Leif's DISCONTINUED GURPS Traveller Game - Rogues Gallery

Leif

Adventurer
GURPS 4E, Traveller, Characters to be posted here, built with 210 character points. Also each player may build one 'B-Team' character using 115 character points. (Let's keep the 'B-Team' on hold for right now. ;) )

The Travellers:
Scotley - "Spider" - Zhodani Communications/Weapons Officer
Shayuri - "Zoe Danni" (Anlatanantl) - Zhodani Pilot
Insight - "Kaira" - Solomani/Imperial(?) - Quasi-Rogue?
Lou- James "Jimmy" Beam LIII - Solomani Steward/Cargomaster/Gunner
Centisteed- "Gruffle" - Vargr Mechanic/Engineer

NPC - "Dr. Alexander Hannigan" - Solomani Medical Doctor

Ex-Players:
Grufflehead - "Gruffle" - Vargr Mechanic/Engineer
kookalouris - "Syke" - Imperial Psychic




http://www.enworld.org/forum/playing-game/288494-leifs-gurps-traveller-game-ic.html
http://www.enworld.org/forum/talking-talk/284271-leifs-gurps-traveller-game-ooc.html
Recruiting Thread

The Zax Hakjohn Quiq, ZX213HKJ098-QQ7

Zhodani Yetsabl Class Courier
TL 12
Crew: Captain/Pilot, Sensor/Commo Operator/Navigator, Gunner, Engineer

200-Ton Hull, DR 600, Turret (two 405-MJ Lasers, one Sandcaster), Basic Bridge, Engineering, 11 Cargo, 36 Maneuver, 8 Jump, 60 Jump Fuel, 1 Space Dock (up to 250 cf of vehicle, usually an air/raft), 9 Staterooms, 1 Utility, 1 Sickbay, 1 Fuel Processor, Lmass includes one loaded air/raft.

Stats: Emass 499.475, Lmass 562.075, Cost MCr55.5348, HP 22,500
Performance: Accel 6.4 Gs, Jump 3, Air Speed 4,134
 

Attachments

  • The Zax Hakjohn Quiq Zhodani Yetsabl Class Courier.xls
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Last edited:

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Insight

Adventurer
[sblock=Old Dr Hannigan]DR. ALEXANDER HANNIGAN [210pts]
EDIT: Updated to GURPS 4th ed 9/10/2010

ATTRIBUTES [110pts]
ST: 10
DX: 11 (20pts)
IQ: 14 (80pts)
HT: 11/14 (10pts)

Height: 5'10"
Weight: 180lbs.
Physical Appearance: Average (minus the cybernetic left arm - see below)

Fatigue: 10
Basic Damage - Thrust: Rt 1d, Lf 2d
Basic Damage - Swing: Rt 1d-2, Lf 1d
Basic Speed: 5.50
Move: 5
Active Defense - Dodge: 5
Active Defense - Parry: 2 (based on Broadsword - DX-5 default)
Active Defense - Block: n/a (no shield)
Passive Defenses: Locations 9-10 and 17-18: PD 8 (Lasers), PD 5 (other energy weapons), PD 1 (Impaling Attacks), PD 2 (all other attacks), (from Reflec Flak Jacket)
Damage Resistance: Locations 9-10 and 17-18: DR 2 (lasers), DR 0 (other energy weapons), DR 2 (Impaling Attacks), DR 16 (all other attacks) (from Reflec Flak Jacket)

ATTACKS
10mm Auto Snub Pistol (APS Ammo): Guns 12; Dmg 2d(1d), SS 9, Acc 2, 1/2D 80, Max 1100, RoF 3, Shots 20, ST 8, Rcl -1
5mm Body Pistol (Std Ammo): Guns 12; Dmg 2d-1, SS 10, Acc 2, 1/2D 100, Max 1467, RoF 3, Shots 6, ST 8, Rcl -1
5mm Body Pistol (Tranq Rounds; Nerve Poison): Guns 12; Dmg Special, SS 10, Acc 2, 1/2D 100, Max 1467, RoF 3, Shots 6, ST 8, Rcl -1

ADVANTAGES [53pts]
Absolute Timing (2pts), Extra HP (+3) (from Biotech Implants) (6pts), High Manual Dexterity +1 (5pts), Status 3 (10pts), Very Wealthy (30pts)

CYBERWARE [14pts]
Two Bionic Eyes (TL9)
Statistics: Accessory (Video Display) [1]; Nictitating Membrane 2 [2]; Night Vision 2 (Temporary Disadvantage, Electrical, -20%) [2]; Protected Vision [5]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. -1 points.

One Bionic Arm (TL9) -- Left
Statistics: Arm ST+2 (One arm; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [5]; Biomonitor Implant [1]; DR 2 (One arm, -40%) [6]; One Arm (Mitigator, -70%) [-6]. 6 points.

Neural Jack (9pts)

DISADVANTAGES [-50pts]
Alcoholism (-15pts)
Chummy (-5pts)
Compulsive Carousing (-5pts)
Curious (-5pts)
Lecherousness (-15pts)
Reputation - Experimental Cyber Doc (-2, Large Class, all the time) (-5pts)

QUIRKS [-5pts]
Always has a drink at the ready
Burns on several places on his body - past experiments
Doesn't like staying in the same place too long
Keeps his past a secret
Thinks only human physicians are "worth a damn thing"

