Territorial Rangers (Character Creation)

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Character Types

RANGERS ORG CHART.png

Player characters are members of a squad of Territorial Rangers, associated with a particular platoon or troop (15-45 members), which belongs to a company of 80-250 personnel.

A Ranger squad generally consists of 5-14 members and is typically commanded by a corporal, sergeant, or sergeant major. The squad may be broken down into smaller fireteams to perform specific duties and functions such as patrol, reconnaissance, rescue, or infiltration. Fireteams may be led by a corporal or sergeant. In some circumstances, a commander may designate a private to lead a fireteam.

The composition of a squad or fireteam best consists of a variety of talented individuals possessing unique skills, as well as a set of essential skills which overlap (including those commonly acquired in basic training). For example, in a typical fireteam every member is trained in pistol and rifle combat, as well as survival and other overlapping skills. Fireteams missions tend to be fluid and often volatile, so the team members must also possess the skills necessary to handle a variety of developments. These include skills such as Criminology, Diplomacy, Law, Lockpicking, Research, Tactics, and many others. It is not necessary that more than one member of a fireteam possess these skills.

Members who possess a dedicated set of skills may be assigned a professional role within a squad. Rangers with medical training will be assigned a “Doc” role, for example. Rangers assigned to professional roles enjoy respect, reputation, and bonus pay. Assignment to a specific professional role is based on the set of skills and their associated levels. Final determination of professional role assignments is made by the commander of the squad. (See Territorial Rangers - Rank & Pay Scale for more information.)

Every Ranger unit (even small fireteams) is often accompanied by at least one member of the Church. This is usually an ordained cleric (often specializing in healing arts) but sometimes also a member of the scholarly order. Specific missions may call for specialized clerical or scholarly skill sets. Church personnel who are assigned to Ranger duty are fully inducted members of the Territorial Rangers, with the same training and benefits as other Rangers. Church personnel are often well-educated and usually meet qualifications for some form of professional bonus pay.

Character Creation

Character creation begins at 175 points, with a -75 point Disadvantage limit. There is an additional -5 points available for Quirks.

Bonus points for character creation may be earned through the completion of a brief character biography or creation of an original portrait. Over the course of the campaign, bonus points may be earned through the maintenance of a personal “in-character” journal or other record of events (such as letters home) that occur during the campaign.

Special Note: The single required Disadvantage listed below must be included in your Disadvantages expenditure (i.e. it is not “free”). This is outside normal practice as well as traditional good advice for required disadvantages. However, the player may choose the Frequency of their Duty and thus determine not only the chance it comes into play but its cost/value as well. (See below, “Required Disadvantages,” for more detail.)

Relevant Requirements & Restrictions

Several categories and types of traits are not allowed for player characters.

Exotic advantages are not allowed.

Some Supernatural advantages are allowed, either at character creation or developed later on. The origin of these advantages must be Divine (see B33). Examples include (but are not limited to): Blessed, Channeling, Destiny, Higher Purpose, Medium, Oracle, and True Faith. Additional Restriction: No more than 30 points may be spent at character creation on Supernatural abilities, including any associated skills or techniques.

Magic and Psionics

Magic and Psionics are generally not allowed for player characters. These things are however thought to have existed in the past, at least according to legend and some unreliable historical sources. There is widespread contemporary belief and anecdotal testimony regarding both magic and psychic abilities, but there is no commonly known evidence of their existence. Hidden Lore (Magic) and Hidden Lore (Psionics) are areas of study for those scholars interested in pursuing this knowledge, though unauthorized study of such subjects has been condemned by the Church.

The exception to this limitation on Magic lies in the realm of “clerical spells.” The Church does not refer to these as “spells” or “magic” but rather “prayer” and “miracles.” Any ordained member of the Church clergy (those with Clerical Investment, B43) may pray for a miracle and expect some result (“Even an unanswered prayer presents an answer”). Clerics who are Blessed (B40) or have some level of Power Investiture (B77) have a much greater chance of a desirable and successful result. These clerics are commonly known as “miracle-workers” and are regarded with respect and even awe. As with other Supernatural traits, these talents are Divine in origin.

