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Old 07-24-2011, 05:59 PM   #1
MilkmanOfDoom
 
Join Date: May 2006
Default Pittman's Star Wars Characters

Hello! I have been playing GURPS 3rd edition for many years, and I have decided to begin writing up stats for various Star wars character. Let me know what you think. My first character will be Boba Fett (why not?):

Boba Fett (400 pts., 3rd Edition)
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Race: Mandalorian; Age: Unknown; Height/Wt: 1.83 meters/ 190 lbs.
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Strength 11 [10], Dexterity 16 [80], Intelligence 13 [30], Health 11 [10]
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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), once per game hour Boba can roll three times for any action due to his Luck Advantage
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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)
Once per game hour Boba can roll three times for any action due to his Luck Advantage
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Speed: 6.75
Move: 6 (3 with armor)
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Basic: Damage: Thrust: 1d-1 Swing: 1d+2
• Punch: Skill 17, Damage 1d-2 (with Brawling)
• Kick: Skill 15, Damage 1d (with Brawling)
• Vibroknife (imp): Attack 15, Damage 2d+2; Reach C
• Sawed-off Mandalorian Blaster (imp): Attack 21; Dam 13d (SS 14, ACC 13, ROF 3 non-auto, Basic pg. 209). Note that due to the Sharpshooter Advantage, up to 13 points of range penalties are always taken off, as Boba always gets his ACC bonus from a rifle. Star Wars blasters fire particle beams wrapped in a magnetic field that allows a slightly disintegration effect. Each dice that hits will cause at least 1-2 points of damage, regardless of DR. Roll for damage. Each 1-3 rolled counts as 1 point of damage, and each 3-6 counts as 2 points of damage. If this total exceeds the normal damage after DR, use it instead.
• Rocket: Attack 16; Dam 6dx4(10) (SS 14, ACC 9, High-Tech. 126)
• Darts (Needler): Attack 18 (13, see below); Dam (drug) (SS 9, ACC 1, Ultra-Tech. 126); This is a sub-sonic setting only weapon (see Ultra-tech pg. 19 and 23) that can fire drugged needles. Treat the drugged needles as loaded with Morphazine (Ultra-Tech 44). Note that the attack is made at -5 when fired from the kneepads where they are hidden. However, the victim must roll vs. IQ or be surprised. If surprised, the victim makes their block or Dodge roll at -3.
• Wrist-Mounted Flamethrower: (see Ulta-Tech, pg. 52): Attack 21; Dam 5d (SS 4, ACC 12). Right Arm.
• Wrist-Mounted Whipcord: Treat as a Tangle Pistol, Ultra-Tech pg. 23 and 126. There is an initial strand that connects the user of the weapon to the victim so he cannot escape, but this can be undone at the touch of a control. Left Arm.
Special: once per game hour Boba can roll three times for any action due to his Luck Advantage
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Depending on where Boba is hit, add PD to his defense.
Parry (vibroknife): 7 + PD = 7 (+1 CR, -1 knife penalty)
Parry (Brawl): 11 + PD = 10 (+1 CR) (x2); hand/foot/close only
Dodge: 6 + PD = 7 (+1 CR)
Block*: 7 + PD = 6 (+1 CR)
Special: Scores above represent a +1 defense from Combat Reflexes
(*) using his wrist-mounted weapons as a buckler of sorts; note that this equipment has DR 6 and 10 hit points before it is disabled. Any remaining hit points of damage go to the arm hit.
Special: Once per game hour Boba can roll three times for any action due to his Luck Advantage
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Hit Points: 11
Crippling Hits: Hand/Foot 3 , Arm/Leg 5
Fatigue: 11 regain at double rate if lost normally (Fit)
Stun: 55
DR/Armor: PD 4, DR 40: See Armor description
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Reaction: +4 with those that recognize him (Reputation), Status: 0, Reputation: +4
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Advantages: Fit [5], Combat Reflexes [15], Imperturbable [10], Wealthy [20], Collected and Cool [6], Reputation (as the greatest bounty hunter in the galaxy; +4; large class of people (star-traveling individuals, rebellion and imperial operatives, those wanted by the Empire; Sometimes recognized – roll 10 or less) [15], Contacts (Street, Available almost all the time, Completely reliable) [36], Contacts (Minor Law Enforcement, Available almost all the time, Completely reliable) [9], Daredevil [15], Sharpshooter (Enhancement: Usable with Blaster Rifle +50%, Limitation: not useable with Pistols, -50%) [45], Single-Minded [5], Luck [15], Patron (Jabba the Hutt; Boba is Jabba’s favorite bounty hunter and often is given special rewards by the Hutt) [25]. Note that Vader often hires Boba Fett, but does not supply him with any special equipment for his missions, so he is not a Patron