SKILLS [88pts]
Area Knowledge - Lunion Subsector (IQ/E): 14 (1pt)
Area Knowledge - Olympia System (IQ/E): 14 (1pt)
Area Knowledge - Spinward Marches (IQ/E): 14 (1pt)
Beam Weapons - Pistol (DX/E): 11 (1pt)
Bioengineering - Genetic Engineering (IQ/H): 14 (4pts)
Biology - Genetics (IQ/VH): 13 (4pts)
Carousing (HT/E): 13 (2pts)
Computer Operation (IQ/E): 14 (1pt)
Crewman - Spacer (IQ/E): 15 (2pts)
Diagnosis (IQ/H): 14 (4pts)
Electronics Op - Communications (IQ/A): 13 (1pt)
Electronics Op - Medical (IQ/A): 14 (2pts)
Engineer - Electronics (IQ/H): 13 (2pts)
Engineer - Robotics (IQ/H): 14 (4pts)
Engineer - Starships (IQ/H): 12 (1pt)
Env Suit - Vacc Suit (DX/A): 11 (2pts)
First Aid (IQ/E): 16 (4pts)
Free Fall (DX/A): 10 (1pt)
Gambling (IQ/A): 14 (2pts)
Gunner - Beams (DX/E): 12 (2pts)
Gunner - Cannon (DX/E): 12 (2pts)
Gunner - Rockets (DX/E): 12 (2pts)
Guns - Pistol (DX/E): 12 (2pts)
Language - English (Native) (0pts)
Machinist (IQ/A): 14 (2pts)
Mathematics - Applied (IQ/H): 12 (1pt)
Mechanic - Robotics (IQ/H): 14 (4pts)
Mechanic - Starships (IQ/H): 12 (1pt)
Navigation - Air (IQ/A): 13 (1pt)
Navigation - Hyperspace (IQ/A): 13 (1pt)
Navigation - Space (IQ/A): 14 (2pts)
Pharmacy - Synthetic (IQ/H): 13 (2pts)
Physician (IQ/H): 14 (4pts)
Physiology - Human (IQ/H): 14 (4pts)
Piloting - Aerospace (DX/A): 11 (2pts)
Piloting - High Performance Spacecraft (DX/A): 11 (2pts)
Piloting - Low Performance Spacecraft (DX/A): 10 (1pt)
Poisons (IQ/H): 12 (1pt)
Professional Skill - Bartender (IQ/A): 14 (2pts)
Research (IQ/A): 14 (2pts)
Savoir Faire - Military (IQ/E): 14 (1pt)
Smuggling (IQ/A): 13 (1pt)
Soldier (IQ/A): 13 (1pt)
Surgery - Transplant (IQ/VH): 13 (4pts)
Survival (Per/A): 13 (1pt)
Teaching (IQ/A): 13 (1pt)

EQUIPMENT
- In Medical Bay (easily accessible) -
Vacc Suit + Magnetized Plates + PF 10 Radiation Protection
Diagnosis Table
Emergency Medkit (x5)
Medical Pouch
Plastiskin Patches (40)
Pneumospray Hypo (and case of 100 air cartridges)
Air Tank (x5)
Bio-Beacons (40)
Personal Computer - Accessible only with Neural Jack; Genetic Scanlock; Programs: Astrogation, Datalink, Engineering, Environmental Analysis, News Daemon
Dedicated Computer - Accessible only with Neural Jack; Genetic Scanlock; Genius; Program: Medical

- In Bar -
Cases of Various Beers, Liquors, and Wines from throughout the known universe

- In Armory Closet -
10mm APS Ammo (1000)
5mm Ammo (1000)
5mm Tranq Rounds (Nerve Poison) (1000)

- Worn Items -
Reflec Flak Jacket
Skinsuit
Medical Pouch
Med Range Communicator + Scrambler
Multiview Goggles
LBE/Web Gear
Wristwatch Rad Counter
Recorder
10mm Auto Snub Pistol (APS ammo); 1 magazine
5mm Body Pistol; 1 magazine
5mm Body Pistol (Tranq Rounds); 1 magazine

Doc Hannigan also has 6 Reflec Steel Cases, each Genetic Scanlocked, and kept in the medical bay.[/sblock]
 
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grufflehead

First Post
Gruffle

Gruffle, Vargr mechanic

ATTRIBUTES [110 pts]

ST: 9 - 0
DX: 13 - 40
IQ: 13 - 60
HT: 11 - 10

SECONDARY ATTRIBUTES [10 pts]

Perception 14 - 5
Will 13 - 0
HP: 8 - 0
FP: 11 - 0
Basic Speed: 6 - 0
Basic Move: 8 - 5

Ht: 5' 5"
Wt: 102#

Basic Damage - Thrust: 1d-2
Basic Damage - Swing: 1d-1
Basic Lift: 16 lbs

Damage Resistance: 1


ADVANTAGES [75 pts + racial]

(Acute Smell/Taste +3)
(Acute Vision +1)
Claim to Hospitality - 2
Discriminatory Smell - 15
Eidetic Memory (schematics/engineering only) - 8
Gizmos x3 - 15
Intuitive Mathematician - 5
Talent +3 ('engineering' - electrician, engineer, mechanics, electronics repair, mathematics, electronics operation)- 15
Talent +1 ('athletics' - climbing, running, jumping, acrobatics, free fall, escape) - 5
Flexibility - 5
Fit - 5
(Claws +2)
(Teeth 1d-1)
(Fur DR1, keeps warm))


DISADVANTAGES [-45 pts + racial]

Skinny - -5
Struggling (Wealth) - -10
Combat Paralysis - -15
Post combat shakes - -5
'Non-believer' - -5
Truthfulness - -5
(Curious)
(Chummy)
(Proud)
(Easy to Read)
(cannot Kick)
(Reputation)
(Reduced Fatigue)
(Reduced HP)



QUIRKS [-5 pts]

Avid collector of skiz music
Severe dislike of computers
Wears an old human trenchcoat
Always sends holocards to his family when he visits a new planet
'Petrolhead' - loves driving old combustion engine vehicles


SKILLS [65 pts]

Acrobatics (DX/H) 11 (12) - 1
Armoury (Vehicular Armour) (IQ/A) 12 - 1
Carpentry (IQ/E) 13 - 1
Climbing (DX/A) 12 (16) - 1
Computer Operation (IQ/E) 13 - 1
Cooking (sp Vargr cuisine) (IQ/A) 12 - 1
Crewman (spacer) (IQ/E) 13 - 1
Cryptography (IQ/H) 11 - 1
Driving (DX/A)
- automobile 12 - 1
- half-track 12 - 1
- locomotive 12 - 1
Electrician (IQ/A) 12 (15) - 1
Electronics Operation (IQ/A)
- Sensors 12 (15) - 1
- Security 12 (15) - 1
- Communications 12 (15) - 1
- Force Shields 12 (15) - 1
- Media 12 (15) - 1
Electronics Repair (IQ/A)
- Communications 12 (15) - 1
- Electronic Warfare 12 (15) - 1
- Force Shields 12 (15) - 1
- Security 12 (15) - 1
Engineer (IQ/H)
- Electrical 12 (15) - 2
- Electronics 12 (15) - 2
- Starships 12 (15) - 2
- Automobiles 11 (14) - 1
- Robotics 11 (14) - 1
- Microtechnology 11 (14) - 1
- Civil 11 (14) - 1
Vacc suit (DX/A) 12 - 1
Escape (DX/H) 11 (15) - 1
First Aid (IQ/E) 13 - 1
Free Fall (DX/A) 12 (13) - 1
Freight Handling (IQ/A) 12 - 1
Gesture (IQ/E) 13 - 1
Holdout (IQ/A) 12 - 1
Jumping (DX/E) 13 (14) - 1
Lockpicking (IQ/A) 12 - 1
Machinist (IQ/A) 12 - 1
Mathematics (IQ/H)
- Applied 11 (14) - 1
- Surveying 11 (14) - 1
- Statistics 11 (14) - 1
Mechanic (IQ/A)
- Aerospace 12 (15) - 1
- High performance spacecraft 12 (15) - 1
- Low performance spacecraft 12 (15) - 1
- wheeled 12 (15) - 1
- fusion reactor 12 (15) - 1
- fission reactor 12 (15) - 1
- fuel cell 12 (15) - 1
- tracked 12 (15) - 1
Merchant (IQ/A) 13 - 2
Observation (PER/A) 14 - 1
Physics (IQ/VH) 11 - 2
Running (HT/A) 11 (12) - 2
Scrounging (PER/E) 15 - 1
Shadowing (IQ/A) 12 - 1
Singing (HT/A) 11 - 1
Stealth (DX/A) 12 - 1
Streetwise (IQ/A) 12 - 1
Tracking (PER/A) 14 (18) - 1
Traps (IQ/A) 12 - 1
Urban Survival (PER/A) 14 - 1


EQUIPMENT

[On person]
Spacer gear
Trenchcoat
Mini flashlight
Lighter
Watch+GPS+compass
Personal music player
Assorted Batteries
Mini digital camera + voice recorder
Lockpicks
Electronic lockpicks
Mini electronics toolkit
'Assorted odds and ends'

[On ship]
Cutting torch
Toolkits for all mechanics skills+carpentry+machinist
 
Last edited:

Shayuri

First Post
"Zoe Danni" (Anlatanantl) [210pts]
Race: Human (Zhodani)

ATTRIBUTES [120pts]
ST: 9 (-10)
DX: 14 (80pts)
IQ: 12 (40pts)
HT: 11/9 (10pts)

Height: 5'6"
Weight: 130lbs.
Physical Appearance: Attractive (+1 reactions)

Will: 12
Perception: 12
Fatigue: 11
Basic Damage - Thrust: 1d-2
Basic Damage - Swing: 1d-1
Basic Speed: 6.25
Move: 6
Active Defense - Dodge: 10
Active Defense - Parry: 10 (based on Judo)
Active Defense - Block: n/a (no shield)
Damage Resistance:

ATTACKS



ADVANTAGES [30pts]
Appearance (4pts), Cultural Familiarity: Imperium (1pt), Combat Reflexes (15pts), 3D Spatial Sense (10pts)

PSIONICS [74pts]
Telekinesis +10 (Psionic -10%) (45pts)
Damage Resistance +4 (Force Field +20%, Psionic -10%, Kinetic Only -20%) (18pts)
Mind Shield +3 (Psionic -10%) (11pts)

DISADVANTAGES [-50pts]
Bad Temper (-10)
Greed (-15)
Duty - Family/Consulate (-5)
Secret - Is a Zhodani noble (-10)
Sense of Duty - Crew (-5)
Slow Riser (-5)

QUIRKS [-5pts]
Inquisitive, even nosy at times
Secretly gets homesick sometimes
Likes swapping tall tales at bars
Wants a pet of some kind
Dislikes the Aslan culture

SKILLS [41pts]
Aerobatics (DX/H): 15 (2pts)
Area Knowledge - Spinward Marches (IQ/E): 13 (2pt)
Area Knowledge - Zhdant (IQ/E): 12 (1pt)
Beam Weapons - Pistol (DX/E): 15 (2pt)
Carousing (HT/E): 12 (2pts)
Computer Operation (IQ/E): 12 (1pt)
Crewman - Spacer (IQ/E): 13 (2pts)
Electronics Op - Communications (IQ/A): 11 (1pt)
Electronics Op - Sensors (IQ/A): 12 (2pts)
Env Suit - Vacc Suit (DX/A): 13 (1pts)
First Aid (IQ/E): 12 (1pts)
Free Fall (DX/A): 13 (1pt)
Gambling (IQ/A): 12 (2pts)
Gunner - Beams (DX/E): 15 (2pts)
Gunner - Cannon (DX/E): 14 (1pts)
Guns - Pistol (DX/E): 14 (1pts)
Judo (DX/H): 13 (2pts)
Language - Zhodani (Native) (0pts)
Language - English (Native) (6pts)
Navigation - Air (IQ/A): 14 (1pt)
Navigation - Hyperspace (IQ/A): 14 (2pt)
Navigation - Space (IQ/A): 14 (2pts)
Piloting - Aerospace (DX/A): 15 (1pts)
Piloting - High Performance Spacecraft (DX/A): 16 (2pts)
Smuggling (IQ/A): 13 (1pt)

EQUIPMENT
Cash: $180

Small TL 10 Communicator (Laser range 100miles, radio range 20miles), $600, 1lb, 2B/10 (each)
- Flatcam, $50, .1lb, A/10

Data Player, $5, .05lb, A/100
Vid Glasses
- HUD, $50
- Night Vision, $250, .1lb, A/10 (NightVision 8, 4xmag)
- Infrared Imaging, $500, .1lb, A/10 (2x Mag)

Laser Pistol, 3d(2) burn, 1.5lbs, RoF10, 33 shots (C cell), $1100
Holdout Electrolaser, HT -2(2)/1d-3 burn, .3lbs, RoF1, 22 shots (B cell), $250

Space Biosuit, DR15/3(flexible), 5lbs, $10,000, 2C/6wks
- Flexible Standard TL10 Computer, inc
- Datachip Drive, 1PB, $5, .01lb, AA/100
- Magnetized Plates, $100, .5lbs
- Morphwear, $1000
- Rainbow, $400
Translator Software, Vilani (Native), $30, Comp 5
Translator Software, Vargr (Native), $300, Comp 6