See GURPS Powers: Divine Favor for details and rules.

Gadgeteering

The Gadgeteer advantage (at any level) is allowed for those qualified or seeking qualification for the Engineer professional role.

Required Advantage

Rank 0 (Private). Rank 1 (Corporal) may be purchased at character creation. (Leadership skill required for all rank increases).

Suggested Advantages & Perks

Ambidexterity. As opposed to buying Off-Hand Weapons training, but useful in other ways as well.

Gunslinger. May be purchased with Accessibility limitations at character creation and expanded later. (See B58, HT249, GF15-16).

Improvised Weapons. Fighting with everyday items, specialized by combat skill.

Luck. Any level of Luck may be purchased at character creation, or developed later.

Off-Hand Weapons Training. Avoid the -4 penalty for using a weapon in your off-hand. (See MA50).

Required Disadvantages

Duty (Territorial Rangers). Any level of frequency will do. It’s up to you.

How this “variable duty” comes into play. At the beginning of a mission, the GM will roll against every character's duty. Those who “fail” their Duty roll are required to go on the mission. Those who “resist” their Duty have two options: they may volunteer for the Duty (perhaps inspired by a Sense of Duty) or be convinced, coerced, or bribed by players or NPCs into accompanying the mission (roleplaying and reaction rolls). In the unlikely event the character (or player) manages to completely avoid accompanying the mission, the GM commits to including that player in that session/mission in some form.

Suggested Disadvantages

Honesty. Rangers are taught to obey the law. As a law enforcement officer, it’s best to be law-abiding, though how law-abiding is entirely up to you, and there certainly have been some “lawless” Rangers who were, shall we say, at the very least inconsistent in their obedience to and application of the law.

Sense of Duty. Your buddy (-2), your pals (-5), your Ranger squad (-5), your Ranger platoon or the entire Rangers organization (-10), the people, nation or government of Midian (-15), or the entire human race (-20).

Required Skills

Brawling. Basic fighting skill, possessed by nearly everyone. (Also an “Everyman” skill.)

First Aid. Patch yourself or your buddies after a gunfight.

Guns (Pistol). Every Ranger is given basic training in a variety of sidearms. Any techniques may be purchased at character creation and/or developed later.

Guns (Rifle). Every Ranger is given basic training in a variety of longarms.

Knife. Skillful use of a knife in melee combat is often a necessary last resort.

Riding (Equines). Every Ranger is given a horse upon graduation from training, and is expected to care for the animal.

Survival. It’s a cold and cruel world. Rangers are taught to survive in it. Desert, Mountain, Plains, or Woodlands are the most common specializations.

Suggested Skills & Techniques

Axe/Mace. Ever get into a fight with a lumberjack? Also useful for swinging knobbed clubs.

Boxing. Better punches! Two bare-handed parries per turn! Techniques!

Bow. What are you going to do if you run out of bullets?

Broadsword. Useful for settling disputes the old-fashioned way.

Diplomacy. Helpful in settling disputes.

Fast-Draw (Pistol). Shave off that second it takes to draw your sidearm.

Law (Midian). Helpful in adjudicating disputes, even in the lawless Territories.

Leadership. Required for rank increases.

Research. Sometimes a Ranger has to pore over maps, documents, and other printed information.

Shortsword. Useful for settling disputes the old-fashioned way.

Swimming. You’ll wish you had it when you’re crossing a wild river.

Teamster. Sometimes you have to drive a wagon.

Wrestling. Grapple! Choke! Pin!

Everyman Skills

Requirement: Choose 3 or more.

Area Knowledge. Midian and the Territories are the most useful specializations.

Brawling. Everyone can fight. Some just fight better than others.

Cooking. A good cook is a popular person, able to improve the health of their fellows.

Current Affairs. All specializations available.

Housecleaning. “A clean home means a clean mind.”

Knot-Tying. You never know when this one will come in handy.

Sewing. For those who can’t buy new clothes, stitching.

Weather Sense. Better than not knowing whether a storm is coming.