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El Spamo
Aug 21, 2003

Fuss and misery


The world quietly changed in 2012 when a long forgotten artifact found in the Egyptian desert was used to travel to an alien planet. The experiences of Daniel Jackson, Colonel O'Neill, and others were classified at the highest level and the artifact and the StarGate program are mothballed. Three years later, the artifact again activated and began a new chapter in the book of human history. We were about to become a catalyst for change in the universe.

The Goa’uld Apophis and his guards enter Cheyenne Mountain complex unannounced, killing or capturing several USAF personnel. Elsewhere, Jackson’s wife is kidnapped. The Stargate project is reactivated, and StarGate Command (SGC) is formed, with the objectives of defending Earth against the Goa’uld threat, and exploring worlds through the Stargate, determine Goa’uld positions and find ways of countering their advanced technology. In the events of hte following years, the storied SG-1 team discover numerous technological societies and even more primitive settlements of humans scattered across planets around the galaxy. The events of 2012 have destabilized the delicate balance of power in the galaxy. Alliances are difficult to make, and only our best efforts are able to save the Earth from being snuffed out by a Goa'uld system lord. Still, we are not without victories. With the system lord Apophis defeated near Earth, other opportunistic system lords begin to move against him further destabilizing the galactic balance of power and obscuring the Earth situation behind an alien cold war. The powerful Asgard are contacted, as are the underground resistance group against Goa'uld rule the Tok'ra.

Apophis returns with a vengeance, recovering from his defeat at Earth and crushing the infighting and rebellion amongst the Goa'uld system lords. With Apophis back at the top of the pyramid, Earth again faces a serious threat of extinction. The SGC bends its every effort to combat this threat and at the end negotiates a tense peace. The Asgard accept Earth into the Protected Planets treaty, preventing direct Goa'uld interference with the planet itself. In exchange, Earth is left on its own technologically and cannot be given any assistance from extraterrestrial sources.

Officially.

The year is 2017, nearly four years after the reactivation of the Stargate. SGC has fought hard to protect the earth, and the storied characters of SG-1, Daniel Jackson, Jack O'Neill, Samantha Carter, and Teal'c have made a tremendous impact in the shape of the world. However, even these heroes are only human(oid). The loss of Jackson's wife has affected him deeply and he has disappeared into studious seclusion. Major Carter's investigations into alien technology have occupied her attention fully, and Teal'c and O'Neill have decamped to the Alpha site to oversee Earth's ace-in-the-hole. The SGC remains, and its mission remains to protect the Earth and find technological advances that will help us stand against the Goa'uld. The Protected Planets treaty keeps the Earth safe from assault, but the Goa'uld have prosecuted a cold war against Earth and SGC assets across the galaxy. Wherever we search for resources and technology, we are opposed by the Goa'uld by arms and subterfuge. Whenever we seek allies, they are pressured by the might of the System Lords to keep the Earthling upstarts at a distance.

SG-13 is a newly commissioned SG team under the general command of Colonel Adam Rogers. Along with SG-14 and SG-15, the trio of SG teams under the Colonel's command has been tasked with the mission to explore new worlds and discover alien technology and allies. You are graduates of the SGC training and recruitment program. You have spent the last six months in an unusual training program, and cleared to the highest level to access information that was up until now strange and fantastical. But now, fully briefed on the history of the SGC, you are prepared to act on a galactic stage. You are humanities elite, the best of the best, and you will need every ounce of skill to carry our your mission.

Good luck SG-13.


Stargate!
One of my favorite TV shows, and a fantastic setting for a game.

For this game, I'm simply advancing the timeline by 15 years or so in order to use current dates. Human tech hasn't advanced all that much, guns are still guns after all, and the Goa'uld power structure is stagnant enough that a 15 year 'delay' won't change anything. So, Season 1 takes place in 2014 and the current year of 2017 is three years into the SGC program. Earth has been granted Protected Planet status, we've gotten a glimpse into the wider world of the Stargate network but there are lots of unexplored and uncontacted planets out there. The SGC has only yet seen a fraction of the galaxy available to them. At this point, the timeline diverges and SG-1 drops off the radar. The big players on the TV show fade into the background as they are wrapped up in their own activities and struggles and give SG-13 and the PC's room to grow and shine.

