Friday, November 25, 2016

Still Out There, a Short Update

I'm not gaming right now and not working on anything GURPS or OSR related

Reason is pretty simple,  I'm mostly interested in GMing and while I'm willing to play sometimes , the rest of the group (3 people now) wants to play a western setting using 5th edition D&D . I gave it a go but it wasn't my cup of tea so I'm on hiatus

I might be trying to build an OSR or maybe Action Modern Fantasy focused group at some point but its not important.

Also I dropped The Sign of the Frothing Mug , it had good content for a while but its become a political blog apparently and I don't do politics, Left /Right or Center on this blog  or link to it unless somehow they are entirely germane to the OSR or gaming in general

Wednesday, March 23, 2016

A Tip For Much Faster and more fun GURPS Combat

In a word, maneuver cards.

Making these is incredibly simple.

Take a couple or three index cards and write the basic maneuvers any NPC is going to use on them, include weapon damage and defense and reference that when the fight starts

A short example

Goblin Skirmisher

DR2 Small Shield DF2

Thrown Javelin Aim 1 round throw 10 yards skill 10 -- 5 yards from ambush skill 12 -- 1d Impaling

Block 11 12 with retreat

War Club (baton)  swing torso 12- 1d+1 crushing

These simple prearranged combat moves will speed up combat enormously and can also be used with Martial Arts by simply setting up the more complex maneuvers in advance.

Applied carefully they can also  give the impression of on the fly tactical thinking by NPC's

I do recommend  encouraging PC's to use them which  not only will  this will make things quicker for them, it will make them use combat options more than "thrust to the torso" which is a help when moving players over from systems like D&D which have much more abstract combat.

Lastly, they can be used to flavor combat as well, applying cool or historic names to moves will add a bit of excitement and can be used to increase immersion

Say a PC does  taekwando , writing his knife hand strike as  punch torso  1d and sonkai tageri /knifehand  gets PC's into character and it can even  easily be used with any kind of power up, say an attack that is all out attack head, 2d +1d cold might be called "reap the frozen fruit" or whatever you like.

Anyway hope this helps your game and see you in a while

What Happened to GURPSday

With apologies y'all but life happened. Between real world BS and a general lack of ideas I've missed a couple of posts.

Ah well, back to the grindstone.

Thursday, February 25, 2016

Because Everybody Loves Weapons (from GURPS Farther Tomorrows_

Here is a list of common guns in the Farther Tomorrows GURPS  game


12 and 20 gauge (all types) (everywhere) 12g may used adapted Gyroc loads at 200% cost for ammo

.22 pistol and rifle (all types ) (everywhere)
Hunting Rifle (6.5mm Varminter Colonial, Hunter (everywhere) The most common rifle in the Cradle. It uses an Enfield Style Bolt Action and the older 6.5mm Cartridge

M65 Semi Auto, similar to the above gun only in Semi Auto

30/30 New Century – A nice lever gun seen in Mexico and the American Colonies of very antique design

.45 caliber “classic” (American)

.45 SMG (American) – a rare weapon used as a companion to the classic. Usually suppressed.

these three can be had cheaply as they are standard on a mini fac

9mm and .40 Cal SMG (common)  

9mm and .40 Cal Cartridge Pistol (common)  

9mm and .40 Cal Hold Out Pistol (common)

This revolver series has modular barrels and removable trigger guards. Its favored by spacers and some Americans. It is treated as Fine Quality / Reliable and Fine Quality / Accurate and is fully space proof.

9mm r M7 Revolver (spacers. Americans) shoots 9mm r, and 9mm magnum (side arm)

9mm r M6 Revolver (spacers. Americans) (hold out)

9mm r M10 Lever Rifle (spacers. Americans) (a companion piece to the above, common on frontier worlds)

9mmr Double Dutch Derringer (a novelty piece using the 9mmr load. A holdout gun with limited capacity and tiny grip.