Air Mask, $100, 1lb
Medium Air Tank, $80, 4lbs, 18 hours
 
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Insight

Adventurer
KAIRA [218pts]
[sblock=CPs]
Starting: 210

Earned:
3: 1/26/11 This Post
2: 3/5/11 This Post
3: 3/27/11 This Post

Spent:
1: Beam Weapons - Rifle (DX/E): 12
1: Beam Weapons - Rifle (DX/E): 13
1: Carousing (HT/E): 14
5: PER to 13
[/sblock]
ATTRIBUTES [80pts]
ST 8 (-20pts)
DX 12 (40pts)
IQ 12 (40pts)
HT 12 (20pts)

SECONDARY ATTRIBUTES
Damage - Thrust 1d-3
Damage - Swing 1d-2
Hit Points 8
Will 12
Perception 13
Fatigue 12
Basic Speed 6.00
Basic Move 6

ADVANTAGES [80pts]
Appearance - Very Beautiful (16pts)
Business Acumen 1 (10pts)
Charisma 4 (20pts)
Fearlessness 2 (4pts)
Fit (5pts)
Smooth Operator 1 (15pts)
Wealth - Comfortable (150,000cr) (10pts)

DISADVANTAGES [-35pts]
Callous (-5pts)
Enemy: The Scorpio Cartel (Large Group; Hunter; Appears 6 or less) (-15pts)
Light Sleeper (-5pts)
Secret (Serious Embarrassment) (-5pts)
Selfish (-5pts)

QUIRKS [-5pts]
Always wears black
Careful, especially when among strangers
Flirtatious
Sometimes makes unreasonable demands of her friends and allies
Staid (incurious about things not directly affecting her)

SKILLS [91pts]
Acting (IQ/A): 13 (2pts)
Area Knowledge - Spinward Marches (IQ/E): 12 (1pt)
Beam Weapons - Pistol (DX/E): 13 (2pts)
Beam Weapons - Rifle (DX/E): 13 (2pts)
Brawling (DX/E): 13 (2pts)
Carousing (HT/E): 14 (2pts)
Computer Operation (IQ/E): 12 (1pt)
Current Affairs - Business (IQ/E): 12 (1pt)
Current Affairs - People (IQ/E): 12 (1pt)
Current Affairs - Pop Culture (IQ/E): 12 (1pt)
Diplomacy (IQ/H): 13 (4pts)
Economics (IQ/H): 12 (2pts)
Electronics Ops - Communication (IQ/A): 12 (2pts)
Electronics Ops - Security (IQ/A): 12 (2pts)
Erotic Art (DX/A): 13 (4pts)
Fast-Talk (IQ/A): 14 (4pts)
Finance (IQ/H): 13 (4pts)
First Aid (IQ/E): 12 (1pt)
Gunner - Rockets (DX/E): 13 (2pts)
Guns - Pistol (DX/E): 14 (4pts)
Holdout (IQ/A): 12 (2pts)
Intimidation (Will/A): 13 (2pts)
Law - Businesss/Corporate (IQ/H): 10 (1pt)
Leadership (IQ/A): 13 (2pts)
Market Analysis (IQ/H): 12 (2pts)
Mathematics - Pure (IQ/H): 10 (1pt)
Mathematics - Statistics (IQ/H): 10 (1pt)
Merchant (IQ/A): 14 (4pts)
Navigation - Space (IQ/A): 11 (1pt)
Navigation - Jump Space (IQ/A): 11 (1pt)
Observation (Per/A): 14 (4pts)
Performance (IQ/A): 12 (2pts)
Piloting - High Performance Spacecraft (DX/A): 12 (2pts)
Piloting - Low Performance Spacecraft (DX/A): 12 (2pts)
Psychology (IQ/H): 11 (2pts)
Public Speaking (IQ/A): 12 (1pt)
Savoir Faire - High Society (IQ/E): 13 (1pt)
Sex Appeal (HT/A): 14 (4pts)
Shadowing (IQ/A): 12 (2pts)
Smuggling (IQ/A): 13 (4pts)
Stealth (DX/A): 13 (4pts)
Streetwise (IQ/A): 14 (4pts)