I'm looking for 4-6 players to make up the SG-13 team. The team's mandate is to be a general-purpose exploration team which should accomodate whatever mix of characters show up. I'll try to protect niches, and having a good spread of skills will give me lots of leeway in mission styles.

Some suggestions for niches:
Combat-focused - You will encounter hostile actors
Medical - Healing is good, and medical expertise often includes research/knowledge skills
Archaeologist - Very thematic and fits well in the SG world.
Technical/Engineer - Alien tech is weird, a techie can help make sense of it
First-contact specialist - If it's reasonable and fun I'll use language barriers, having a specialist in living alien peoples would be good.
Survivalist - You'll be on your own on these planets, staying alive is priority 1.

I'll also look for some rank distinction amongst the team. It's a fairly new team so one officer no higher than Captain, the rest can either be officers at lieutenant SG or JG rank or higher ranked enlisted. I'm not super picky, check wikipedia for air force ranks if you want to nail something down otherwise I'll work out what the structure is after characters are made.

Characters should be Earth-humans, TL8. Your background can be almost anything that's military or high-level academics, the SGC is branching out so even foreign nationals have been granted clearance to participate in the program as a peace offering to the world nations for the US controlling the gate. Either way, you live in Colorado Springs now.

Character points are 200 points, with up to 30 points in disadvantages and 5 points in quirks (-35 total).

You're elite in your field, and you don't have a lot holding you back. Serious physical disadvantages (One eye, lame, one-armed, etc.) are forbidden. Serious mental disadvantages such as Delusions, Kleptomania or Paranoia would be found out during the background checks and the character’s security clearance denied. No NID spies either. Desireable disadvantages are any of the Codes of Honor (Soldier's, Officer's, Doctor's), religious disadvantages and codes of conduct, Senses of Duty to Team, SGC, Humanity, etc. Superstitious quirks are common in the military. Compulsive Behaviour (Carousing, Gambling, and so forth) is usually tolerated so long as it does not interfere with the mission or jeopardize security. The training and selection process for elite troops makes Overconfidence or Stubbornness common.
The rule of thumb is asking whether or not an elite soldier could function with the disadvantage.

Advantages are pretty open, no supernatural stuff. Access to biotech and cybernetics down the line may happen, which would be pretty cool.

Wealth is not very useful, you'll have access to basic models of whatever gear you need from the base. Signature gear is acceptable, and you can buy your own gadgets if you want a shiny flash bitz for your gun or specialized tools for your profession. Social dis/advantages are will not come up much, avoid them please without a good reason.

Here is a list of skills you should have at least a point in.

First Aid
Guns (any)
Brawling (or a martial art)
Throwing
Knife, Spear, or some melee weapon training
Savoir-faire (Military)
Soldier
Leadership
Diplomacy OR Fast-talk
Navigation
Stealth
Survival (your choice, multiple climates recommended)
Swimming
Climbing
Camoflage
Computer operation
Electronics operation
Research

Strongly recommended for rounding out characters:
Tracking
Driving
Running
Shadowing
Language skills
Area-knowledge
A hobby

I think that's everything, post any questions you got!

edit: Two useful links.
GURPS Lite 4e. 90% of what you want and 100% of what you need. : http://www.sjgames.com/gurps/lite/
Free open-source character sheet app: http://gurpscharactersheet.com/

El Spamo fucked around with this message at 22:16 on Nov 29, 2016

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Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Just checking, the Gurps Lite 4th edition will be good to create a character right?

El Spamo
Aug 21, 2003

Fuss and misery
Yeah, definitely. I'll put a link in for anyone else that wants: http://www.sjgames.com/gurps/lite/

It'll get you, like, 90% of what you want and 100% of what you need. I will be happy to provide info for more fiddly bits if you want to be doing something but the Lite rules don't quite support it.

Also, a really handy free open-source character sheet app: http://gurpscharactersheet.com/

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Cool. Looking through the rules, will post a character in next day or so.

hectorgrey
Oct 14, 2011
Definitely interested - may make something sciency.

Rhyos
Jan 2, 2006
It's probably my fault.
Funny enough, there was an actual Stargate RPG system based on Spycraft - Always wanted to run a game, but could never get a group!

Still, I'd love a chance to get in on this. Just a few fluff questions - has there been any technological integration/upgrades thanks to the years of excursions, or are energy weapons still beyond human manufacture? Are normally treatable mental disabilities (Depression, anger management, PTSD, etc) permitted, or at a mitigated cost? Given the knowledge of other civilizations, is it possible to train up on various alien forms of speech/martial arts? If it's too minutia-oriented, those ideas can be backed off from!

chitoryu12
Apr 24, 2014

I might join. Gotta get back from vacation this weekend first.