The below weapons use a more powerful magnum cartridge suitable for medium game

.44 H6 Revolver (American) shoots .44 r and .44 magnum
.44 S5 Revolver (American) shoots .44 r

.44 H10 Lever Rifle (American) shoots .44 r and .44 magnum

.44 S6 Revolver (American_ shoots .44 R – this is rare sidearm sized weapon. It is fine/attractive as well.

More Modern Guns

Caseless (Full Range)

Gyroc (full range)

Edmund Dynamics Laser Rifle (as laser carbine with all settings) 15,000 grand

Edmund Dynamics Laser Pistol  (as laser pistol with all settings) 10,000

There are also Chinese versions of these

Tesla Pistol (as Electrolaser) 5,000 Chinese models offer a kill setting

Telsa Rifle (as Electrolaser) 12,000 Chinese models offer a kill setting

Vortex Gun

Hand Weapons

Hatchet (fine at default) superfine (extra +1) is rare costs 10X

Knife (all) can be had in superfine

fine (cheap) very fine (normal) superfine (6x)

Clubs (all)

Bayonet (all) can be had in superfine

Machete (Short Sword)

Stun glove
Stun Stick

Other weapons may be fond on Fringe Worlds or in areas with heavy cultural presence

Most Common Firearms
12g Western Arms Frontier with over and under mounts

30-30 New Century (as 30/30 +p +20% to range categories)

6.5mm Colonial 10 Shot rifle as .270 +p

In case anyone wants something akin to Vera. 

It is a H.C. Arms heavy bore, automatic dual feed custom. 

In  GURPS terms 

ETC 10mm Storm Rifle Fine Accurate with Dual Mags (24+1)

13+2 Pi+1 1950/7500 ACC5 +4 from Smart Scope

A Rules Blurb from GURPS Farther Tomorrows

I kept rules changes to a minimum for the game. Here are the guidelines I  gave my players. Also I was fooling around with hero point systems at the time, don't use them anymore though


There are no non human races , robots or uplifts allowed

This game uses 200 points with no points for disadvantages. You may take disadvantages as you see fit and some will be given you

Hero Points are not used

Cybernetics and Bio-Mods require an unusual background of 10 points

Psychic Powers exists however they must be ESP or limited body control related. They usually   require a 10 point UB.

Luck and Ridiculous Luck are allowed

Optional rules in Martial Arts and Tactical Shooting may be used.

Otherwise RAW

Notes from GURPS Farther Tomorrows

This is highly disorganized, not entirely original  but reasonably game worthy setting notes for GURPS Farther Tomorrows.

Its enough tech data, cultural and historical date to get people into the game, especially those not familiar with  Firefly or 2300 A.D two of the bigger inspirations.

Its not terribly well done and frankly my players deserved better but we had fun and that was what counts.

 Background Notes

The year is 2275

Mankind has expanded into the New System, the Cradle rich in habitable worlds  and for the last 120 year or so has been building great colonies. About 10 years ago a group of Transhumans called the Polity waged war against humanity in an attempt to force an uplift. This war banished them from most of space to an area well past an asteroid belt known as the Shattered Star

There are 112 Known Habitable Worlds,

They are arranged in what are called Arms

Currently the main factions each with an Arm are

The United Commonwealth


28 Unnamed

United States with its major colonies Liberty, New America, Ellis and Freedom

China with its major colonies Xin Guo (New County) and Shinnon (from FF)

The United Commonwealth (Britain, Scotland, Australia, New Zealand, Wales) with its colonies Albion, New Australia, Londinium (from FF) , Anzac , Cymru and Scotia

Canada with a single major colony Cascadia 10 Million
Russia has a single colony major Novazeemylah (New Earth) 40 million
There is also a single Pan Islamic Colony called the Caliphate 60 million population
Hispaniola (Spanish Speaking)
Nuevo Brasila (Brazilian)
Nova Europa
France has 3 colonies, Gloire, and three habitable moons Liberte, Fraternite and Egalite

