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Old 11-21-2014, 10:50 AM   #11
Poonbahbah
 
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Join Date: Jul 2005
Location: in or about Tucson, Az
Default Re: Torn Victor [Recruitment]

Quote:
Originally Posted by ericthered View Post
I'm interested. Having the template and rules for building will be nice.
Ditto.

Also I am considering a quiet take down/scout type guy. So especially good with knives, stealth, & perception.
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Old 11-21-2014, 11:00 AM   #12
TheOneRonin
 
Join Date: Oct 2010
Default Re: Torn Victor [Recruitment]

Quote:
Originally Posted by ericthered View Post
I'm interested. Having the template and rules for building will be nice.
I'm about 95% done with the base template, but the lenses still need some work.

What I was hoping was to get people to pitch concepts first.

But I suppose for some it's easier to develop a concept once you have the character generation guidelines in front of you.

I should be done with the base template and have a handful of lenses complete sometime over the weekend. That should at least help everyone get started.

Also, I highly suggest anyone interested in this game read the Wikipedia Article on the CIA Special Activities Division. This should help build an understanding of the kinds of characters I am looking for. Also, I highly suggest reading the Wiki pages for US Army Special Forces, US Navy SEALs, Delta Force, DEVGRU, US Army Intelligence Support Activity, US Air Force Combat Controllers, US Air Force Pararescue Jumpers, and MARSOC.

Most CIA SAD people come from one or more of these units.

Also, the 3e Special Ops book has some very good write-ups for the different special operations units, their training, goals, specialties, and missions.

This is going to be a fairly realistic game. No supernatural or magic powers, and your foes are going to be baseline humans (and maybe some animals, depending).

I am going to allow some cinematic switches to be turned on for melee combat. So with enough points and the right techniques, the characters should be able to pull off some Jason Bourne stuff.

I'm expecting the final characters to be around 350 - 375 points, but I'm willing to go up to 400 points if there are really good narrative reasons to do so.

Despite the point values we are dealing with, the characters are not superhuman. They have a VERY wide range of skills and abilities, and are good a very many things. I'm also going to require each agent to have at least one non-US cultural specialty (some characters may have several), and there will be no duplication. That should result in a team that can work effectively almost any place in the world.
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Old 11-21-2014, 12:29 PM   #13
TheOneRonin
 
Join Date: Oct 2010
Default Re: Torn Victor [Recruitment]

Here is the base template which is clocking in at 300 points.

You will have another 80 customization points, most of which will need to be spent on lenses and approved advantages, perks, and techniques.

Also, I have some stuff to say about advantages and disadvantages that aren't going to fit on this one post.


TOTAL POINTS: 300
ST 12 [20]
DX 13 [60]
IQ 13 [60]
HT 12 [20]
PER 14 [5]
HP 12 [0]
WILL 14 [5]
FP 12 [0]
BS 6.25 [0]
Dodge 9 [0]
BM(m/s) 6 [0]

BASE ADVANTAGES
Cultural Familiarity (USA) [0]
Language (Native-English) [0]
Cultural Familiarity (CHOICE) [1]
Language (Native-CHOICE) [6]
Language (Accented-CHOICE) [4]
Fit [5]
Combat Reflexes [15]
Luck [15]
Fearlessness Lv 1 [2]

Perks/Techniques
OTW (Hotwire cars) [1]
Robust Hearing [1]
Robust Vision [1]
SOP(mv under cover) [1]

Assaulter Style [1]
-CQB (Rifle) [4]
-Quick Shot (Pistol) [6]
-TA Rifle/Vitals [3]
-TA Pistol/Vitals [3]
-Battle Drills [1]
-Cool Under Fire [1]
-Cross trained [1]

DISADVANTAGES:
Duty [-20]
Secret [-20]
Code of Honor (Soldier) [-10]
Fanatacism (USA) [-15]
Sense of Duty [-10]
10 points of DisAds [-10]

SKILLS
Skill Name Att/Diff Points Rating
Acting IQ/A 2 13
Area Knowledge (Choice) IQ/E 2 14
Area Knowledge (Choice) IQ/E 2 14
Boating (Motorboat) DX/A 1 12
Body Language PER/A 1 13
Camouflage IQ/E 2 14
Climbing DX/A 2 13
Computer Operations IQ/E 1 13
Current Affairs (Choice) IQ/E 2 14
Detect Lies PER/H 1 12
Diplomacy IQ/H 2 12
Disguise IQ/A 1 12
Driving (Auto) DX/A 4 14
Driving (Motorcycle) DX/A 1 12
Electronic Ops (Comms) IQ/A 4 14
Electronic Ops (Surveillance) IQ/A 4 14
Escape DX/H 2 12
Explosives (Demo) IQ/A 1 12
Fast Draw (Ammo) DX/E 2 14
Fast-Draw (Longarm) DX/E 2 14
Fast-Draw (Pistol) DX/E 2 14
Fast-Talk IQ/A 1 12
Filch IQ/A 1 12
First Aid IQ/E 2 14
Forced Entry DX/E 2 14
Gesture IQ/E 2 14
Gunner (Machine Gun) DX/E 1 13
Guns (Grenade Launchers) DX/E 1 13
Guns (LAAW) DX/E 1 13
Guns (LMGs) DX/E 2 15*
Guns (Pistols) DX/E 2 15*
Guns (Rifles) DX/E 8 16
Guns (Shotgun) DX/E 2 15*
Guns (SMGs) DX/E 2 15*
Hiking HT/A 4 13
Intel Analysis IQ/H 2 12
Interrogation IQ/A 1 12
Jumping DX/E 1 13
Judo DX/H 8 14
Karate DX/H 8 14
Knife DX/E 1 13
Knot-Tying DX/E 1 13
Leadership IQ/A 1 12
Lip Reading PER/A 1 13
Lockpicking DX/A 1 12
Navigation (Air) IQ/A 1 13*
Navigation (Land) IQ/A 4 14
Navigation (Sea) IQ/A 1 13*
Observation PER/A 4 15
Parachuting DX/E 2 14
Photography IQ/A 2 13
Pickpocket DX/H 1 11
SCUBA IQ/A 2 13
Search PER/A 2 14
Shadowing IQ/A 2 13
Solider IQ/A 2 13
Stealth DX/A 2 13
Survival (choice) PER/A 2 14
Survival (choice) PER/A 2 14
Swimming HT/E 4 14
Tactics IQ/H 8 14
Teaching IQ/A 2 13
Throwing DX/A 2 13
Tracking PER/A 1 13

Last edited by TheOneRonin; 01-04-2015 at 08:34 AM. Reason: Correcting Point Costs
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Old 11-21-2014, 12:32 PM   #14
TheOneRonin
 
Join Date: Oct 2010
Default Re: Torn Victor [Recruitment]

DESIRABLE ADVANTAGES
The SAD considers certain advantages exceptionally valuable. Consider saving a few of the your points available for customization to buy at least one or two of the following:

Absolute Direction, Acute Senses, Artificer, Cultural Adaptability, Cultural Familiarity, Eidetic or Photographic Memory, Enhanced Defense 1 (any), Extra Attack (one level only), Very Fit, Hard to Kill, Healer, High Manual Dexterity, High Pain Threshold, Indomitable, Intuition, Language Talent, Languages, Night Vision, Outdoorsman, Perfect Balance, Rapid or Very Rapid Healing, Resistant, Sensitive or Empathy, Smooth Operator, Social Chameleon, Trained by a Master, Unfazeable, Versatile, Voice, Weapons Master, Zeroed, and nearly any realistic perk.


FORBIDDEN ADVANTAGES
Numerous advantages either are inappropriate simply don’t exist in the real world:

Inappropriate When Keeping a Secret: Allies, Claim to Hospitality, Clerical Investment, Contacts or Contact Group, Favor, Independent Income, Legal Enforcement Powers, Legal Immunity, Patrons (other than the Company), Rank (any kind), Reputation, Security Clearance, Social Regard, Status, Tenure, and Wealth.

Forbidden as too Cinematic: Chronolocation, Enhanced Defense 2+, Extra Attack lv 2 or higher, Gadgeteer, Gizmos, Gunslinger, High TL, Rapier Wit, Ridiculous Luck, Signature Gear.

