Paradise was one of
those small moons where support broke pretty evenly between those
backing Independence and those favoring the Alliance. With
numbers like that, it's no surprise that battles were bitter and that
families were split. After the war ended the governor's fervent
support for the
Alliance might not have mattered too much, were it not for his eager
actions and decrees seeking to "root out and punish those damned
Browncoats." Combat was fierce, repeated and guerrilla actions
widespread and harsh; Governor DeMille's anti-sabotage laws, reprisals,
and special taxes only fed the flames.
Many things, done by many, were questionable, much less ethical.
Tired of the violence and tired of being more than a bit hungry, one
small group decided that as long as no one--no innocents anyway--got
hurt,
breaking the law was their only way to escape the madness on
Paradise. Against the odds (and with a bit of underhanded
dealing), they got possession of a small freighter. Getting out
of the snake pit of Paradise and doing a little trading around the
'Verse, making some money and seeing the sights seemed like a pretty
fine option.
Reality was a mite less shiny. Trading wasn't so easy,
particularly with many of the less savory folks who seemed to be
everywhere. Then there was someone who seemed to be on their
trail--who were those guys, anyway, and what did they want? There
was the misfortune of being witness to some things that... well, they
didn't understand at all (Hey! that's not in my physics
textbook!). Encounters with, well... monsters (yeah, right--no,
seriously. Must be some wartime Alliance genetics program run
a muck. Or maybe real aliens? Or something worse?)
And if that wasn't enough, there was what they found out about
themselves...
The only way it could get worse is if they encountered Reavers, but
only
children believe in Reavers...
$10 (platinum) = 1 Alliance credit
Cut #6
Starting characters;
Current Finances 29
Dec 2007
Each Player needs two characters;
one must be
male, and the
other
female. A player's
characters may
not be
siblings, lovers or married (they can be any
of these things with other player's characters or have such people as
dependents).
Each Player
will have one “
crew” and one “
field operator”. The "Field
Operator" will be your
primary
character, the "crew" will be your
secondary (supporting) character.
Secondary characters will be used as needed & as plot hooks and
won't
played much (therefore won't progress much). Secondary characters
should be built as a
complete, well rounded character. Secondary characters could be "hired
help" or a minor owner of the ship (depending on how the first few
scenarios go).
Wealth:
All
characters
have Average Wealth, 0 points. Status can be anything you want (pay
the points), but in your background be sure to include how you got to
average wealth! (for example; born to a millionaire family but
the
family business
went broke. Or Your dad was lord, but
you ran away from your arranged marriage and now your disgraced or you
were born a beggar and worked your way up).
Status: You
may buy a maximum of +3 status levels (5 points each), you may not buy
down your status (not without a good story anyway). Status comes in
many forms, Underworld, Aristocracy, Business, Religious, Bureaucracy,
Academic, etc.
Lon's Character
Editor.
Each character has;
75 points base
40 points disadvantages
5
points Secret Advantage (the GM will tell you what is during the game,
don't make one up)
2 points hard to kill level 1
1 point Electronics operation
1 point Geography (planets in the system)
1 point Contact "Bowler"
0 Average Wealth (fixed you can't buy it up or down)
You may keep up to 5 points unspent.
For a net total of 85 points.
Cash on hand: $1,000 to buy
your equipment or in your pocket.
Points should be spent on skills, advantages, disadvantages
relevant to the game. Other skills,
advantages / disadvantages are
Background
Skills. List Background skills on your character sheet as needed,
but don't pay any points for them.
Crewman; (secondary character)
one of each is needed, the players get to fight over who gets which:
Secondary characters (Crewmen) may have one wild card skill, field
operators may not have wild card skill. I strongly recommend that you
take a wild card skill.
Pilot; Piloting!
wild card skill, this includes; Pilot (small ship atmospheric &
space), Pilot (medium ship atmospheric & space), Navigation
(space), Navigation (planet), Pilot (shuttle atmospheric & space).
Pilot (Large ship space), etc
Engineer; Mechanic! wild card
skill, this includes:
Mechanic
(space drive, atmospheric drive, contra-gravity drive--includes
artificial gravity, ship
systems, Electronics operation, Repair electronics), etc.
Doctor; Physician! wild card skill, this
includes; Diagnosis, Surgery, Electronic operation (medical), Pharmacy,
Physiology, Psychology, etc.
New Disadvantage: Secret
Disadvantage -15 points. At your option each character may
have a maximum of one Secret Disadvantage. I
have some secrets in mind and will tell you about them when the time is
right, so there is no need to think up any secrets.
Campaign Suggestions;
To round out the campaign several things are needed, I will let
the players fight over who gets what.
Crew have ship skills. Field operators have... other skills. Of course,
the lines may not be quite so neat...
At least one character should
be/have; an Aristocracy status, an Underworld status, some High Tech
skills, some College skills, some Low Tech
skills and some Space skills.
A typical small freighter needs
4-6 people (to cover all the shifts and help with the heavy
maintenance) and the skills; Pilot (Freighter space), Pilot (Freighter
atmospheric), Navigation (space), Navigation (atmospheric), Medic
(first aid), mechanic (Freighter) and all should have Crewman (spacer)
or acquire shortly after the campaign starts. Cross training and backup
skills are common. One or two people if they had the necessary skills
could run the ship in a pinch, but trouble would be hard to deal with!
Other useful skills are
Environment suit (Vacc), Piloting (shuttle
atmospheric), Piloting (shuttle space), Law (trade), Administration,
Current
events, Current affairs (business), Freight handling, Freight handling
(hazardous materials) Free fall, Accounting, Market analysis,
Driving (small land [mule]), Driving
(medium
land [large mule]),
Environment suit (exoskeleton), Machinist, Armory (guns), Gun (pistol),
Gun (rifle), some "low tech"
skills Riding (horse)...
Contacts: A couple of (off starting world) contacts could be
good. Maybe something from your background?
Vehicles: You could windup with
a ship and two shuttles and a couple of "Mules" and you may want to
operate them all at the same time...
Starting Scenarios:
#1
the
"Pre-quell"; These
will
be one-on-one scenarios to flesh out your characters. So start with a
character concept, the advantages/dis-advantages you would like,
few of the more important
background skills (
look at the skill
categories carefully, don't try to take college skills if you
never went to college! or have a really good story for me.) and
maybe some roughed out attributes. Players should also have roughed out
a background for
each character. Also think about what you did in the
war; Which side were you on? Did you fight?, How do you feel about it
now? Conscripted? Volunteered? Dodged? Too young?, Too old?, etc. And
how did you wind up on Paradise?
#2 the "
Bowler Job";
A
few years after the war you wind up here in Paradise.
Bowler has a job that doesn't involve killing anyone, specific anyway,
and it pays hard platinum $. You take it, it's better then
starving and with any luck you'll make enough to buy a ticket off world.
#3 "The way out" This thing
used to fly didn't it? What are "Ship's Articles" anyway?
#4, #5 "Deal? Job?" What's the
difference?"
#6ish "Flash?"
"Where did that come from?"
and what are we going to do with it?
"Go for Big the Game!"
"Commandeered"
"
Thugs"
"
Gypsies, Tramps or Thieves?"
"
Atmosphere? We don't need no
stinking atmosphere!"
GURPS is a
registered
trademark of Steve Jackson Games, and the art here is copyrighted by
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Jackson Games. All rights are reserved by SJ Games. This material is
used
here in accordance with the SJ Games online
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The material presented here is my original creation, intended for
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with the GURPS
system from Steve Jackson Games.
This
material is not official and is not endorsed by Steve Jackson Games.