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Thread: GURPS (non prime directive) Star Trek '09 & Into Darkness builds

  1. #1

    GURPS (non prime directive) Star Trek '09 & Into Darkness builds

    (hey, take a look at my non Prime Directive Gurps Trek builds. Feedback appreciated. I'll fill in some design notes later for each member of the crew followed by the Enterprise herself)

    James T. Kirk (269 points)

    Attributes: ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 12 [20].

    Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [0]; Per 12 [-5]; FP 12 [0]; Basic Speed 6.75 [10]; Basic Move 6 [0].

    Advantages: Attractive [4], Charisma 2* [10], Extraordinary Luck [30], Fearlessness 2 [4], Hard to Subdue 2 [4], Intuitive Admiral 1* (+1 to initiative to Kirk's "side" while in command, various skill bonuses) [10], Rank 5 (captain of the USS Enterprise) [25].

    Disadvantages: Duty (the five year mission; hazardous) [-20], Impulsive [-10], Ladies Man [-1], Reputation -3 (loose cannon, affects interaction with Starfleet Command) [-5], Rivalry with Spock [-1], Sense of Duty (Comrades) [-5], Stubbornness [-5].

    Skills: Astronomy (H) IQ-1 [2]- 12, Beam Weapons (pistol) DX+1 [2]- 14, Brawling (E) DX+3 [8]- 16, Carousing (E) HT+1 [2]- 14, Computer Weapons (E) IQ [1]- 13, First Aid (E) IQ [1]- 13, Free Fall (A) DX [2]- 13, Leadership (A) IQ+1 [4]- 17**, Mathematics (applied) IQ-1 [2]- 12, Navigation (space) IQ+1 [4]- 14, Parachuting (E) DX+1 [2]- 14, Physics (VH) IQ-2 [2]- 11, Savoir Faire (military) (E) IQ+1 [2]- 15*, Shiphandling (starship) IQ+1 [8]- 15*, Soldier (A) IQ [2]- 13, Spacer (E) IQ+2 [4]- 16*, Stealth (A) DX+1 [4]- 14, Strategy (space) (H) IQ-1 [2]- 13*, Streetwise (A) IQ [2]- 13, Survival (mountains) Per [2]- 12, Swimming (E) HT+1 [2]- 13, Tactics (H) IQ [4]- 13, Vacc Suit DX [2]- 13.

    Techniques: Close Quarters Battle (use instead of Beam Weapons when distance doesn't exceed Perception in yards while using Move and Attack) Beam Weapons +2 [2]- 16, Cowboy Punch (lowers penalty for attacks to the face) (A) Brawling-1 [4]- 15, Space Jump (lowers penalty for parachuting from orbit) (H) Parachuting-3 [2]- 11.

    design notes...

    Of course Prime Directive is the big Trek Gurps setting, but it doesn't use 4th ed space rules. 4th ed space rules are very specific about what characters need (and a little contradictory; for example, an astronaut template with the "starship engineer" lacks skills to execute basic actions during space combat). You have to use Gurps rules... I still want to see PD though just to see their take. I plan on posting the command crew and then the Enterprise in all its overblown, oversized JJ-verse glory. Kirk here is a straight forward build; a combination of astronaut, starship captain, and the military background from Heroes with a little extra oompf from luck and high attributes. Also you'll notice that the main characters benefit from cinematic options in the rules while the rest of Trek "suffers" from harsh, harsh reality. In some cases it gets even worse with options like "cannon fodder" around. This is an outline for things to come in my homebrewed Trek stuff. Stay tuned. Scotty is next.
    Last edited by BaronVonStevie; 05-26-2013 at 01:54 AM.

  2. #2

    Scotty

    Montgomery Scott (159 points)

    Attributes: ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 10 [0].

    Secondary Characteristics: Damage 1d-1/1d+1; BL 22 lbs.; HP 11 [0]; Will 12 [-5]; Per 13 [0]; FP 10 [0]; Basic Speed 5.75 [5]; Basic Move 5 [0].

    Advantages: Ally (Keenser; half points, almost always available) [6], Artificer 2* (-2 from penalty for improvised equipment, +2 when using enigmatic devices, skill bonuses) [20], Rank 3 (chief engineer of USS Enterprise with rank of Lt. Commander) [15], Versatile [5].

    Disadvantages: Careful [-1], Duty (five year mission) [-15], Likes to Drink [-1], Overconfidence [-5], Sense of Duty (the Enterprise) [-5], Workaholic [-5].

    Skills: Astronomy (H) IQ-1 [2]- 12, Carousing (E) HT [1]- 10, Computer Operation (E) IQ [1]- 13, Computer Programming (H) IQ [4]- 13, Electrician (A) IQ [2]- 13, Electronic Operation (transporter) (A) IQ+2 [8]- 15, Electronic Repair (transporter) (A) IQ [2]- 15*, Engineer (starship) (H) IQ [4]- 15*, First Aid (E) IQ [1]- 13, Free Fall (A) DX [2]- 12, Freight Handling (A) IQ [2]- 13, Mathematics (applied) IQ-1 [2]- 12, Mechanic (antimatter reactor) (A) IQ [2]- 15*, Mechanic (starship) (A) IQ+1 [4]- 16*, Physics (VH) IQ-1 [4]- 12, Spacer (E) IQ+2 [4]- 15, Vacc Suit (A) DX [2]- 12, Weird Science (VH) IQ-2 [2]- 11.

    Technique: "I'm givin' her all she's got, Captain!" (lowers penalty for an additional Emergency Power attempt) (H) Mechanic (antimatter) -2 [3]- 13*, "Scotty, you're a miracle worker!" (lowers penalty to halt catastrophe when in the same section, but a different system of the ship) (H) skill-2 [3].

    design notes...

    Scotty! Very impressed with Pegg's job in the role. Into Darkness especially gives you an idea of who Scotty is more in the JJ verse. This build here is a simple combination of astronaut, engineer, and some extra points here and there meant to beef up Scotty to a point where he looks qualified. He's not meant to run around on an away team; he's more of a grease monkey with a smart mouth. Sulu should be coming up next.
    Last edited by BaronVonStevie; 05-26-2013 at 03:12 AM.

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