[sblock=EQUIPMENT]
Starting Wealth: 150,000cr
Current Wealth: 45,802cr

5x Secure-Encrypted Tiny Radio Communicator (TL9): 1-mile range. $550, 0.05 lbs., 2A/10 hr. LC4
Entertainment Console (TL9): $500, 1 lb., 4B/5 hr. or external power. LC4.
Entertainment Media, Various (TL9-10): Cost $4,000, WT neg.
5x Night Vision Goggles (TL9): Night Vision 9 and 4x magnification. $1,000, 0.3 lbs., 2B/100 hr. LC4.
5x Pack of 20 Survival Rations (TL9): $40, 1lb ea.
5x Mini Flashlight (TL9): $10, 0.25 lbs., B/24 hr.
5x Pack of 20 Glow Sticks (TL9): $40, 0.1lb ea.
5x Inertial Compass (TL9): It gives a +3 bonus to Navigation (Air, Land, and Sea). $120, 0.2 lbs., A/200 hr.
5x Envirobag (TL9): $160, 3 lbs., C/24 hr.
5x Filtration Canteen (TL9): $180, 1 lb. (empty) or 3 lbs. (full). LC4.
5x Vapor Canteen (TL9): It has a capacity of one quart, and adds a +2 (quality) bonus to Survival skill for an individual living off the land. $450; 2 lbs. (empty) or 4 lbs. (full), B/100 quarts. LC4.
5x Survival Watch (TL10): It includes a biomonitor (p. 197), a chronometer, a GPS (p. 74) receiver, an inertial compass (pp. 74-75), a magnetic compass, a homing beacon (p. 105), and a tiny computer (p. 77) with a small 2-D display (aboutone square inch). $300, 0.5 lbs., B/3 months. LC4.
5x Rope 1/8” diameter (TL9): Supports 400 lbs. 10 yards of line: $2, 0.1 lb.
5x Arctic Clothing (TL6): $500, 10lbs. LC4.
5x Backpack, Large (TL8): Carries 100lbs. of gear. $200, 10 lbs. LC4.
5x Climbing Kit, High-Quality (TL8): Harness, ascender, descender, an assortment of fasteners, and 100 yards of 3/8” rope. A high-quality kit provides a bonus to Climbing skill. $400, 26 lbs. LC4.
5x Load-Bearing Vest (TL7): Carries 20-30lbs. of gear. $30, 2 lbs. LC4.
5x Winter Clothing (TL6): $300, 10lbs. LC4.
Fire Extinguisher Tube (TL9): $10, 1 lb. LC4.
Electronic Lockpick (TL9): +3 to Lockpicking and Electronics Operation (Security) skill on attempts to pick any electronic or combination lock. $1,500, 0.2 lbs., A/2 hr., LC2.
2x Attaché Cases with Programmable Camo and Encrypted Electronic Locks (TL9): Holds up to 20 lbs. (or two cubic feet). $2,200, 1 lb ea. LC3.
Trunk with Programmable Camo and Encrypted Electronic Lock (TL9): Holds 400 lbs. $6,500, 40 lbs. LC3.
Voice Mask (TL9): $200, 0.1 lb., B/20 hr. LC3.
Small Safe with Encrypted Scanlock (TL9): five cubic feet, DR 300, 80 HP. $2,000, 0.5 ton. LC4.
RF Bug Detector (TL 9): $200, 0.1 lb., A/10 hr. LC4.
Bug Stomper (TL 9): $600, 0.25 lbs., B/24 hr. LC3.
3 Electronic Cuffs (TL9): This has ST 20 and DR 10. $120, 0.25 lb ea., A/1 wk. LC4.
Holdout Laser Pistol (TL10): Dmg 10 2d(2) burn, ACC 3, Rng 100/300, WT 0.35/B, ROF 10, Shots 22(3), ST 3, Bulk -1, RCL 1, Cost $300, LC 3.
Laser Pistol + Laser Sight (TL10): +1 to Skill at 1/2D; Dmg 3d(2) burn, ACC 6, Rng 200/600, WT 1.5/C, ROF 10, Shots 33(3), ST 4, Bulk -2, RCL 1, Cost $1,100, LC 3.
7.5mm Holdout Pistol (TL9): Dmg 2d pi, ACC 1, Rng 100/1,200, WT 1/0.2, ROF 3, Shots 18+1(3), ST 6, Bulk -1, RCL 2, Cost $240, LC 3.
Laser Rifle + Laser Sight (TL10): +1 Skill at 1/2D; Type Imp.; Dmg 4d; SS 12; ACC 19; 1/2D 3,300; MAX 6,600; WT 10/12; ROF 4-; Shots 100/2D; ST 8; RCL 0; Cost $2100, LC9.
Case of 1,000 Conventional 7.5mm Ammo (TL9): $120, 6lbs, LC3.
Case of 1,000 APDS 7.5mm Ammo (TL9): +50% Rng, +1 Dmg per die, $600, 6lbs, LC1.
Power Pack for Laser Rifle (TL10): Cost $1000.
3x Power Holsters (TL9): +5 to Fast-Draw, Cost $3000, B/100 uses, LC4.
Tailored Nanoweave Suit + Multispectral Chameleon Surface + Radar Steath + Scent Masking (TL10): Location all, DR 18/6, +8 to Stealth skill against ordinary and infrared vision, +4 against hyperspectral or ultraviolet vision, and +2 against extended high- or low-band hyperspectral vision. This bonus is halved if moving. Cost $8,900, WT 16lbs, LC 3.
Reflec Tactical Vest (TL 9): Location Torso, Groin, DR 18/7, Cost $900, WT 9lbs, LC2.
Nanoweave Gown - Light (Fashion Original) + Concealed Holster (TL10): Location Torso (front only), Groin, Both Legs, DR 18/6, Cost $5,100, WT 1.5lbs, LC4
3x Small Air Tank + Filter Masks (TL9): Holds four hours. Cost $480, 5lbs ea, LC4.
3x Protective Suit (used with the Filter Masks & Air Tanks above) (TL 9): Cost $150, 3lbs ea. LC4.
3x Reflec Tacsuit + Trauma Maintenance Kits (TL9): Location all, DR 20/10, Cost $15,000, WT 15lbs ea, Power C/12 hr, LC2.
Biomonitor Bracelet (TL9): Cost $50, WT 0.1lb, A/100 hr, LC4.
Case of 50 First Aid Kits (TL9): Cost $2,500, WT 2lbs ea, LC4.
Pocket Medic (TL9): Cost $1,200, WT 2lbs, B/10 hr, LC 4.
16 Sets of Fashionable Clothing (TL9): Cost $32,000, WT varies.
Personal Luggage (TL9): Cost $4,000, WT varies.[/sblock]
 
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Leif

Adventurer
NPC DR. ALEXANDER HANNIGAN
[210pts]
EDIT: Updated to GURPS 4th ed (by Insight) 9/10/2010

ATTRIBUTES [110pts]
ST: 10
DX: 11 (20pts)
IQ: 14 (80pts)
HT: 11/14 (10pts)

Height: 5'10"
Weight: 180lbs.
Physical Appearance: Average (minus the cybernetic left arm - see below)

Fatigue: 10
Basic Damage - Thrust: Rt 1d, Lf 2d
Basic Damage - Swing: Rt 1d-2, Lf 1d
Basic Speed: 5.50
Move: 5
Active Defense - Dodge: 5
Active Defense - Parry: 2 (based on Broadsword - DX-5 default)
Active Defense - Block: n/a (no shield)
Passive Defenses: Locations 9-10 and 17-18: PD 8 (Lasers), PD 5 (other energy weapons), PD 1 (Impaling Attacks), PD 2 (all other attacks), (from Reflec Flak Jacket)
Damage Resistance: Locations 9-10 and 17-18: DR 2 (lasers), DR 0 (other energy weapons), DR 2 (Impaling Attacks), DR 16 (all other attacks) (from Reflec Flak Jacket)

ATTACKS
10mm Auto Snub Pistol (APS Ammo): Guns 12; Dmg 2d(1d), SS 9, Acc 2, 1/2D 80, Max 1100, RoF 3, Shots 20, ST 8, Rcl -1
5mm Body Pistol (Std Ammo): Guns 12; Dmg 2d-1, SS 10, Acc 2, 1/2D 100, Max 1467, RoF 3, Shots 6, ST 8, Rcl -1
5mm Body Pistol (Tranq Rounds; Nerve Poison): Guns 12; Dmg Special, SS 10, Acc 2, 1/2D 100, Max 1467, RoF 3, Shots 6, ST 8, Rcl -1

ADVANTAGES [53pts]
Absolute Timing (2pts), Extra HP (+3) (from Biotech Implants) (6pts), High Manual Dexterity +1 (5pts), Status 3 (10pts), Very Wealthy (30pts)

CYBERWARE [14pts]
Two Bionic Eyes (TL9)
Statistics: Accessory (Video Display) [1]; Nictitating Membrane 2 [2]; Night Vision 2 (Temporary Disadvantage, Electrical, -20%) [2]; Protected Vision [5]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. -1 points.