Minor colonies include

Uhuru a small African colony population 500,000
New Midgard which is Asatru and Heathen with a minority Hellenic Pagan  Population . It has a population of about 20 million
Coventry (a prison world)
Helios, A desert World
Kibou (Hope a Japanese Colony)
Ashita (Tomorrow a Japanese Colony)
Geojong (Home, a Korean Colony)
Astra Deseret (a Mormon Colony)
White Rock
Minos (Greek)
Starfall (uninhabited close to Outsider Territory)
Ostmark (German/Austrian)
Glai Tee Din (Far Land) Thai Colony
Pengajar (Teacher) a very difficult Indonesian Colony
Bituin Tirahan (Star Home) a Filipino Colony

Guay (Hell)


WulingYuan (Perfect Heaven)

ShanwU (Sky Mountain)

Fengdu (Underworld)

List of others (cribbed from Firefly)

White Fall
Green Leaf
Clark's World
Anderson's Moon
High Gate
Liann Jiun
Three Hills
Whedon's Hole

List of others cribbed from 2300 AD
Brilliant (French)
Leto (American)
Freihaven (German)
Nouveau Provence (French)
Tirane (American)
Santa Maria (Mexican)
Nieblungen (German)
Tierra de Helado (Argentine)
Poseidon (International Scientific) Blue Planet
Inferno (Canadian)
Beowulf (British)
Chengdu (Chinese)
Crater (Unclaimed)

A bit on the Thai people

Thai folk can be found all over space commonly as Space crew. They have recently established a small thriving colony, a matter of enormous national pride. Glai Tee Din


Technology is Safe Tech GURPS Tech Level 9 with access to super science gravity control and fusion power.

Genetic engineering, cybernetics and nano tech are frowned upon and widely regarded as too dangerous.

Computers are a solid TL9 (this is about 20x what we have now)

State of the arts weapons are TL9 as per GURPS. Mostly they are caseless firearms though Tl10 lasers as 3x cost and binary weapons called Vari-Guns exist. Controls vary from place to place with lighter controls on colony worlds.

Most weapons are “Improved TL8” with about 20% more energy and capacity for the same basic stats although they are cartridge guns (mostly) Convert by giving them +p power with no downsides.

Mature life extension tech exists. A person at age 50 is genetically reset to between 25 and 30 and will age at 1/3 rate thereafter. Assume other medical tech is TL9 with stem cell therapies pushing TL10

Core worlds are usually TL9

Rim Worlds a hodgepodge of TL9 and TL8

Fringe Worlds can go as low as TL5 or 6

Robots are a rich mans toy and its illegal almost everywhere to arm them.

Computer security is weak in this setting as even the best crypto only gives a -4 penalty to hacking rolls. This puts a focus on cash (do to trust issues) and manned craft of all sorts. Factories and such are automated but as you have to be in the building to access the SCADA systems , this is not regarded as a serious risk.

Starships are usually not armed in Core or Rim worlds and usually a hard to come by permit is required. Fringe areas may be armed. Ships can be armed with caseless cannon, laser, C-Beam (Charged particle beam) or gauss guns. Missiles are semi guided.

Defense include chaff launchers , anti missile arrays and hull armor. Plasma armor exists and it screws with missiles (by guidance) and C-Beams and offers some degree of lock on spoofing.

A number of common ships

“Conestoga” Free Trader

“Darwin” Class Science Vessel

Tien Dao (Heavenly Saber Chinese Patrol Ship)

Z-95 Starfighter

Cultural Notes and Reputation

General society has a kind of Victorian Era flavor with a strong whiff of bigotry and snobbishness. Isolates are quite common almost the norm and space instead of bringing people together into some stellar community tends to separate them into smaller groups.