Forbidden as Exotic: 360° Vision, Affliction, Altered Time Rate, Alternate Form, Amphibious, Arm DX, Arm ST, Binding, Brachiator, Breath-Holding, Catfall, Chameleon, Claws, Clinging, Compartmentalized Mind, Constriction Attack, Damage Resistance, Dark Vision, Detect, Digital Mind, Discriminatory Hearing, Discriminatory Smell, Discriminatory Taste, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep, Duplication, Elastic Skin, Enhanced Move, Enhanced Time Sense, Enhanced Tracking, Extended Lifespan, Extra Arms, Extra Head, Extra Legs, Extra Life, Extra Mouth, Filter Lungs, Flight, Fur, Growth, Healing, Hermaphromorph, Hyperspectral Vision, Infravision, Injury Tolerance, Innate Attack, Insubstantiality, Invisibility, Lifting ST, Metabolism Control, Microscopic Vision, Mimicry, Mind Control, Mind Probe, Mind Reading, Mind Shield, Modular Abilities, Morph, Neutralize, Nictitating Membrane, Obscure, Parabolic Hearing, Payload, Penetrating Vision, Permeation, Possession, Pressure Support, Protected Sense, Puppet, Racial Memory, Radiation Tolerance, Recovery, Regeneration, Regrowth, Sanitized Metabolism, Scanning Sense, Sealed, See Invisible, Sensitive Touch, Shadow Form, Shapeshifting, Shrinking, Silence, Slippery, Speak Underwater, Speak With Animals, Speak With Plants, Spines, Stretching, Striker, Striking ST, Subsonic Hearing, Subsonic Speech, Super Climbing, Super Jump, Teeth, Telecommunication, Telekinesis, Telescopic Vision, Temperature Control, Terrain Adaptation, Tunneling, Ultrahearing, Ultrasonic Speech, Ultravision, Unaging, Universal Digestion, Unkillable, Vacuum Support, Vampiric Bite, Vibration Sense, Walk on Air, and Walk on Liquid.
Forbidden as Supernatural: Blessed, Channeling, Clairsentience, Destiny, Dominance, Higher Purpose, Illuminated, Jumper, Magery, Magic Resistance, Mana Damper, Mana Enhancer, Medium, Mindlink, Oracle, Power Investiture, Precognition, Psi Static, Psychometry, Reawakened, Snatcher, Special Rapport, Spirit Empathy, Super Luck, Supernatural Durability, Temporal Inertia, Terror, True Faith, Visualization, Warp, and Wild Talent.



Disadvantages
PMOs are extraordinary people but they’re still human, which means human shortcomings. However, the SAD screens for those whose limitations support its goals and ensure loyalty to its cause. It also excludes recruits who would be liabilities.

Desirable Disadvantages:
The SAD regards certain “personality flaws” as virtues. Consider selecting some of the allowed 10 points in disadvantage from this list:

Charitable, Chummy or Gregarious, Intolerance (of terrorists or threats to the US, worth 5 points), Overconfidence, Pacifism (Cannot Harm Innocents, worth 10 points), Selfless, and Workaholic.

Forbidden Disadvantages
Numerous advantages are inappropriate for those keeping a secret, are screened out by the CIA during recruitment, or simply don’t exist in the real world:

Inappropriate When Keeping a Secret: Debt (the Company would have paid this off), Dependents (the Company wouldn’t have approached you), Distinctive Features or Unnatural Features (obviously), Duty (other than the mandatory one), Dwarfism or Gigantism (too obvious), Enemies (assume that they ceased to matter when you “disappeared”), Mistaken Identity, Reputation, Secret or Secret Identity (beyond the required one), and Social Stigma (Criminal Record, because the Company would have fixed it).

Screened by Physical Testing: Bad Back, Bad Grip, Blindness, Cannot Speak or Mute, Chronic Pain, Colorblindness, Deafness, Epilepsy, Hemophilia, Hunchback, Lame, Maintenance, Missing Digit, Neurological Disorder, Night Blindness, No Depth Perception, Numb, One Arm, One Eye, One Hand, Quadriplegic, Restricted Diet, Restricted Vision, Social Disease, Susceptible, Terminally Ill, Very Fat, Very Unfit, and Wounded. Bad Sight and Hard of Hearing are tolerated, as long as they’re correctable.
Screened by Psychiatric Testing: Addiction, Alcoholism, Amnesia, Berserk, Cannot Learn, Chronic Depression, Confused, Cowardice, Dyslexia, Fanaticism (to any cause but those above), Flashbacks, Greed, Indecisive, Innumerate, Kleptomania, Lunacy, Manic-Depressive, Megalomania, Non-Iconographic, Pacifism (Total), Paranoia, Phantom Voices, Sadism, Sense of Duty (to any political or national group), Short Attention Span, Slave Mentality, and Split Personality. Compulsive Behavior, Delusions, Obsession, and Phobias are tolerated if no worse than 5 points.