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!
First time making a GURPS character - can someone take a look and tell me what I hosed up? http://docdro.id/Pl8OnIN

Mustache Ride
Sep 11, 2001




Sgt Jordan Drake - Air Force Special Tactics

Background goes here.

El Spamo
Aug 21, 2003

Fuss and misery

Rhyos posted:

Funny enough, there was an actual Stargate RPG system based on Spycraft - Always wanted to run a game, but could never get a group!

Still, I'd love a chance to get in on this. Just a few fluff questions - has there been any technological integration/upgrades thanks to the years of excursions, or are energy weapons still beyond human manufacture? Are normally treatable mental disabilities (Depression, anger management, PTSD, etc) permitted, or at a mitigated cost? Given the knowledge of other civilizations, is it possible to train up on various alien forms of speech/martial arts? If it's too minutia-oriented, those ideas can be backed off from!

There's a Savage Worlds setting as well for Stargate, which is pretty well put together. But, I know GURPS better and PbP I think suits GURPS well since you have more time to indulge in fussy little rules if you want.

We're only ~3 years into the program so the SGC is still using stolen and appropriated tech rather than anything homegrown. Staff weapons are being harvested for the liquid naquada for fueling generators and research and zat-guns are precious and being reserved for issue to frontline units. In-setting that means that your character has likely seen and handled alien tech by now in a classroom setting, and OOC that means I plan to start folks off with human tech and set you up to acquire your own goodies in the field.

Mitigated (-60% disad cost) mental disabilities are fine, and in fact a great depth to a character. Treatment, regular therapy, etc. will qualify an applicant for clearance with medical issues, even the best of the best are still flesh and blood. And a great complication when stuck on a remote planet.

Alien (read: Jaffa) martial arts aren't so different from human martial arts (a punch is a punch the whole galaxy 'round), alien language is available to academic characters. For fluff reasons I'd say Goa'uld would be the alien language accessible at the start, introduced as a course on language acquisition using an 'artificial language' that was in fact Goa'uld. Fluency would be a stretch but a few points in it is fine. Other good suggestions for a linguist given the setting is Egyptian, Greek, Ancient norse runes, Aramaic, and other old languages like that.

Hopefully that helps out, minutiae and PbP go hand in hand. :)

El Spamo
Aug 21, 2003

Fuss and misery

ForeverBWFC posted:

First time making a GURPS character - can someone take a look and tell me what I hosed up? http://docdro.id/Pl8OnIN

An excellent start, looks like an EOD guy at first glance.

Advantages and skills are in good shape, though you might pull a few points off attributes to shape your skills. Your HP for example is really high, though that's not necessarily a bad thing. These are just fine-tuning suggestions for making the most of GURPS, this is a great job overall.

Disadvantages need some tweaking. Replace "Duty" with "Sense of Duty". You've all got a duty to the SGC, the sense of duty means that you in particular will put the SGC, it's personnel, and its mission first, always, without a second thought.

Colorblindness is a tricky one and hard to place on an elite soldier. Gotta distinguish red vs. green smoke. Perhaps change to mitigated bad eyesight which is -10? You're near or farsighted, but with glasses or sport goggles you're perfectly functional. SERE probably sucked for you though. :)

Humble and Proud are mutually exclusive, and humble is a minor version of selfless anyway. Swap those two out for something else, or leave blank to fill in asap as the character develops in the first few posts. Quirk: lactose intolerant makes trading the mac&cheese mre for something else pretty important.

El Spamo
Aug 21, 2003

Fuss and misery

Ok, you're gonna have to explain the broadsword thing because that's not quite adding up.
Ex-astronaut? In any case, wouldn't yet have high-performance (but yes for low-performance) spacecraft experience. Yet.

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Here is my first try, could I get a review? https://drive.google.com/open?id=0BxwgqmFBCyRGS3hXOWVhUVI1dWc

Rhyos
Jan 2, 2006
It's probably my fault.
The sword stuff gives me a good segue - how do you feel about the blanket skills, like Gun!, Sword!, etc. I'm planning on doing up a military historian/archaeologist, and I'd think one general skill would be a bit easier to deal with than 3-5 separate weapon skills.

Edit: Never mind! Looks like I was beaten to the punch. MP incoming soon!

Rhyos fucked around with this message at 21:52 on Nov 30, 2016

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!

El Spamo posted:

An excellent start, looks like an EOD guy at first glance.

Advantages and skills are in good shape, though you might pull a few points off attributes to shape your skills. Your HP for example is really high, though that's not necessarily a bad thing. These are just fine-tuning suggestions for making the most of GURPS, this is a great job overall.

Disadvantages need some tweaking. Replace "Duty" with "Sense of Duty". You've all got a duty to the SGC, the sense of duty means that you in particular will put the SGC, it's personnel, and its mission first, always, without a second thought.

Colorblindness is a tricky one and hard to place on an elite soldier. Gotta distinguish red vs. green smoke. Perhaps change to mitigated bad eyesight which is -10? You're near or farsighted, but with glasses or sport goggles you're perfectly functional. SERE probably sucked for you though. :)

Humble and Proud are mutually exclusive, and humble is a minor version of selfless anyway. Swap those two out for something else, or leave blank to fill in asap as the character develops in the first few posts. Quirk: lactose intolerant makes trading the mac&cheese mre for something else pretty important.

Thanks for the input! Made some tweaks - http://docdro.id/RBFLk4D

El Spamo
Aug 21, 2003

Fuss and misery

Rhyos posted:

The sword stuff gives me a good segue - how do you feel about the blanket skills, like Gun!, Sword!, etc. I'm planning on doing up a military historian/archaeologist, and I'd think one general skill would be a bit easier to deal with than 3-5 separate weapon skills.

Edit: Never mind! Looks like I was beaten to the punch. MP incoming soon!

Eh, not a huge fan and weapon defaults are pretty darn generous. Once the character is made up then it's not much bookkeeping after that.
Specializing in hand-to-hand combat is fine, but don't forget that you are in the modern military and things like swords aren't really used. Knives, yes, martial arts, yes, sabers not so much.

El Spamo
Aug 21, 2003

Fuss and misery

Looks good. Security clearance is assumed with the position so spend those 10 points elsewhere. Rank's fine, you've bought yourself a leadership position. You've still got -15 in disads to use IF you want, no pressure. Don't forget your quirks!

Rhyos
Jan 2, 2006
It's probably my fault.

El Spamo posted:

Specializing in hand-to-hand combat is fine, but don't forget that you are in the modern military and things like swords aren't really used. Knives, yes, martial arts, yes, sabers not so much.

No biggie! There are various schools that are recreating/researching old martial art styles (ie HEMA schools bringing back longsword), and the aspect I was initially going for was an expert in ancient weaponry and battlefield anthropology/archaeology, but it might be a bit too much of a reach.

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!

Rhyos posted:

No biggie! There are various schools that are recreating/researching old martial art styles (ie HEMA schools bringing back longsword), and the aspect I was initially going for was an expert in ancient weaponry and battlefield anthropology/archaeology, but it might be a bit too much of a reach.

I thought you were going for Black Jack Churchill!

hectorgrey
Oct 14, 2011

Rhyos posted:

No biggie! There are various schools that are recreating/researching old martial art styles (ie HEMA schools bringing back longsword), and the aspect I was initially going for was an expert in ancient weaponry and battlefield anthropology/archaeology, but it might be a bit too much of a reach.

To be fair, the Longsword style in GURPS Martial Arts (if we're allowed to use that) comes with Brawling, Judo and Knife as required skills, in addition to two handed sword - I don't know if you have access to that book, but it would probably make in character sense take all four of the skills anyway and say that they're all from the same martial arts class. Sure, you'll almost certainly never use a sword (and anyone who learned to use a knife in the military might think your style looks a little odd), but if the situation ever cropped up, it would be a pretty cool moment.

Rhyos
Jan 2, 2006
It's probably my fault.

hectorgrey posted:

Sure, you'll almost certainly never use a sword (and anyone who learned to use a knife in the military might think your style looks a little odd), but if the situation ever cropped up, it would be a pretty cool moment.

Surely there's a crusader planet out there, right? :hist101:

I may have my MP character take it up as a hobby.