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Disadvantages: Callous [-6], Code of Honor (Bounty Hunter*) [-5], Intolerance (Rebellion) [-10], Disturbing Voice [-10], Loner [-5], Cannot Harm Innocents [-10], Intolerance (Alien Species, but will work around other alien bounty hunters) [-5], Extreme Intolerance (Jedi, who he blames for the death of his father and considers criminals against the Imperial government) [-10), Duty to the Bounty Hunter’s Guild (Occasionally) [-2]
(*): Stays loyal to original customer. Someone cannot buy or bargain their way out of the bounty hunter’s willingness to bring them in, even for more credits than the original contract. Must obey the Bounty Hunter’s Guild’s rules and guidelines.
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Skills: (Note that all skills get +1 in some cases due to the Daredevil Advantage and once per game hour Boba can roll three times for any action due to his Luck Advantage)
Area Knowledge: Galaxy (M/H) [4] 13, Armory (Beam Weapons) (M/A) [1] 12, Astrogation (M/A) [1] 12, Beam Weapons (P/E) [2] 21 (with IQ bonus); Brawling (P/E) [2] 17, Camouflage (M/E) [1] 13, Climbing (P/A) [2] 16, Computer Hacking (M/VH) [4] 12, Computer Operation (M/E) [1/2] 12, Demolition (M/A), [1] 12, Detect Lies (M/H) [4] 13, Driving (landspeeder) (P/A) [2] 16, Driving (swoop) (P/A) [2] 16, Electronics Operation (Comm) (M/A) [1] 12; Electronics Operation (starship, includes hyperdrive and deflector screens, small communication systems, sensors, etc.) (M/A) [1] 12; Gunner: Back-mounted Rocket Launcher (P/A) [2] 16, Gunner: Starship Blasters (P/A) [4] 17, Electronics Operation (starship, includes hyperdrive and deflector screens) (M/A) [4] 14, Fast-Draw (Blaster Rifle) (P/E) [2] 17 (with combat reflexes), First Aid (M/E) [1/2]: 12, Gunner (Starship Blasters) (P/A) [2] 18, Guns: Flame Thrower (P/E) [2] 21 (with IQ bonus); Holdout (M/A) [2] 13, Intelligence Analysis (M/H) [4] 13, Interrogation (M/A) [1/2] 11; Intimidation (M/A) [4] 14, Knife (P/E) [1/2] 15, Mechanic (starship) (M/A) (M/A) [4] 14, Orienteering (M/A) [2] 13, Pilot (jet pack) (P/A) [2] 16, Piloting (Cruiser) (P/A) [2] 16, Piloting (Freighter) (P/A) [24] 20, Scrounging (M/E) [1/2] 12, Stealth (P/A) [4] 17, Strategy (M/H) [4] 13, Streetwise (M/A) [4] 14, Survival (desert) (M/A) [4] 14, Swimming (P/E) [1/2] 15, Tactics (M/H) [4] 13, Tracking (M/A) [4] 17 (with Single Minded), Traps (M/A) [1] 12,
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Weapons and Equipment:
• Rocketpack: This small pack can launch an average-sized character of 300 lbs. or lighter up to 100 feet. In addition, it carries a one-shot anti-personnel mini-rocket with limited burst radius (treat as a LAW rocket from High-Tech with a 1-hex burst radius). 30 lbs.
• Whipcord, see above
• Flamethrower, see above
• Darts (in kneepads), see above
• Mandalorian Armor: Treat as TL8 Combat Infantry Dress (Ultra-Tech, pg. 29). For a game using the basic armor rules, this is PD 4, DR 40. For advanced rules, arms, hands and legs are PD2, DR 12, and boots are PD 3, DR 15. Weight is 40 lbs. Boba usually has devices of many kinds hidden in the suit. Treat this as 3 Gizmos he can use each adventure.
• Mandalorian Helmet: Treat as a TL8 Combat Helmet (Ultra-Tech, pg. 30), which includes HUD, communicator, light intensification and anti-glare. In addition, the Mandalorian helmet gives Boba the same abilities as the 360-degree vision Advantage, and the helmet does not decrease sight or hearing. The weight is 10 lbs.
• Sawed-off BlasTech EE-3 rifle: Treat as Blast Rifle with +1d damage and one-half the normal range. With a touch of a switch, the rifle converts to a Stun Rifle with the Blast Rifle range. 9 lbs.
• Ion Grenade (5d damage, Actual damage is to the Fatigue of any electronic device, including robots and ships. If the victim does not have a Fatigue score, use HT. If HT is reduced to 0, the device is “knocked out”, unharmed but useless until a mechanic can repair the “damage”).
Other Equipment: Slave 1 (Starship, Freighter-class)
Total Weight: Around 100 lbs. with gadgets and ammo.
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Quirks: Deathly serious, Only says what needs to be said, Never takes off helmet unless alone
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Notes: Attributes: 130, Advantages: 221, Skills: 93, Disadvantages: -63, Quirks:-3. Books used: Basic, Compendium 1, Ultra-Tech, High-Tech.