One Bionic Arm (TL9) -- Left
Statistics: Arm ST+2 (One arm; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [5]; Biomonitor Implant [1]; DR 2 (One arm, -40%) [6]; One Arm (Mitigator, -70%) [-6]. 6 points.
Seriously considering getting rid of the bionic arm and maybe the eye as well.

Neural Jack (9pts)

DISADVANTAGES [-50pts]
Alcoholism (-15pts)
Chummy (-5pts)
Compulsive Carousing (-5pts)
Curious (-5pts)
Lecherousness (-15pts)
Reputation - Experimental Cyber Doc (-2, Large Class, all the time) (-5pts)

QUIRKS [-5pts]
Always has a drink at the ready
Burns on several places on his body - past experiments
Doesn't like staying in the same place too long
Keeps his past a secret
Thinks only human physicians are "worth a damn thing"

SKILLS [88pts]
Area Knowledge - Lunion Subsector (IQ/E): 14 (1pt)
Area Knowledge - Olympia System (IQ/E): 14 (1pt)
Area Knowledge - Spinward Marches (IQ/E): 14 (1pt)
Beam Weapons - Pistol (DX/E): 11 (1pt)
Bioengineering - Genetic Engineering (IQ/H): 14 (4pts)
Biology - Genetics (IQ/VH): 13 (4pts)
Carousing (HT/E): 13 (2pts)
Computer Operation (IQ/E): 14 (1pt)
Crewman - Spacer (IQ/E): 15 (2pts)
Diagnosis (IQ/H): 14 (4pts)
Electronics Op - Communications (IQ/A): 13 (1pt)
Electronics Op - Medical (IQ/A): 14 (2pts)
Engineer - Electronics (IQ/H): 13 (2pts)
Engineer - Robotics (IQ/H): 14 (4pts)
Engineer - Starships (IQ/H): 12 (1pt)
Env Suit - Vacc Suit (DX/A): 11 (2pts)
First Aid (IQ/E): 16 (4pts)
Free Fall (DX/A): 10 (1pt)
Gambling (IQ/A): 14 (2pts)
Gunner - Beams (DX/E): 12 (2pts)
Gunner - Cannon (DX/E): 12 (2pts)
Gunner - Rockets (DX/E): 12 (2pts)
Guns - Pistol (DX/E): 12 (2pts)
Language - English (Native) (0pts)
Machinist (IQ/A): 14 (2pts)
Mathematics - Applied (IQ/H): 12 (1pt)
Mechanic - Robotics (IQ/H): 14 (4pts)
Mechanic - Starships (IQ/H): 12 (1pt)
Navigation - Air (IQ/A): 13 (1pt)
Navigation - Hyperspace (IQ/A): 13 (1pt) [<-- this needs to be changed as well, because there is no 'hyperspace' in the Traveller universe, it's 'jumpspace' which is a wholly different animule.]
Navigation - Space (IQ/A): 14 (2pts)
Pharmacy - Synthetic (IQ/H): 13 (2pts)
Physician (IQ/H): 14 (4pts)
Physiology - Human (IQ/H): 14 (4pts)
Piloting - Aerospace (DX/A): 11 (2pts)
Piloting - High Performance Spacecraft (DX/A): 11 (2pts)
Piloting - Low Performance Spacecraft (DX/A): 10 (1pt)
Poisons (IQ/H): 12 (1pt)
Professional Skill - Bartender (IQ/A): 14 (2pts)
Research (IQ/A): 14 (2pts)
Savoir Faire - Military (IQ/E): 14 (1pt)
Smuggling (IQ/A): 13 (1pt)
Soldier (IQ/A): 13 (1pt)
Surgery - Transplant (IQ/VH): 13 (4pts)
Survival (Per/A): 13 (1pt)
Teaching (IQ/A): 13 (1pt)

EQUIPMENT
- In Medical Bay (easily accessible) -
Vacc Suit + Magnetized Plates + PF 10 Radiation Protection
Diagnosis Table
Emergency Medkit (x5)
Medical Pouch
Plastiskin Patches (40)
Pneumospray Hypo (and case of 100 air cartridges)
Air Tank (x5)
Bio-Beacons (40)
Personal Computer - Accessible only with Neural Jack; Genetic Scanlock; Programs: Astrogation, Datalink, Engineering, Environmental Analysis, News Daemon
Dedicated Computer - Accessible only with Neural Jack; Genetic Scanlock; Genius; Program: Medical

- In Bar -
Cases of Various Beers, Liquors, and Wines from throughout the known universe

- In Armory Closet -
10mm APS Ammo (1000)
5mm Ammo (1000)
5mm Tranq Rounds (Nerve Poison) (1000)

- Worn Items -
Reflec Flak Jacket
Skinsuit
Medical Pouch
Med Range Communicator + Scrambler
Multiview Goggles
LBE/Web Gear
Wristwatch Rad Counter
Recorder
10mm Auto Snub Pistol (APS ammo); 1 magazine
5mm Body Pistol; 1 magazine
5mm Body Pistol (Tranq Rounds); 1 magazine

Doc Hannigan also has 6 Reflec Steel Cases, each Genetic Scanlocked, and kept in the medical bay.
 