El Spamo
Aug 21, 2003

Fuss and misery

hectorgrey posted:

To be fair, the Longsword style in GURPS Martial Arts (if we're allowed to use that) comes with Brawling, Judo and Knife as required skills, in addition to two handed sword - I don't know if you have access to that book, but it would probably make in character sense take all four of the skills anyway and say that they're all from the same martial arts class. Sure, you'll almost certainly never use a sword (and anyone who learned to use a knife in the military might think your style looks a little odd), but if the situation ever cropped up, it would be a pretty cool moment.

Yep, if you want to pull stuff out of Martial Arts go ahead. There's a lot of very useful stuff in there even for combat-secondary characters.

So, if your character concept is an archaeologist who's specialty is ancient battlefields then you probably were recruited into the program for that expertise and trained up to a basic level of competence in self-defense and survival. Excelling at hand-to-hand combat during that training would justify the points spent in melee, but sword skills wouldn't have been reinforced in that training.

In short, the SGC is looking to recruit an expert archaeologist not an expert swordsman so be aware of how many points you put into the skill.

edit:
Yep, there are crusader planets. Ssshhh, don't give away the plot of the first mission!

Rhyos
Jan 2, 2006
It's probably my fault.

(Pictured right, handling MSgt. Bosco)
TSgt. Jacob "Buzzkill" Glengarry

Col. Adam Rogers posted:

George,

Here's the quick and dirty on Glengarry. A little shaky in the psych area, but he's been without major incident for the past 4 years. His process improvement has been spot on, and he served with distinction in both Iraq and Afghanistan. For operational security and on-site safety, this kid knows how to get the job done. He's a good blend of carrot and stick, and knows how to keep a team coordinated as evidenced in the cleanup of the Ghraib blacksite cleanup. I'll let the rundown speak for itself.

Name: Jacob Adam Glengarry
Age: 30
TIS: 10

Service Profile:
Training: Maxwell AFB
Security Forces K9 specialization

Deployments:
Manas - 08-09
Kandahar - 09-11
Ali Al Salem - 11-15
Cannon - 15-present

Notes:
Diagnosed with Clinical Depression during basic. Began regular therapy during and after basic, cleared for deployment in 08. After stint in Ali Al Salem, was redirected to Cannon AFB for further training on orders from Col. Rogers.
TSGT Glengarry is credited with multiple security intercepts through use of K9 assets.

Will flesh out more as inspiration strikes. Your call as to whether the dog comes with or not. Feel free to pick apart and critique, everyone!
Fun fact: Found out that military service dogs are colloquially given one higher rank than their handler.

Rhyos fucked around with this message at 03:15 on Dec 1, 2016

El Spamo
Aug 21, 2003

Fuss and misery
No animal handling? MSgt. Bosco is gonna have words with you.

Otherwise looks good. Might swap or add in a wilderness survival skill.
I did the math on the depression disadvantage, it looks like unmitigated it's a self-control roll of 9.
Mitigation works fine, as long as you have your meds you're a functional human and if you lose them, skip doses, or have to ration them then the disadvantage will manifest.

hectorgrey
Oct 14, 2011
I still haven't started doing stats, but thus far my thoughts are as follows: I'm thinking of being primarily an archaeologist specialising in Egyptology (so several points in Expert Skill: Egyptology, but also a point or two in each of the skills that it would usually replace). I will probably take Escrima from the Martial Arts book, since that's a martial arts style that a civilian might conceivably learn and that covers the melee weapons one might actually use in a military setting. I will also be taking pistol as a skill, and I'll probably put enough points into it to make it worth defaulting with SMGs and Rifles. Since smallsword covers sticks and batons, I thinking it might make sense for my character to carry a telescopic baton, since they're relatively light. Beyond that, a point or two in house keeping might be a decent "rounding out" skill for making MREs taste vaguely edible (I'm told they're actually quite nice if you have time to heat them up) and maybe Chess as a hobby skill.

For disadvantages, I'm not sure. I was originally considering a combination of low empathy and clueless until I saw the bit about not taking social disadvantages - would it be acceptable to take these as quirks instead (and thus role play them out rather than focusing on the mechanics of them), since they wouldn't come up often enough to justify a full 30 points between them? I also feel like Pacifism: Reluctant Killer would be pretty appropriate here: the character is a civilian, after all, and since the Jaffa (or however it's spelled) regularly use masks, the penalty isn't high enough to completely cripple him in a firefight. Post Combat Shakes is another idea, for the same reason (although, I would definitely be looking to buy those off eventually as the character gets more used to getting into fights). Sense of duty to the team is another one that makes sense.