Last edited by MilkmanOfDoom; 08-06-2011 at 01:31 PM.
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Old 07-24-2011, 06:58 PM   #2
OldSam
 
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Location: Göttingen, Germany
Default Re: Pittman's Star Wars Characters

I think there is an unofficial GURPS 3e Star Wars Sourcebook floating around in the net, did you take a look at that, yet? I know for sure that there is one for 4e (not complete but already a lot material), but AFAIK it continued an old 3e project...
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Old 07-24-2011, 10:54 PM   #3
Kalzazz
 
Join Date: Feb 2009
Default Re: Pittman's Star Wars Characters

Raising his DX by 1 and dropping assorted DX skills by 1 would allow him to retain same level in skills, but the 1/2 point ones would go up and he'd save 1 CP, also his speed would go to 7

Also with so much encumbrance he won't be dodging much, and folks can evade him pretty easy
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Old 07-25-2011, 01:39 AM   #4
AmesJainchill
 
Join Date: Jun 2005
Default Re: Pittman's Star Wars Characters

IMO, I wouldn't bother with that project. It's not very well done from the beginning, and the current person working on it is simply converting it to 4e, not fixing any errors.
It's easier, in my experience to simply read the species entry in Wookiepedia, and hash something out in five minutes rather than spend that same time fixing whatever your players find when they want to use something.

I am confused why you list Luck so many times...? Also, why not list the RoF of the blaster rifle?

Other than some of his skills being maybe too low, he does seem pretty badass.
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Old 07-25-2011, 07:48 AM   #5
Gold & Appel Inc
 
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Default Re: Pittman's Star Wars Characters

Looks good, but you are forgetting a critical bit of Signature Gear [NSFW].
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Old 08-05-2011, 07:55 PM   #6
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

Which signature gear is that?
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Old 08-05-2011, 08:04 PM   #7
MilkmanOfDoom
 
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Default Re: Pittman's Star Wars Characters

Stormtrooper (72 pts.)
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Race: Clone; Age: Unknown; Height/Wt: 1.83 meters/ 190 lbs.
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Attributes (40 points):
Strength 11 [10], Dexterity 12 [20], Intelligence 10 [0], Health 12 [20]
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Willpower 10 (optional rules, Compendium 1, pg. 8); see Disadvantages
Fright 12 (with Combat Reflexes)
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: 6
Move: 6 (3 with armor)
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Basic: Damage: Thrust: 1d-1 Swing: 1d+1
• Punch: Skill 13, Damage 1d-2 (with Brawling)
• Kick: Skill 11, Damage 1d (with Brawling)
• Vibroknife (imp): Attack 11, Damage 2d+2; Reach C
• Heavy Blaster (imp): Attack 14; Dam 12d (SS 13, ACC 13, otherwise treat as Blast Rifle, RoF 3 non-auto, Basic pg. 209). Wt. 10. Star Wars blasters fire particle beams wrapped in a magnetic field that allows a slightly disintegration effect. Each dice that hits will cause at least 1-2 points of damage, regardless of DR. Roll for damage. Each 1-3 rolled counts as 1 point of damage, and each 3-6 counts as 2 points of damage. If this total exceeds the normal damage after DR, use it instead.
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Parry (Brawl): 8 + PD = 13 (+1 CR) (x2); hand/foot/close only
Dodge: 6 + PD = 11
Special: Scores above represent a +1 defense from Combat Reflexes. A trooper will Parry with an arm, if necessary and possible, with a DR 40, Toughness 2 before damage blows through his maximum arm hits of 5.
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Hit Points: 12
Crippling Hits: Hand/Foot 3 , Arm/Leg 5
Fatigue: 12 regain at double rate if lost normally (Fit)
DR/Armor: PD 4, DR 40, Toughness 2
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Reaction: -2, Status: +0, Reputation: -2
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Advantages: Fit [5], Attractive [5], Combat Reflexes [15],
Disease-Resistant [5], Legal Enforcement Powers: (Nearly galaxy-wide jurisdiction, not really obligated to respect the legal rights of others, able to kill with relative impunity (as it’s often overlooked if the victim was not important, 10 points)), Patron: (Empire: Appears fairly often, 30): Stormtroopers often get help from the Empire, but are sometimes spread thinner than the Empire would like to admit. Resistant to Poison [5], Toughness [10], Very Rapid Healing [15], Early Maturation [10]
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Disadvantages: Bully [-10], Callous [-6], Code of Honor (Never betray the Empire, always follow orders) [-5], Enemies: The Rebellion (thousands of individuals, but usually only a medium-sized group will show up fairly often) [-20], Extreme Intolerance (Rebellion) [-10), Extremely Hazardous Duty (to the Empire)[-20], Intolerance (Alien Species) [-5], Reputation (-2, Recognized all the time as Merciless enforcers of the Empire, precise sharpshooters – in reality they are good shots but their weapon are more accurate due to the expense the Empire can pay and the weapons are well maintained. Note that with a very few people that believe in what the Empire is doing this is a +2 bonus as opposed to a negative reaction – but this is so rare outside the Empire in the time of the Rebellion that there is no change in cost. Most people help troopers out of fear, not because they are well-liked) [-10], Sense of Duty to The Empire [-10], Sterile [-3], Weak Will (-4; Enhancement: only applies to psionics or when being given commands by those with higher rank in the Empire, -50%) [-16], Workaholic [-5]