Irrelevant to the Setting: Mundane Background, Space Sickness, and Timesickness.

Forbidden as Exotic: Bestial, Cold-Blooded, Decreased Time Rate, Dependency, Electrical, Fragile, Horizontal, Increased Life Support, Invertebrate, No Fine Manipulators, No Legs, No Manipulators, Nocturnal, Reprogrammable, Self-Destruct, Semi-Upright, Shadow Form, Short Lifespan, Sleepy, Slow Eater, Stress Atavism, Unhealing, Unusual Biochemistry, Vulnerability, Weak Bite, and Weakness.
Forbidden as Supernatural: Cursed, Destiny, Divine Curse, Draining, Dread, Frightens Animals, Infectious Attack, Lifebane, Magic Susceptibility, Revulsion, Supernatural Features, Supersensitive, Uncontrollable Appetite, Unique, and Weirdness Magnet.
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Old 11-21-2014, 08:45 PM   #15
ladyarcana55
 
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Join Date: Jan 2007
Location: Bellflower, CA
Default Re: Torn Victor [Recruitment]

Quote:
Originally Posted by TheOneRonin View Post
Right now the base template has DX 13, Combat Reflexes, Guns (Rifle) DX+3, Karate&Judo at DX+1, and some combat techniques and perks as part of the base build.
Instead of Karate and Judo, can I have Krav Maga?
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Old 11-22-2014, 06:37 AM   #16
TheOneRonin
 
Join Date: Oct 2010
Default Re: Torn Victor [Recruitment]

Quote:
Originally Posted by ladyarcana55 View Post
Instead of Karate and Judo, can I have Krav Maga?
Absolutely!

There are two ways we can do it.

Remember, in GURPS, the "Karate" skill isn't Japanese/Okinawan Karate. It just represents training in technical striking with hands, feet, elbows, knees, etc. The unarmed striking in just about all real-world martial arts is represented by the "Karate" skill in GURPS.

So we can take a narrative approach and say that your character trained in Krav Maga with some added advanced grappling. That gets represented on your character sheet as Karate @ DX+1 and Judo @ DX+1.

The other way is to use the rules in GURPS: Martial Arts. You pick a Style Familiarity in Krav Maga with your extra points, and then that unlocks the ability to improve techniques that are intrinsic to that style. We'd also have to change Judo to Wrestling, and for the points, you'd have Wrestling at DX+2 instead of DX+1 since it's an Average skill and Judo is Hard.

If you don't have the Martial Arts book, it's probably best that we just take the narrative approach.
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Old 11-22-2014, 11:30 AM   #17
TheOneRonin
 
Join Date: Oct 2010
Default Re: Torn Victor [Recruitment]

I've got a lot more lenses in the pipeline, but here are some Career Lenses for you guys to get started with. These lenses represent what branch/unit your character served with before joining the Special Activities Division. There will be more coming soon.

CAREER LENSES

SFOD-D (Delta Force)
(+30 points): Increase Guns (Rifle) to 19 [12], Guns (Pistol) to 19* [2], Increase Explosives (Demo) to 14 [3], Add Explosives (EOD) at 13 [2], Increase Lockpicking to 12 [1], replace Fit with Very Fit [10]

Navy SEAL
(+12 points): Increase Boating (motorboat) to 13 [1], Add Boating (unpowered) at 13 [2], Increase Explosives (Demo) to 14 [3], Add Explosives (EOD) at 13 [2], Add Explosives (UD) at 13 [1*], Increase Navigation (Sea) to 14 [2], add Crewman (Seamanship) at 13 [1]
NOTE: You can also pick one of the MOS Specialties under US Army Special Forces below.

DEVGRU (SEAL Team Six)
*Navy SEAL Lens is a prerequisite to purchasing DEVGRU Lens
(+20 points): Increase Guns (Rifle) to 18 [8], Guns (Pistol) to 18 [2], replace Fit with Very Fit [10]

US Army Special Forces
(+12 points): Increase Body Language to 14 [1], Increase Diplomacy to 13 [2], Increase Disguise to 13 [1], Increase Teaching to 14 [2], Add one additional Cultural Familiarity [1] and Language (Accented) [5] of choice, choose up to 2 SF MOS Specialties from the list below, paying the appropriate points for each:

(+18 points) Communications: Increase Electronic Ops (Comms) to 15 [4], Add Electronic Ops (Sensors) at 13 [2], Add Electronic Ops (EW) at 13 [2], Add Electronics Repair (Comms) at 12 [1], Add Cryptography at 12 [2], Increase Computer Operation to 14 [1], Add Computer Programming at 12 [2], Add Computer Hacking at 12 [4]

(+24 points) Advanced Medic: Increase First Aid to 16 [6], Add Diagnosis at 13 [4], Add Electronic Ops (Medical) at 13 [2], Add Physician at 13 [4], Add Surgery at 12 [4], Add Veterinary at 13 [4]

(+18 points) Weapons Expert: Increase Guns (Rifle) to 17 [4], Add Armory (Small Arms) at 13 [2], Increase Gunner (Machine Gun) to 14 [1], Increase Explosives (Demo) to 13 [1], Increase Camouflage to 15 [2], Increase Stealth to 15 [6], Add Connoisseur (Small Arms) at 13 [2]

(+18 points) Combat Engineer: Incrase Explosives (Demo) to 14 [3], Add Explosives (EOD) at 14 [4], Add Explosives (Fireworks) at 13 [2], Add Engineer (Combat) at 13 [4], Add Engineer (Civil) at 13 [4], Add Perk: OTW (Architecture/Demo) [1]

(+18 points) Intelligence: Increase Acting to 15 [6], Increase Body Language to 15 [2], Increase Detect Lies to 14 [3], Increase Intel Analysis to 13 [2], Increase Interrogation to 14 [3], Increase Shadowing to 14 [2]

MARSOC Critical Skills Operator
(+12 points): Increase Boating (motorboat) to 13 [1], Add Boating (unpowered) at 13 [2], Increase Navigation (Sea) to 14 [2], add Crewman (Seamanship) at 13 [1], Add Armory (Small Arms) at 13 [2], Increase Explosives (Demo) to 13 [1], Add Survival (Choice) at 14 [2], Increase Tracking to 14 [1]
NOTE: You can also pick one of the MOS Specialties under US Army Special Forces


Air Force PJ (Pararescue)
(+56 points): Increase ST +1 [10], Increase HT +1 [10], Replace Fit with Very Fit [10], Increase First Aid to 16 [6], Add Diagnosis at 13 [4], Add Electronic Ops (Medical) at 13 [2], Add Physician at 13 [4], Add Surgery at 12 [4], Add Veterinary at 13 [4], Add Pharmacy at 12 [2],


Commissioned Officer
(+12 points): Add Born War Leader 1 [5], Add Strategy at 12 [2], Add Intimidation at 13 [1], Improve Leadership to 14 [4]
Note: This is compatible with any of the Career Lenses above

Last edited by TheOneRonin; 01-29-2015 at 06:44 AM. Reason: Added more Career Lenses
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Old 11-22-2014, 05:32 PM   #18
ladyarcana55
 
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Join Date: Jan 2007
Location: Bellflower, CA
Default Re: Torn Victor [Recruitment]

I was going to play a female character. Obviously the US Spec Ops won't work for me in this case. Do you have basic templates from other countries? I was thinking she's originally from the IDF.
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Old 11-22-2014, 07:22 PM   #19
TheOneRonin
 
Join Date: Oct 2010
Default Re: Torn Victor [Recruitment]

Quote:
Originally Posted by ladyarcana55 View Post
I was going to play a female character. Obviously the US Spec Ops won't work for me in this case. Do you have basic templates from other countries? I was thinking she's originally from the IDF.
I think a former IDF Sayeret Operator on an exchange program with the US could certainly fit.

I need to read some more about them, but you can probably use the US Army SF Lens as the base.

If you wanted her to be more Mossad, that could work too, but I don't have a fitting lens developed for that yet.

Let me know what you are thinking, and we can go from there.
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Old 11-22-2014, 09:36 PM   #20
ladyarcana55
 
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Location: Bellflower, CA
Default Re: Torn Victor [Recruitment]

Quote:
Originally Posted by TheOneRonin View Post
I think a former IDF Sayeret Operator on an exchange program with the US could certainly fit.

I need to read some more about them, but you can probably use the US Army SF Lens as the base.

If you wanted her to be more Mossad, that could work too, but I don't have a fitting lens developed for that yet.

Let me know what you are thinking, and we can go from there.
I definitely like Sayeret the best, and since this is a strike force, having someone with the experience behind enemy lines would help.
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