Last edited:

Lou

Explorer
Number 4

JAMES "Jimmy" BEAM LIIIrd [210pts]
Nickman: "Number 4"
Niche: Steward/Cargomaster/Gunner

ATTRIBUTES [100pts]
ST 9 (-10pts)
DX 11 (20pts)
IQ 14 (80pts)
HT 11 (10pts)

SECONDARY ATTRIBUTES
Damage - Thrust
Damage - Swing
Hit Points
Will
Perception
Fatigue
Basic Speed
Basic Move
Right Handed

ADVANTAGES [61pts]
Charisma 2 (10pts) [FONT=&quot](+2 for all reactions unless a completely alien species)[/FONT]
Voice (10 pts)
[FONT=&quot](+2 for all reactions when his voice can be heard)[/FONT]
Wealth - Wealthy (375,000cr) (20pts)
Language Talent (10pts) (all language skills above none are at one additional level)
Hard to Kill/5 (10pts) (+5 on all HT rolls at -HP or below or for instant death)

PERKS [1pt]
Alcohol Tolerance (1pt)(+2 to all HT rolls related to drinking)

DISADVANTAGES [-30pts]
Code of Honor (Gentleman's) (-10pts)
Sense of Duty (Adventuring Companions) (-5pts)
Compulsive Carousing (12)(-5pts)
Chummy (12)(-5pts)
Curious (12)(-5pts)

QUIRKS [-2pts]
Always seeking god in all things (-1pt)
Always carries a Jim Beam whiskey (-1pt)

SKILLS [90pts]
Cooking (IQ/A) 15 (4pts)
Cooking (Beverage-making) (IQ/A) 15 (4pts)
Professional Skill (Distiller) (IQ/A) 15 (4pts)
Professional Skill (Bartender) (IQ/A) 15 (4pts)
Connisseur (Beverages) (IQ/A) 14 (2pts)
Carousing (HT/E) 14 (8pts)
Poison/TL12 (IQ/H) 12 (1pt)

Gunner - Beams (DX/E): 10 (1pt)
Guns - Shotguns (DX/E): 10 (1pt)
Judo (DX/H) 9 (1pt)
Karate (DX/H) 9 (1pt)
Swords (Knife) (DX/E) 12 (2pts)
Force Swords (Knife) (DX/A) 11 (2pts)
Fast Draw (Knife) (DX/E) 12 (2pts)
Fast Draw (Force Swords) 12 (2pts)
Holdout (IQ/A) 15 (4pts)

Language - English (native) (0pts)
Language - (native) (4pts)
Language - (accented) (2pts)
Language - (accented) (2pts)
Language - (accented) (2pts)
Diplomacy (IQ/H) 12 (1pt)
Streetwise (IQ/A) 13 (1pt)
Fast-Talk (IQ/A) 13 (1pt)
Savior-Faire (High Society) (IQ/E) 14 (1pt)
Savior-Faire (Galactic) (IQ/A) 13 (1pt)
Savior-Faire (Service Industry) (IQ/E) 14 (1pt)
Accounting (IQ/H) 12 (1pt)
Merchant (IQ/A) 15 (4pts)
Steward (IQ/E) 14 (1pt)
Freight Handling (IQ/A) 13 (1pt)
Crewman-Spacer (DX/A) 10 (1pt)
Computer Operator/TL12 (IQ/E) 14 (1pt)
Philosophy (Humanism) (IQ/H) 12 (1pt)
Theology (Comparative) (IQ/H) 12 (1pt)
Psychology (IQ/H) 12 (1pt)
Occultism (IQ/A) 13 (1pt)
Public Speaking (IQ/A) 13 (1pt)
Teaching (IQ/A) 13 (1pt)
Games (board games) (IQ/E) 14 (1pt)
Games (card games) (IQ/E) 14 (1pt)
Acting (IQ/A) 13 (1pt)
Performance-Illusionist (IQ/H) 12 (1pt)
Sleight of Hand (DX/H) 9 (1pt)
Pickpocket (DX/H) 9 (1pt)
Filch (DX/H) 9 (1pt)

[sblock=History]
Jimmy is the 53rd in the line of the legendary Jim Beam distillery family. He is a master distiller, but he left the business to others to travel the universe in search of god. He is member of U3: Universal Universal Unitarians--who believe that god is present is all species, even aliens. Jimmy
[/sblock]
 
Last edited:

Centisteed

First Post
Gruffle

Gruffle, Vargr Mechanic [210 Points]

Vargr Racial Template [-8 Points]:

ST-1 [-10],
DX+1 [20]
total: 10 points
Advantages:
Acute Taste/Smell + 3 [6],
Acute Vision +1 [2],
Enhanced Move 1 (Ground) (doubles move, limitation modifier
running fatigue after 5 seconds, -30%) [14] (30% of 20 gives 14 pts/level)
Fur [4] (DR 1)
Teeth (1d+1 bite in close combat) [5]
total: 26 + 10 points = 36
Disadvantages:
Cannot kick [-5]
Chummy [-5]
Curious [-5]
Easy to Read [-10]
Proud [-1]
Reduced Fatigue -1 [-3]
Reduced Hit Points -1 [-5]
Reputation -2 (Flaky, easily swayed, possibly disloyal) [-10]

Special effects (Reaction bonuses & penalties for Charisma
are doubled with Vargr. Success/fail at important tasks will
affect a Vargr's self-esteem much more than they would a
Human's. This can justify a Vargr buying added levels of
Charisma (or giving them up) during play.) [0]

ATTRIBUTES [100 pts]

ST: 9 ( 0) (Template ST-1)
DX: 13 (40) (Template DX+1)
IQ: 13 (60)
HT: 11 (10)

SECONDARY ATTRIBUTES [5 pts]

Perception: 14 (5)
Will: 13 (0)
HP: 8 (0)
FP: 11 (0)
Basic Speed: 6 (0)
Basic Move: 12 (0) (Move = Move * 2 (Enhanced Move 1 with limitation))
Basic Lift: 16 lbs
(Encumbrance lvls: 16/16/32/48/96/160 bl/none/light/med/hvy/extra-hvy)

Age: 30
Height: 5' 5"
Weight: 102 lbs.

Basic Damage Thrust: 1d-2
Basic Damage Swing: 1d-1

Damage Resistance: 1 (Fur)

ADVANTAGES [75 pts]

Claim to Hospitality - 2
Discriminatory Smell - 15
Eidetic Memory (schematics/engineering only) - 8
Gizmos x3 - 15
Intuitive Mathematician - 5
Talent +3 ('engineering' - electrician, engineer, mechanics, electronics repair, mathematics, electronics operation)- 15
Talent +1 ('athletics' - climbing, running, jumping, acrobatics, free fall, escape) - 5
Flexibility - 5
Fit - 5

DISADVANTAGES [-45 points]

Skinny ( -5)
Struggling (Wealth) (-10)
Overconfidence ( -5)
Combat Paralysis (-15)
Post combat shakes ( -5)
Truthfulness ( -5)

QUIRKS [-3 pts]

Dislikes Hivers. (-1 reaction rolls)
Wears an old human trenchcoat.
'Petrolhead' - loves driving old combustion engine vehicles.