For advantages, I was thinking of acute senses (probably hearing; maybe smell), danger sense, extra attack, fit, a couple of ranks of night vision, single minded, and a couple of perks. As for languages, I'm thinking of broken spoken ancient Egyptian (since we know, vaguely, how it was pronounced) and accented literacy, and accented spoken Goa'uld. Maybe accented American Sign Language as another thing for just rounding out the character.

Epicurius
Apr 10, 2010
College Slice
I'm thinking of making a cultural anthropologist/first contact specialist. Does that sound good, or is there too much potential overlap with hectorgrey's concept?

El Spamo
Aug 21, 2003

Fuss and misery
A canine companion is an interesting choice.
A trainer has a dog as a 3-point ally, built on 25% of your character points or less and available almost always. A basic trained guard dog is about a 25 point character, a highly trained and peak-performance dog is up to 50pts.
If you pay the points, you get the ally. The SGC uses K9 units for security, it's not unreasonable to have a K9 unit assigned to an offworld unit for S&R, or tracking, or site security. There will be areas and missions where he won't be able to come along, be aware of that.
If you want to simply use a dog periodically as equipment without paying the ally points then it'll simply be up to the nature of the mission as to whether you will be able to take along a canine asset.

hectorgrey, the background works out pretty well. Social standing and wealth aren't useful since you're not in an environment where those matter. Having irritating habits is fine though. Clueless and low-empathy at quirk level sounds great and clueless would work fine at full cost. Low-empathy can be pretty problematic, but clueless just means you're a social dork instead of a total robot. Reluctant killer is very appropriate for a civilian scientist. You checked out on the shooting range fine, but shooting an actual person is a different thing altogether! Extra attacks is a bit weird with reluctant killer.

So far we have:
Mykkel - linguist
hectorgrey - archaeologist
ForeverBWFC - Muscle w/ EOD experience
Rhyos - MP muscle with (potential) canine support

Mustach Ride (SG-Conan?), hectorgrey, and Chitoryu are pending either tweaks or sheets. I'm heading out on a weekend trip so you've got time to refine and post. I'll shoot to get things going early next week, so no rush.

edit: Epicurious, we're filling up a bit on archaeological science but we're still light on the biosciences.

El Spamo fucked around with this message at 05:41 on Dec 1, 2016

Rhyos
Jan 2, 2006
It's probably my fault.
Liking the idea of having canine support! I'll think on it tonight and make a decision tomorrow.

Mince Pieface
Feb 1, 2006

So how hard is it to learn GURPS? I love Stargate, but I've never played! I'm pretty good at complicated point buy systems though.

Twobirds
Oct 17, 2000

The only talking mouse in all of Britannia.

Mince Pieface posted:

So how hard is it to learn GURPS? I love Stargate, but I've never played! I'm pretty good at complicated point buy systems though.

Good news! GURPS is a complicated point buy system. I don't think it's hard, read a lot of completed sheets to get the hang of what people tend toward. Buy attributes before skills, normal characters like these don't need a ton of advantages, and don't go crazy with disadvantages if you value your GM's respect. Skill defaults are painful, so invest a small number of points in a ton of skills if you want to be rounded.



Healer LFG

quote:

Josephine Lawry


Born in a small town in Alberta, Canada, Jo had few options once high school was over - be a farmer, or work in the oil fields. Being one of the smartest in her class (of about fifty) and one of the few Girl Guides (the Canadian equivalent to the United States’ Girl Scouts) to be excited to explore the wilds and not lose her lunch at the sight of someone’s broken bone, she enlisted in the Army as a doctor and attended medical officer training school. In the army, she served in UN-supported actions in the Middle East as well as remote duties in northern Canada, assisting indigenous peoples and the remote towns of her country.

After a busy six years, an on-again, off-again relationship with a fellow doctor became serious and they both left the service to join practices in Toronto. Transitioning to city life was hard, though her husband took to it far better than Jo, who felt more like she was doing what she was supposed to be doing, not what she wanted to be doing. After several years of dealing with hospitals and drug companies, and finding herself two months pregnant, Jo decided she despised her situation, and divorced her husband, got an abortion, and joined Doctors Without Borders.

