programs, except some of those of the Emperor himself) [15], Strong Will (+6) [24]
Unusual Background: Force-Sensitive (Strong with the Force) [20], Weapon Master (lightsaber) [20], unusual background (Cybernetics) [10]
•With such a powerful Patron, Vader needs not concern himself with Wealth. It is not given a rating or point value.
•Vader has no Status- he rules not by his family upbringing, wealth or favor of the people, but by fear and intimidation as a special favorite of the Emperor
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Disadvantages: (-198 points)
Reputation (as the one who killed off the Jedi; -4; small class of people (those who know of and respected the Jedi, including the remaining Jedi themselves – roll 7 or less) [-2], Callous [-6], Intolerance (Rebellion) [-10], Intolerance (Religious: Jedi) [-5], Fanaticism (bringing peace to the galaxy and himself by destroying the Jedi, resurrecting his dead wife, turning his son, ruling with an iron fist, then destroying the Emperor himself) [-15], Sense of Duty to the Emperor [-5] and to his Son, Luke Skywalker [-5], Megalomania (believes that he is destined to bring peace to the galaxy, at any cost] [-10], Appearance (Hideous) [-20], Scalped (horrible scars) [-5], Overconfidence [-10], Bully [-10], Quadriplegic (repaired with cybernetics) [0], Dependancy (one level, constant common item (life support suit)) [-25], Enemy (remaining Jedi) [-10], Bad Temper [-10], Extremely Hazardous Duty [-20], Bloodlust [-10], Social Stigma: Mostly Machine [-5], Secret (various apprentices) [-5]
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Skills: (292 points)
Area Knowledge: Galaxy (M/H) [4] 12; Armory (Lightsaber) (M/A) [4] 13; Astrogation (M/A) [4] 13; Fencing (P/E) [40] 23; Brawling (P/E) [8] 19; Computer Hacking (M/VH) [8] 12, Computer Operation (M/E) [8] 16; Detect Lies (M/H) [8] 14; Driving (podracer) (P/A) [16] 19, Driving (swoop) (P/A) [4] 17, Electronics Operation (Comm) (M/A) [4] 13; Electronics Operation (starship, includes hyperdrive and deflector screens, small communication systems, sensors, etc.) (M/A) [12] 17; Gunner: Starship Blasters (P/A) [16] 19, Electronics Operation (starship, includes hyperdrive and deflector screens) (M/A) [4] 13; Fast-Draw (lightsaber) (P/E) [8] 20 (with combat reflexes), First Aid (M/E) [8] 16; Gunner (Starship Blasters) (P/A) [16] 19, Guns: Blaster (P/E) [4] 12; Intelligence Analysis (M/H) [8] 14;
Interrogation (M/A) [12] 17 (21 with reaction bonus); Intimidation (M/A) [12] 17 (21 with reaction bonus); Mechanic (starship) (M/A) [4] 13; Piloting (Starfighter) (P/A) [16] 19, Piloting (Freighter) (P/A) [16] 19, Scrounging (M/E) [8] 16; Strategy (M/H) [8] 14; Streetwise (M/A) [4] 13; Survival (desert) (M/A) [14] 15 Strategy (M/H) [8] 14; Philosophy (The Force) (M/H) [8] 14; Leadership (M/A) [12] 17
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Force Powers: (252 points)
•ESP (Power 20) [30] with Precognition Skill 17 [7], Precognitive Parry Skill 20 (21 with self-constructed lightsaber) [20], Combat Sense Skill 17 [7] (will add +2 to combat rolls with a successful roll), Seekersense Skill 17 [7],
•Psychokenesis (Power 14) [35], with Telekinesis Skill20 [20]
•Telepathy (Power 11) [28] with Psi Sense Skill 17 [7], Telereceive Skill 17 [7], Telescan Skill 17 [7], Telesend Skill 17 [7], and Suggest Skill 17 [7],
•Return Missile (from Grimoire, pg. 92); Limitation: (Requires Lightsaber, -50%); Knack Cost: 2. Skill Automatically 15. Note that this reflects any missile, except major firepower, such as that from vehicles. Area effects, such as explosions, are not considered a missile. The ability causes one missile to return back to the attacker per round, if the skill check is made (considered a parry). A higher success than the attacker is required.
•3D Spatial Sense [5]
•Intuition [8]
•Danger Sense [8]
•Divination (Knack, skill 15)
•Super-Jump and Super-Running (1 level each) [15]
•Mage-Stealth: The Jedi does not make sounds. Duration: 1 minute. Cost: 2 to cast, 1 to maintain. The Jedi can speak when necessary. Duration: 1 minute. 3 to cast, 2 to maintain. Knack Cost: 10 (skill automatically 15)
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Cybernetics:
•2 Cybernetic Legs (+50% Move and Jump, +2 to kick damage) [20 points]
•2 Cybernetic Arms (Strength 25 each) [40]
--------------------------------------------------------------------------
Weapons and Equipment:
•Armored Life Suit: Acts as heavy armor (PD 4, DR 40, -4 to Perception; -5 to DX skills such as stealth, cannot swim). Wt. 30. The suit has been constructed with a cortosis weave that does not allow a lightsaber it’s normal divisor bonus. In addition, the suit contains an airtight seal, hours of emergency fresh oxygen storage, and air filters that take all poisons and impurities from the air. The environmental systems keep him comfortable even in the most hostile environments, although they are not fire-resistant or resistant from freezing.
•Vader’s Helmet: The helmet contains a biomonitor that relays medical information to the wearer and a built-in commlink. In addition, the optical filters in the helmet allow various forms of vision, including thermal and night vision. Optic readouts alert of low power or suit errors, both of which are rare. The helmet’s voice modulator gives Vader the equivalent of the Disturbing Voice Disadvantage. Wt. 4 lbs.
•Lightsaber (see above) Wt. 4 lbs.
Other Equipment: Personal Tie-Advanced Fighter
Total Encumbrance: 38 (no effect on movement)
--------------------------------------------------------------------------
Quirks: Arrogant
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Points: Attributes: 120, Advantages: 475, Skills: 292, Disadvantages: -198, Force Powers: 252, Cybernetics: 60, Quirks:-1
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Old 02-20-2012, 07:01 PM   #29
mearrin69
 