Special Optional Rule: Star Wars Rebellion Reality: Stormtroopers always miss the first shot against characters with a character point value of 100 or more.
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Skills: Area Knowledge: Galaxy (M/H) [1] 8, Armory (Beam Weapons) (M/A) [1] 9, Astrogation (M/A) [1] 9, Beam Weapons (P/E) [2] 14 (with IQ bonus); Brawling (P/E) [2] 13, Climbing (P/A) [2] 12, Computer Operation (M/E) [1/2] 9, Demolition (M/A), [1] 9, Driving (landspeeder) (P/A) [1/2] 10, Driving (swoop) (P/A) [1/2] 10, Electronics Operation (Comm) (M/A) [1] 9; Electronics Operation (starship, includes hyperdrive and deflector screens, small communication systems, sensors, etc.) (M/A) [1] 9; Electronics Operation (starship, includes hyperdrive and deflector screens) (M/A) [1] 9, First Aid (M/E) [1/2]: 9, Gunner (Starship Blasters) (P/A) [2] 12, Holdout (M/A) [1/2] 8; Intimidation (M/A) [4] 11 (13 with armor), Knife (P/E) [1/2] 11, Swimming (P/E) [1/2] 11
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Weapons and Equipment:
• Heavy Blaster: See combat scores
• Stromtrooper Armor: PD 4, DR 40; The helmet has a built-in short-range communicator, night sight, and are polarized. It also has an air purifier. The speaker system gives the troopers an eerie voice, and the suit itself looks rather menacing (+2 Intimidation). The suits are perfectly suited for the clones that wear them. Others that don the helmet will experience -1d6 in sight, and -1d6 (-2) in hearing. Weight 50, 55 with helmet.
• Thermal Detonator: 15d grenade. This grenade is poorly positioned in the trooper’s gear and is meant as a demolition device as opposed to a close-combat weapon. Due to this fact, it is rarely used outside of large-scale combat.
• Other Equipment: Various power clips and a pack that includes some water and food supplies, as well as conditioning for various environments (48 hour supplies). 15 lbs.
Total Weight: 80+ with blaster and armor. -3 Move
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Quirks: Serious
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Background:
Cloned for the Republic but in the end turning out to be the ruthless enforcers for the Empire (and the Emperor, most of all), Stormtroopers are feared throughout the galaxy as both the law and callous bullies eager to make examples of those that would break that law. Their armor is the distinctive symbol of the Empire.
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Notes: Books used: Basic, Compendium 1

Last edited by MilkmanOfDoom; 08-06-2011 at 01:33 PM.
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Old 08-05-2011, 08:45 PM   #8
Flyndaran
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Default Re: Pittman's Star Wars Characters

Stromtroopers being clones is only in the most recent trilogy. They were normal humans in the original that had Bobba Fett.
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Old 08-05-2011, 08:55 PM   #9
MilkmanOfDoom
 
Join Date: May 2006
Default Re: Pittman's Star Wars Characters

True, but I wanted to keep some of the new Star Wars stuff in there - it's official now, right?. There is a hint that stormtroopers were clones in the original films, however, when Leia asks Luke "You're a little short for a stormtrooper, aren't you?" That could have meant that stormtroopers were supposed to be at least a certain height, or that they were all the SAME height.
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Old 08-05-2011, 09:01 PM   #10
MilkmanOfDoom
 
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Default Re: Pittman's Star Wars Characters

If you want a Star Wars universe where stormtroopers are not clones, take away the following:

Advantages: Attractive [5], Combat Reflexes [15],
Disease-Resistant [5], Resistant to Poison [5], Toughness [10], Very Rapid Healing [15], Early Maturation [10]
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Disadvantages: Callous [-6], Sterile [-3], Weak Will (-4; Enhancement: only applies to psionics or when being given commands by those with higher rank in the Empire, -50%) [-16], Workaholic [-5]
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