She has worked in the Congo, the Ukraine, the Turkey/Syrian border, Myanmar, and Kolkata, among others, for the past 16 years. Despite the harsh conditions, she constantly pushed for new techniques and cures to be used where appropriate. She currently holds the record for number of publications in MSF, all of it prepared from the field, and include programs to combat dynamic virulent diseases, field surgery adaptations, and even a couple cultural/medical conflict resolution studies.

It was this work that caught the eye of the Stargate program, and the vague letter that Jo got from the US government was intriguing. It wasn’t that she didn’t love her job, it was that there were tantalizing hints of what she was being recruited for. There were conspiracy theories about things the program did, of course, nothing she had taken seriously. The thought of something genuinely new was enough, she accepted and began her training.

https://drive.google.com/file/d/0BwHncBxQ5mj4TU1wM050eVVvLTA/view?usp=sharing

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

I made some changes to the character, please feel free to critique.. [urlhttps://drive.google.com/open?id=0BxwgqmFBCyRGWnBnaTRrYXUwRDA[/url]


Background:

Michael Grey grew up in rural Michigan. At a very young age Michael knew he wanted to serve his country like his father, uncles, grandfathers, the question was always which branch. In high school Michael was an honor roll student, 3 sports star (cross country, basketball, tennis), and a member of student council. When he was 16, he went up in a Cessna with his Aunt Rachel (the only female member of his family to serve in the military). The decision on which branch was determined when the Cessna climbed through the clouds, and his Aunt let him take the stick.
Michael earned the recommendation of his U.S. Representative to attend the U.S. Air Force Academy. Michael graduated from the academy in 2015. While he was at the academy, he discovered his talent for languages, and earned an International Relations degree.


His first deployment was to 8th Fighter Squadron in New Mexico. Colonel Muhlada recommended him for the program Rogers was running in Colorado. This is Grey's second deployment.

Mince Pieface
Feb 1, 2006

Okay so a couple of questions
1. The skills presented in the free PDF are a bit more general than some of the skills in the character builder. How specific should our skills be? Is there an advantage to taking "Hazardous Materials (Chemical)" in addition to Chemistry, for example?
2. For the Talent advantage, do we choose what skills the talent applies to or do you? I'm interested in some kind of chemistry/materials science talent, or possibly two talents.
3. I can't remember, was naquadria/naquadah introduced by this point in time? Just wondering for my backstory, I'd like to be some kind of DARPA/CIA defense scientist who got reassigned to the Stargate program to study alien materials and weapons. Also, what kind of Weapons skill training would best represent this?

Rhyos
Jan 2, 2006
It's probably my fault.

El Spamo posted:

A canine companion is an interesting choice.
A trainer has a dog as a 3-point ally, built on 25% of your character points or less and available almost always. A basic trained guard dog is about a 25 point character, a highly trained and peak-performance dog is up to 50pts.
If you pay the points, you get the ally. The SGC uses K9 units for security, it's not unreasonable to have a K9 unit assigned to an offworld unit for S&R, or tracking, or site security. There will be areas and missions where he won't be able to come along, be aware of that.
If you want to simply use a dog periodically as equipment without paying the ally points then it'll simply be up to the nature of the mission as to whether you will be able to take along a canine asset.

So essentially, it'd be 53 points from the pool for a max-trained dog? Just want to make sure I'm interpreting the rules correctly.

Would it be possible to train up a dog as things go on? Perhaps drop enough points for the basic acquisition/discipline and as the game goes on, sink more points into development? Essentially, it'd be training a new dog from scratch for the rather unique field conditions an SG-team would come across.

El Spamo
Aug 21, 2003

Fuss and misery

Mince Pieface posted:

Okay so a couple of questions
1. The skills presented in the free PDF are a bit more general than some of the skills in the character builder. How specific should our skills be? Is there an advantage to taking "Hazardous Materials (Chemical)" in addition to Chemistry, for example?
2. For the Talent advantage, do we choose what skills the talent applies to or do you? I'm interested in some kind of chemistry/materials science talent, or possibly two talents.
3. I can't remember, was naquadria/naquadah introduced by this point in time? Just wondering for my backstory, I'd like to be some kind of DARPA/CIA defense scientist who got reassigned to the Stargate program to study alien materials and weapons. Also, what kind of Weapons skill training would best represent this?

1. Specific enough to get the job done, I'm not a huge fan of the "!" skills. For example here, chemistry would allow you to manage hazmat, but having the hazmat skill means you're much more skilled and capable.
2. Talents are pretty useful, usually 3-5 skills for a 5 point, 6-9 skills for a 10 point, and 10+ skills for a 15 point talent. The skills need to be strongly linked if your homecooking your own talent. For something like a chemistry talent would be a talent that covers probably Chemistry, Hazmat(chemicals), Engineering(Materials), and maybe one more associated skill if it fits.
3. Yep, naquada is here and being studied but naquadria isn't.

quote:

So essentially, it'd be 53 points from the pool for a max-trained dog? Just want to make sure I'm interpreting the rules correctly.

Would it be possible to train up a dog as things go on? Perhaps drop enough points for the basic acquisition/discipline and as the game goes on, sink more points into development? Essentially, it'd be training a new dog from scratch for the rather unique field conditions an SG-team would come across.

Almost. The advantage costs 3 points, and the dog character itself is built as a 25-50pt character that the GM controls for the benefit of the character. I've done it before, dog-buddies are fun.
I like that idea of training a dog. You can spend the points now if you want to start with a very basic 25pt dog, or do the first mission without a dog and buy the ally with the gained character points and begin the training regimen there.

Rhyos
Jan 2, 2006
It's probably my fault.

El Spamo posted:

Almost. The advantage costs 3 points, and the dog character itself is built as a 25-50pt character that the GM controls for the benefit of the character. I've done it before, dog-buddies are fun.
I like that idea of training a dog. You can spend the points now if you want to start with a very basic 25pt dog, or do the first mission without a dog and buy the ally with the gained character points and begin the training regimen there.

Nice! I'll update the character sheet soon, but a far more important question remains: What does everyone think the pup ought to be named?

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
I'm going to try and have a character up either later tonight or tomorrow. This looks like fun!

Rhyos posted:

Nice! I'll update the character sheet soon, but a far more important question remains: What does everyone think the pup ought to be named?

I like Bosco, but Msgt. Is too high a rank unless that dog did some seriously incredible stuff. Im talking saving the president type stuff. Sgt. Would be more appropriate.

Deadmeat5150 fucked around with this message at 20:37 on Dec 1, 2016

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

I've got nothing on the pup name. I'm still hoping that SG13 isn't going to be commanded by an emerald green Lt.

Rhyos
Jan 2, 2006
It's probably my fault.

Deadmeat5150 posted:

I'm going to try and have a character up either later tonight or tomorrow. This looks like fun!


I like Bosco, but Msgt. Is too high a rank unless that dog did some seriously incredible stuff. Im talking saving the president type stuff. Sgt. Would be more appropriate.

Traditionally, working dogs are given one rank higher than their handlers. I guess Jacob would be fairly highly ranked for a handler, but that'd also make sense as he's part of a rather elite unit. Being in the USAF for 10 years and given his skill level, Jacob would most likely have the rank of Tech Sergeant, working toward Master Sergeant.

hectorgrey
Oct 14, 2011

El Spamo posted:

hectorgrey, the background works out pretty well. Social standing and wealth aren't useful since you're not in an environment where those matter. Having irritating habits is fine though. Clueless and low-empathy at quirk level sounds great and clueless would work fine at full cost. Low-empathy can be pretty problematic, but clueless just means you're a social dork instead of a total robot. Reluctant killer is very appropriate for a civilian scientist. You checked out on the shooting range fine, but shooting an actual person is a different thing altogether! Extra attacks is a bit weird with reluctant killer.

Just had a quick re-read of Low Empathy in the book, and yeah; it was somewhat more extreme than what I had in mind - having it at quirk level would probably be closer to what I originally had in mind anyway.

As for Extra Attacks and Reluctant Killer, nowhere does reluctant killer say that you can't beat people up (hence the telescopic baton). The idea is, he's a reasonably skilled martial artist, but he's never had to use it outside of a training/competitive environment. Given that a knife fight would almost certainly put him at a hefty -4 penalty to hit, extra attack isn't really going to help a great deal...

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Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Rhyos posted:

Traditionally, working dogs are given one rank higher than their handlers. I guess Jacob would be fairly highly ranked for a handler, but that'd also make sense as he's part of a rather elite unit. Being in the USAF for 10 years and given his skill level, Jacob would most likely have the rank of Tech Sergeant, working toward Master Sergeant.

I guess this would be a special case, being the SGC, cause he'd be a trainer now not a handler, especially given his skill. I guess that would mean the dog is pretty exceptional too.

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