Americans have a reputation as overly adventurous cowboys. Its not entirely undeserved. They are friendly with Europeans and downright chummy with Eastern Europeans who can be found in substantive numbers on American worlds. Do to some old bad blood from the Sino American War and Chinese support of the Oligarchy most Americans hate the Chinese with a passion and contrary to Verse custom will often not aid Chinese vessels . Asa Folk from New Midgard often shoot any Chinese ships they see as the nations have been at a cold war status for some time

Europeans are a bit more like their Victorian and Edwardian counterparts and are in general quite Conservative save for the French and Germans who are always land hungry.

Russia is well recovered  and is  highly ambitious. They are friendly with Americans as both hate the Chinese.

China. China touts itself as civilized but its authoritarian and controlling. The Chinese colony Shinon is arguably the most beautiful planet in the Cradle . Even Americans occasionally visit. They are allied with pretty much no one.

Japan. Japan is very conservative and insular.

Canada is the peace keeper nation, a pleasant if lightly populated country. For some reason they are allied with the Ukraine. 

and note to the above, yes its a reference to the Firefly parody Mosquito 

Mexico is finally stable enough to manage a colony. They are officially neutral though they hold “gringos” in some disdain a feeling that is reciprocated.

Brazil is a Friendly Neutral with everyone except the Chinese who they dislike and the Portugese who are Allied

The United Commonwealth is a very very British. They are friendly with both Europe and America, Neutral with everyone else.

Iran is a new up and comer looking to expand into the colonies. They do not have a colony world but they do have a ship works making some decent technology. Its probable they will have a colony in 5 to 10 years.


English, Russian  and Mandarin are widely spoken. Mandarin is favored for swearing. Americans , Canadians and UC instead swear in English or in Eastern European dialects including Russian


Travellers. Professional Tourists who feel like they are citizens of the Verse. They are usually capable and surprisingly law abiding on most issues. They are known for towel, cup and a pocket knife a popular poem. These people are not Pavee who are sometimes found of UC worlds.

Spacers. Spacers tend to spend a lot of time in different places in many arms and as such are far more cosmopolitan than most. Most speak Mandarin and English

Cool New Jobs

Bounty Hunter

These are the folks who bring in captives from Fringe or Rim worlds to the justice. Its a glamorized job that pays poorly and is dangerous

Bonded Courier

With communications limited to the speed of light, these are the folks that deliver packages. A registered courier is usually allowed to carry arms and is considered to be trustworthy. Normally you only see one although couples or pairs are not unknown

Registered Companion
Not a prostitute of low repute  but a very sophisticated highly trained expert courtesan. They are transnational, select their own customers and are highly regarded except in America and Midgard where they are only tolerated. They are even permitted in the Caliphate.

Beam Jack

Orbital Construction Worker. Dangerous skilled well paying trade.

Slang Terms

Ship Up! Roughly equivalence to lifting off.

Clear Skies. Traditional Spacer Good Luck Saying

T.A.N.J. There ain't no justice, “Goddess” of the Spacers

Atmo short for Atmosphere

Verniers – Ion Maneuver Thrusters, from the name of the inventor Eckhart Vernier

Full Vernier – full power to secondary Ion thrusters

Full Burn – full power to main Thrusters

Hard Burn – overdriving the thrusters

Stallard Roll or Stallard Bounce – Roll and Pivot maneuver

Crazy Ivan – Rapid Breaking to get target behind them and bake them with the main thrusters

Towel, Cup and Pocket Knife – A Traveler ditty, also ready to go “I've got Towel, Cup and Pocket Knife.”

Frood “Buddy” – probably short for friendly dude

Lets Jet “Lets get out of here.”

Hoopy “Very Cool” Neo Hippy Slang

Jank-- Complicated and Poorly Made – also Janked or Jankie

The Black – Space

Space Motor Companies of Import

Pierce/Archer US– make a very robust motor (probably the best but new ones are pricey)

Parker-Merlin – a UK/UC competitor 2nd place in quality

Astra-Dyne US often found on institutional ships – r Also US Military and widely exported. Quite common

Wu-Yujou A Chinese motor firm (Wu's Space roughly) – export, cheapest

Chinese State Space Motor Company (Chinese state vessels)

Solokov Space Motors (Russian) export

Werner Stahlard North “WSN” GMBH used on Midgard as well Austrian-German_Icelandic-Finnish

Roseau Stellarics SA – French make most space components

Navio-Esterla – Brazilian Space Company, mostly in Brazilian arm though they are starting to catch on

Aster Persia – A new company from Iran that manufactures ship components

Ship Costs (about 3x a comparable surface ship)

A heavy Freighter can be had for about 7-8 million CR

A converted Cutter for about 3 million

1 million to 1.5 will buy you a rusty old ship like say Serenity

20 million for a luxury yacht

A research vessel for about 3 million + fittings

lastly a small never Freighter is about 3 million as well

OP costs are about ½ of 1% a month, ½ for fuel and ½ for repair – so an older freighter, minus crew expense is about 5k a month

Cultural Notes

Roughly there are three cultural familiarities African, Western, Eastern. You won't see African much and Uhuru uses CF Western

Savior Faire is by culture. It also includes Mafia, Spacer, Military , Police and Dojo. The last two are only  of marginal use.  

1- Religions (partially from Religion in 2300 AD by Bruce Hill and my own work)

Many folk are non religious and some are outright atheist

Europeans are about 50% Atheist with the 35% Folk Centered and 15% Christian

Americans however are fairly religious 65-35 religious, usually Christianity (35%) or occasionally (20%) Pagan or (10%) Buddhist other

Judaism and Islam were largely destroyed in a nuclear exchange although Judism persists in America as an ethnicity as much as a religion and Islam still exists. Most remaining Muslims are Reformed Islam and many live on Caliphate.

Buddhism is widely popular and a fair number of technically atheist persons practice some kind of Buddhism

Hinduism and the other strains are found mostly on Earth although Sikhs can be found the various Military units

Orthodox Christianity is found in pockets

Black Catholicism. This is an African Animist Catholicism seen mostly in Africa on Earth

Mormon Church is found everywhere in modest but growing numbers

Christianity is mostly American, Mexican and South American .

Asatru and other sort of Heathenism and Paganism is moderately common (about 35%) among people of European Extraction though its often a social religions as much as a faith. They can be found anywhere people of European extraction are found.

Outside of Buddhism people are very leery of expansionist or universalist religions, mainly do the religious wars of the late 21st century but also do the influences of the book “Faiths and Folks” by Dr. Paul Lane laying out the underpinnings of the urge for religion and its risks.

This books was very widely read and many schools consider it mandatory reading even though the book is well over a century old. This book lead directly to many selecting “Folkish” religions in the West, especially Asatru with some Hellenic Paganism  Druidry, and Wicca  with a range of variants . Whether this revival is set to remain is yet to be seen though it has been going strong for longer (since the tumult of the mid 21st century) longer than anyone expected

The Crew of the Vi-Vi from GURPS Farther Tomorrows

This is material from what was  my GURPS Firefly-esque game. Inspired obviously by Firefly and Serenity but with other inspirations including Cowboy Bebop , Aliens, Outland , Soldier , Almost Human, 2300 A.D. and other "hard" and "firm" SF.

GURPS 4e stats, actor who would have played them in the movies names   but no character names because I forgot to write them down. No pictures for copyright reasons 

 Under the companion and pilot  you'll note a custom talent or two . I don't remember what it effects were but all skills include bonuses. 

Its not up to spec really but it was what I gave my players to tweak.  Most of the cast except the doctor was my suggestion since the players kind of hung on the idea of "who would play them in the movie.

On the whole the game was a lot of fun and as you would expect GURPS is superb for this kind of thing. 

One interesting fact, despite the fairly heavy weapons loadout and good combat skills, the players mostly avoided combat as it was too lethal and the one fight they go in nearly killed several of them. Ultra Tech weapons are scary.

Of all the characters the space princess was the most shoehorned in and got the least play. She was part of a Filipino space colony that was a monarchy and was running away from an arranged marriage which proves you can use Space Opera and Fantasy tropes even in hardish SF

Captain (Dirk Benedict) 

S 11
D 11
I 13
H 10

Handsome 12
Business Acumen +1 8
Smooth Operator +2 26
Serendipity 15

Skills 61
Guns Pistol 12
Guns Shotgun 12
Brawling 12
Accounting 13
Administration 14
Merchant 15
Economics 12
Gambling 13
Market Analysis 12
Acting 14
Carousing 12
Detect Lies 15
Intimidation 14
Leadership 14
Sex Appeal 12
Diplomacy 14
Fast Talk 15
Streetwise 14
Savior Faire 15
Merchant Law 12
Politics 14
Pilot 13
Crewman 13
Engineering 12
Cargo Handling 12
XP Beam Weapons 12
XP First Aid 13
XP Stealth 10

Major Stuff
TL9 Armored Vest
12 Gauge Shotgun 8+1
Heavy 10mm caseless pistol
Chinese Electro Laser Pistol
Wearable TL9 Genius Computer  

Engineer (John Leguzamo) 

S 12
D 11
I 12
H 12

Attractive 4
Artificer Talent 3 30
Perk Familiarity Low Tech 1
Insider Glance (½ penalty for instant diagnosis) 1
Alcohol Tolerance 1
Gadget 5
Signature Gear Laser Pistol with belt pack 1
Weapon Bond (Your Laser) 1

Beam Weapons 13
Scrounging 14
Brawling 12
Housekeeping 12
Cooking 12
Carousing 12
Sex Appeal 12
Stealth 10
Lockpicking 12
Computers 12
Crewman 12
Streetwise 12
First Aid 12
Area Knowledge 12
Driving 10
Guns Shotgun 10
Ship Engineer 18
Armorer Ship Guns 14
Machinist 15
Armorer 14 Guns
Armorer 14 Lasers
Gravitics 14
Life Support Tech 15
Ship Design 14
Electronics Engineer 14
Electrical Repair 15
Mechanical Engineer 14

Important Gear
Various Fine Tool Kits
Laser Pistol with Belt Pack (100 shots, 20 without ) Blinding, Dazzle, Pulse, Standard settings
Body Armor Overalls

Medic (Jeff Bridges) 

S 12
D 11
I 12
H 11

Attractive 4
Luck 15
Fit 5
Healer Talent 2 18

Fluent Romanian
Streetwise 12
Profession Terraforming 12
Stealth 10
Scounging 12
Guns SMG 14
Guns Shotgun 12
Guns Pistol 12
Knife 12
Brawling 12
Wrestling 11
Soldier 12
SF military 12
Crewman 12
Physician 15
Diagnosis 15
Surgeon 15
First Aid 16
Physiology 12
Psychology 12
Pharmacy 12
Play Instrument 10
Play Chess 12
Play Poker 12
XP Research 12
XP Rifle 12

Major Gear
Civilian Shotgun 8+1
5.7mm ETC PDW
Hunting Rifle
Superfine Knife
Light Body Armor Full Suit
Crash Kit with extra bandage spray
Surgical Tools
Diagnostic Rig  

Princess ( Angelica Panganiban) 

ST 9
DX 12
IQ 12
HT 10

Attractive 5
Emotion Sense L4 range (Unlimited) at Skill 15 30
Mind Shield 3 12
Fear Blast L4 100 yards range Does Not Require Eye Contact at Skill 15 60
Status 4 (some worlds) 10
Psi Ping 1 (may Ping “I want to contact you” at unlimited range on a 12 or less