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Join Date: Jan 2005
Location: Vancouver, WA
Default Re: Pittman's Star Wars Characters

I have no idea what canon says but I've always played it in my SW universe that Clone Troopers wore out (aged quickly due to some cloning handwavium) and became training cadre to bring the first Stormtroopers onto the field. So, by Ep. IV you've just got guys from backwater planets in armor suits and the clones are either dead or retired and conveniently off-screen...actually, in my games, some have been on-screen, as we played a post Ep. III game for a while during the transition period.

Always like to see SW stuff. I gave up on Gurpsifying SW when I got to Jedi and Force powers. If done right I think it'd be awesome but it's too much work for me when Saga does what I need it to.
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Old 02-20-2012, 09:51 PM   #30
Jeminai
 
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Default Re: Pittman's Star Wars Characters

Just play in 4th edition. it is so much cleaner.

Also the Luke Skywalker u shown above is way out of whack. i built Luke on 100 points (as of a New Hope).

Technology makes up for a lot and force powers do as well. His only impressive skill uses in the original movie was destroying a TIE Fighter with a mounted gun. Gunner Skill at default with targeting computer, A-O-A and aiming can make this possible couples with a failed defence roll on the TIE pilot's part.

The final shot that destroyed the death star was a use of the force with a crit. I'd give Luke Luck as well just so he would have 3 chances to roll that crit.

Lastly there is NO way that Luke is 5'7" 170 pounds. luke did not look overwieght, in fact i would say he looked pretty trim. George St Pierre (UFC fighter is 5'10 170 pounds and looks like this:http://wegotthiscovered.com/sports/g...wayne-gretzky/

which is much bigger than Luke. If Luke had that much lean muscle on a 5'7 frame he would look like a miniature hulk. (Like Shawn Sherk)
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