SKILLS [80 pts]

Acrobatics (DX/H) 11 (12) - 1
Armory (Vehicular Armor) (IQ/A) 12 - 1
Carpentry (IQ/E) 13 - 1
Climbing (DX/A) 12 (16) - 1
Computer Operation (IQ/E) 13 - 1
Cooking (sp Vargr cuisine) (IQ/A) 12 - 1
Crewman (spacer) (IQ/E) 13 - 1
Cryptography (IQ/H) 11 - 1
Driving (DX/A)
- automobile 12 - 1
- half-track 12 - 1
- locomotive 12 - 1
Electrician (IQ/A) 12 (15) - 1
Electronics Operation (IQ/A)
- Sensors 12 (15) - 1
- Security 12 (15) - 1
- Communications 12 (15) - 1
- Force Shields 12 (15) - 1
- Media 12 (15) - 1
Electronics Repair (IQ/A)
- Communications 12 (15) - 1
- Electronic Warfare 12 (15) - 1
- Force Shields 12 (15) - 1
- Security 12 (15) - 1
Engineer (IQ/H)
- Electrical 12 (15) - 2
- Electronics 12 (15) - 2
- Starships 12 (15) - 2
- Automobiles 11 (14) - 1
- Robotics 11 (14) - 1
- Microtechnology 11 (14) - 1
- Civil 11 (14) - 1
Vacc suit (DX/A) 12 - 1
Escape (DX/H) 11 (15) - 1
First Aid (IQ/E) 13 - 1
Free Fall (DX/A) 12 (13) - 1
Freight Handling (IQ/A) 12 - 1
Gesture (IQ/E) 13 - 1
Holdout (IQ/A) 12 - 1
Jumping (DX/E) 13 (14) - 1
Lockpicking (IQ/A) 12 - 1
Machinist (IQ/A) 12 - 1
Mathematics (IQ/H)
- Applied 11 (14) - 1
- Surveying 11 (14) - 1
- Statistics 11 (14) - 1
Mechanic (IQ/A)
- Aerospace 12 (15) - 1
- High performance spacecraft 12 (15) - 1
- Low performance spacecraft 12 (15) - 1
- wheeled 12 (15) - 1
- fusion reactor 12 (15) - 1
- fission reactor 12 (15) - 1
- fuel cell 12 (15) - 1
- tracked 12 (15) - 1
Merchant (IQ/A) 13 - 2
Observation (PER/A) 14 - 1
Physics (IQ/VH) 11 - 2
Running (HT/A) 11 (12) - 2
Scrounging (PER/E) 15 - 1
Shadowing (IQ/A) 12 - 1
Singing (HT/A) 11 - 1
Stealth (DX/A) 12 - 1
Streetwise (IQ/A) 12 - 1
Tracking (PER/A) 14 (18) - 1
Traps (IQ/A) 12 - 1
Urban Survival (PER/A) 14 - 1

Combat Skills (from former Imperial Navy Training/Scout Service)
Artillery/TL10 (IQ/A) 15 - 8
Dagger (DX/A) 13 - 2
Short Sword (DX/A) 14 - 2
Guns/TL10 (Rifle) (DX/E) 14 - 2
Guns/TL10 (Pistol) (DX/E) 13 - 1

EQUIPMENT:

Starting wealth at TL 10 ($50,000)/struggling = $25,000
Total spent around $17,862
Remaining cash on hand: $7138 Credits

[On person]
Spacer gear $100
Trenchcoat $50
Mini flashlight $10
Lighter $1
Watch+GPS+compass $200
Personal music player $200 (was 10, so add 190)
Assorted Batteries $1
Mini digital camera + voice recorder $200 (was 100, so add 100)
Lockpicks $50
Electronic lockpicks $1500
Laser Pistol/TL10 (1 cell of 33 shots) $1100 LC 3 (UT p. 115)
Dagger/TL9 (Superfine blade +2) LC 4 $120
Small Backpack $60
Boots $80

[On ship]
Laser Rifle/TL10 (with backpack cell source) (1 full charge 33 shots) $8,000 LC 2 (UT p. 117)
Short Sword/TL9 (with Superfine Blade gives +2) LC 3 $2400
Cutting torch $500
Toolkits (Mechanic)/TL10 $500
Toolkit (Machinist)/TL10 $500
Toolkit (Electrician)/TL10 $600
Toolkit (Electronics Repair)/TL10 $1200
Vargr Clothing wardrobe $1000 (7 day set) (lots of cargo pockets)

Character Description:

Gruffle is a bit skinny for his race. After Gruffle
entered the age of adulthood, he joined the Imperial
Scouts for one term as that was all he could get into
at the time due to racial bigotry. During his time as a scout,
he learned how to use sword, dagger, laser pistol, & rifle.

On one mission in his past, his team was sent to scout
a planet known as Zarmina's World & was subject to
heavy combat with the natives. Some members of his team
were killed in the scouting party & due to the trauma of the
event, Gruffle suffers from combat paralysis &
post combat shakes which led to his discharge after two
years in the Scout Service. After the battle, Gruffle & the
Scout forces, found out that the Hivers who had pointed
out the location of Zarmina's World to the Imperium
had withheld information about the dangerous hostiles.
As such, Gruffle has a general dislike for all Hivers.

Interested in starship engineering & already having
innate talents at math & science, Gruffle re-applied
for the Navy (after paying a high amount to have his
Scout service record erased). He served two terms
in the Navy as a spacer & engineer & was able to
learn his engineering skill sets without seeing much
combat. He was also trained in artillery fire & did
shell a few planets in his day. During the second
term, his old Scout records returned to haunt him,
but due to his exemplary service as an engineer he
was honorably discharged but was not allowed to
keep the title of "Imperium Lieutenant Engineer, Pfc."
as a courtesy rank.

Gruffle was fined severely on his military pay due
to the scandal & once he became a private citizen
he once again found himself with less than what
he had started with, so he continues to struggle with
his wealth. During the post-Military service years,
Gruffle studied petrol-based vehicles & took up to driving
them & repairing some as a hobby on TL worlds lower
than his own as with his hobby for carpentry. The
trench coat that Gruffle sometimes wears reveals
his tacky fashion sense, but he likes to use it for
additional concealment.

Gruffle is now looking at free trading franchises
with other Travellers as a way to increase his fame &
fortune & find himself one day with a large home
& family back on the Vargr homeworld, Lair, which
is currently extremely expensive to live on & more
of a pipe dream than any goal of reality given his
present station.
 

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