Skills 53
Language English Fluent
SF Filipino 12
Guns Pistol 12
Politics 12
History 12
Dance 12
Acrobatics 12
Karate 12
Holdout 12
Scrounging 12
Stealth 12
Psychology 15
Literature 12
Art Appreciation 12
Filch 12
First Aid 12
Household Management 12

Skin Suit
First Aid Kit
Arscorp Model C9 9mm Hold Out Pistol 4 extra magazines of 10 rounds each 

Companion (Bar Refaeli) 

S 11
D 12
I 12
H 10

Advantages 50
Status 2 10
Registered Companion 1
Beautiful 12
Fashion Sense 5
Companion Training 2 28

Skills (54)
Acting 14
Sex Appeal 12
Psychology 15
Diplomacy 13
Merchant 13
Dance 14
Art Appreciation 13
Music Appreciation 13
Erotic Art 12
Detect Lie 13
SF Companion 14
Play Instrument 13
Painting 14
Teaching 14
Karate 12
Judo 12
Sport Archery 12
Fencing 12
Profession Guardian 12
Guns Pistol 14
FD Pistol 12
First Aid 12
Shuttle Pilot 12
Area Knowledge 12
Housekeeping 12
Driving 12
History 10
Literature 10

Important Gear
Fancy Clothes and Make Up Kit
Holdout Pistol 2 spare clips
Painting Box
Musical Instrument
Super Fine Smallsword with fancy umbrella scabbard  

Cargo Hand and Security (Timothy Olyphant) 

S 12
D 13
I 12
H 10

Advantages 24
Acute Vision +1 2
Dead Eyed 1
Signature Gear (Rifle/Ammo) 2
Weapon Bond (Rifle) 1
SOP (Go Bag ) 1
Fit 5
Combat Reflexes 15

Skills 71

Camouflage 12
Stealth 12
Armory 12
Guns Rifle 16
Guns Pistol 15
Guns Machine Gun 13
Guns Grenade Launcher 13
Guns Rocket Launcher 13
Fast Draw Pistol 14
Brawling 13
Soldier 12
Crewman 12
Scrounging 12
First Aid 12
Savior Faire Military 12
Cargo Handler 13
Driving 13
Intimidate 12
Carousing 10
Gambling 12
Tactics 11
XP Fluent English 4

Russian ETC Storm Rifle Fine Accurate with Smart Scope
Holdout Pistol 2 spare mags in a power holster
12g Military Shotgun with Under Barrel Grenade Launcher w/ Various Grenades
Splat Gun
Combat Armored Vest w/ Inserts
Light Armored Suit  

The Vi-Vi 

I cannot remember for the life of me what Vi-Vi stood for but the ship looked lots like a Traveller ScouT Courier and sported a highly illegal ship AI and illegal weapons

Stats are "generic" for the setting since ships are  mostly used as transport backdrop. GURPS Starships stats not included. 

 Vi Vi

Custom Designed Science and Exploration Vessel
Length 400 feet long, 225 wide and 95 feet high at high point center

Crew Minimum 2 , Standard 5
State Rooms + Berths Double Sized Captain's Suite + 8 additional staterooms and 12 berths (double
occupancy) includes enhanced life support
Cargo: 1000 Tons with optionally isolation cage
Special – Full Medical Suite with 24 cyro-tubes , lab and automed
Speed – Category 4 Thrust with category 6 Hard Burn with range of 750 AU empty/150 loaded.
Drive-- Parker-Merlin space drive with Dale Fusor. Normal rating 110% of needed.
Sensors and Computers – Advanced sensors with experimental robotics system and heavy automation
Weapons-- 4 Hardpoints with pop-up “Q” capability each mounting high energy ship to ship lasers and a single chaff dispenser. Also 4 mag grapples
Small Craft: Mounts for 4 Escape Shuttles (not available) 2 Modular Cutters each with 4 modules
racks. 10 self powered buoys and 2 scout drones
Atmo Capable with full ram scoop