Setting:Nutopia/Rules: Difference between revisions
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==Soldiers== | ==Soldiers== | ||
===GHOSTS=== | |||
Requires at least DX 14 | |||
Ghosts are soldiers with superhuman agility and stealth, and they are possessed of a swift, efficient brutality. When you want something killed or destroyed but with discretion and precision, you need a Ghost. | |||
Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211) | |||
Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, submachinegun), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running. | |||
Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence. | |||
Recommended disadvantages: bully, callous, code of honour, duty, fanaticism, loner, sense of duty, vow. | |||
Recommended additional implants: Reinforced skeleton, Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, Gyrobalance, Neural Jack and Computer implant. | |||
===REAVERS=== | |||
Requires at least ST 14 | |||
Reavers are the grunts of soldier types. They do the hard work of beating down and breaking an enemy in open combat, going to where hulks cannot and bringing heavy firepower to wherever its needed. | |||
Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211) | |||
Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, submachinegun, light machinegun, LAW), Gunner (machine gun, rockets) karate, soldier, throwing. | |||
Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger. | |||
Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow | |||
Recommended additional implants: Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, biomonitor implant, nanoweave subdermal armour. | |||
Recommended additional skills: Leadership, Tactics. | |||
===HULKS=== | ===HULKS=== | ||
The largest of the soldiers, Hulks are massive war machines. The core of the Hulk is the Human 'brain in a jar', though far more accurately described as in an armoured case, linked into every part of the machine body that it inhabits with artificial replacements for nearly all bodily functions and organs. When only the heaviest firepower and armor can get the job done, it's time to bring in these metal monsters. | |||
Requirements: Size modifier +1 (9') Strength 20 and up (and up and up...). No fine manipulators on many tanklike models. HP 20+, Machine meta-trait (GURPS Basic set Characters p. 263) | |||
Basic advantages: Damage resistance 100+ (can't wear armour), Protected senses (all of them), Extra Attack, Enhanced Tracking (1), Combat reflexes, Doesn't Breath, nictating membrane(2), night vision(4), telescopic vision, Hard to kill(2). | |||
Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy. | |||
Basic implants: Neural Jack and Computer implant. | |||
Required skills: Innate attack (projectile) gunner (machinegun, rockets), guns (rifles, light machineguns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier. | |||
Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision. | |||
Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence. | |||
=Mechanics= | =Mechanics= |
Revision as of 11:18, 20 August 2009
Gettin' kinda crunchy
An orderly society.. or an almost anarchistic future needs Some kinds of rules. Presenting, in its somewhat crunchy glory, Nutopia.
Character Generation
Crack3rs
Hivers
Soldiers
GHOSTS
Requires at least DX 14
Ghosts are soldiers with superhuman agility and stealth, and they are possessed of a swift, efficient brutality. When you want something killed or destroyed but with discretion and precision, you need a Ghost.
Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211) Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, submachinegun), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running.
Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence. Recommended disadvantages: bully, callous, code of honour, duty, fanaticism, loner, sense of duty, vow. Recommended additional implants: Reinforced skeleton, Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, Gyrobalance, Neural Jack and Computer implant.
REAVERS
Requires at least ST 14
Reavers are the grunts of soldier types. They do the hard work of beating down and breaking an enemy in open combat, going to where hulks cannot and bringing heavy firepower to wherever its needed.
Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211) Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, submachinegun, light machinegun, LAW), Gunner (machine gun, rockets) karate, soldier, throwing. Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger. Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow Recommended additional implants: Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, biomonitor implant, nanoweave subdermal armour. Recommended additional skills: Leadership, Tactics.
HULKS
The largest of the soldiers, Hulks are massive war machines. The core of the Hulk is the Human 'brain in a jar', though far more accurately described as in an armoured case, linked into every part of the machine body that it inhabits with artificial replacements for nearly all bodily functions and organs. When only the heaviest firepower and armor can get the job done, it's time to bring in these metal monsters.
Requirements: Size modifier +1 (9') Strength 20 and up (and up and up...). No fine manipulators on many tanklike models. HP 20+, Machine meta-trait (GURPS Basic set Characters p. 263) Basic advantages: Damage resistance 100+ (can't wear armour), Protected senses (all of them), Extra Attack, Enhanced Tracking (1), Combat reflexes, Doesn't Breath, nictating membrane(2), night vision(4), telescopic vision, Hard to kill(2). Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy. Basic implants: Neural Jack and Computer implant. Required skills: Innate attack (projectile) gunner (machinegun, rockets), guns (rifles, light machineguns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier. Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision. Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence.