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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74876</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74876"/>
		<updated>2008-01-31T14:58:55Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, mainly using GURPS Powers.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for the average mortal, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.  It is possible to gain more than one kind of magic, but it is very unlikely that both would be raised beyond Magery 1.&lt;br /&gt;
&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with the limitations.&lt;br /&gt;
&lt;br /&gt;
*Powers are likely to be based on an attribute roll.  This attribute roll is a new attribute, Magic.  Magic is equal to 12+Magery level.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%), or even Night-Aspected, depending on the focus.  There are many other similar limitations.&lt;br /&gt;
&lt;br /&gt;
Magic energy, if not replenished through Stones, powerful ley-lines, or through still-active temples, does not regenerate like FP.  Instead, it must be replaced, or can be granted through a magical ritual (but only a Normal Mana or better area).  More rules to come.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*EMOTION CONTROL&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK&#039;&#039;&#039;&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANCY&#039;&#039;&#039;&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;S BODY&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;S MIND&#039;&#039;&#039;&lt;br /&gt;
*DRAGON&#039;S RESISTANCE&lt;br /&gt;
*DRAGON&#039;S KNOWLEDGE&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==The Beginning==&lt;br /&gt;
There are many creation myths, scattered all over the world.&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74875</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74875"/>
		<updated>2008-01-31T14:55:02Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, mainly using GURPS Powers.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for the average mortal, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.  It is possible to gain more than one kind of magic, but it is very unlikely that both would be raised beyond Magery 1.&lt;br /&gt;
&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with the limitations.&lt;br /&gt;
&lt;br /&gt;
*Powers are likely to be based on an attribute roll.  This attribute roll is a new attribute, Magic.  Magic is equal to 12+Magery level.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%), or even Night-Aspected, depending on the focus.  There are many other similar limitations.&lt;br /&gt;
&lt;br /&gt;
Magic energy, if not replenished through Stones, powerful ley-lines, or through still-active temples, does not regenerate like FP.  Instead, it must be replaced, or can be granted through a magical ritual (but only a Normal Mana or better area).  More rules to come.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*EMOTION CONTROL&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK&#039;&#039;&#039;&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANCY&#039;&#039;&#039;&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74874</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74874"/>
		<updated>2008-01-31T14:53:51Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, mainly using GURPS Powers.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.  It is possible to gain more than one kind of magic, but it is very unlikely that both would be raised beyond Magery 1.&lt;br /&gt;
&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would build them as powers, with the limitations.&lt;br /&gt;
&lt;br /&gt;
*Powers are likely to be based on an attribute roll.  This attribute roll is a new attribute, Magic.  Magic is equal to 12+Magery level.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%), or even Night-Aspected, depending on the focus.  There are many other similar limitations.&lt;br /&gt;
&lt;br /&gt;
Magic energy, if not replenished through Stones, powerful ley-lines, or through still-active temples, does not regenerate like FP.  Instead, it must be replaced, or can be granted through a magical ritual (but only a Normal Mana or better area).  More rules to come.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*EMOTION CONTROL&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK&#039;&#039;&#039;&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANCY&#039;&#039;&#039;&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74873</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74873"/>
		<updated>2008-01-31T14:44:49Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, mainly using GURPS Powers.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*EMOTION CONTROL&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK&#039;&#039;&#039;&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANCY&#039;&#039;&#039;&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74605</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74605"/>
		<updated>2008-01-29T20:07:59Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* God Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*EMOTION CONTROL&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK&#039;&#039;&#039;&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANCY&#039;&#039;&#039;&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74604</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74604"/>
		<updated>2008-01-29T20:07:21Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Undermagic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*Emotion Control&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK&#039;&#039;&#039;&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NECROMANCY&#039;&#039;&#039;&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74603</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74603"/>
		<updated>2008-01-29T20:06:33Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Dragon Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*Emotion Control&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
GROUP: DARK&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
GROUP: NECROMANTIC&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL&#039;&#039;&#039;&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAGON&#039;&#039;&#039;&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74602</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74602"/>
		<updated>2008-01-29T20:06:02Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* God Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL MAGIC&#039;&#039;&#039;:&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFLUENCE MORTAL&#039;&#039;&#039;:&lt;br /&gt;
*Emotion Control&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
GROUP: DARK&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
GROUP: NECROMANTIC&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
GROUP:  ELEMENTAL&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
GROUP: FEATURES&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74601</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74601"/>
		<updated>2008-01-29T20:04:39Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
INFLUENCE MORTAL:&lt;br /&gt;
*EMOTION CONTROL&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
GROUP: DARK&lt;br /&gt;
*VITALITY THEFT/OFFERING (note: closest to healing self/others Undermagic gives)&lt;br /&gt;
*(Work in progress)&lt;br /&gt;
&lt;br /&gt;
GROUP: NECROMANTIC&lt;br /&gt;
*ANIMATE/AFFECT DEAD&lt;br /&gt;
*SUMMON/AFFECT SPIRIT&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
GROUP:  ELEMENTAL&lt;br /&gt;
*FIRE&lt;br /&gt;
*WATER&lt;br /&gt;
*EARTH&lt;br /&gt;
*AIR&lt;br /&gt;
&lt;br /&gt;
GROUP: FEATURES&lt;br /&gt;
*DRAGON WEAPONS&lt;br /&gt;
*DRAGON ARMOR&lt;br /&gt;
*DRAGON&#039;S BREATH&lt;br /&gt;
*DRAGON&#039;S REGENERATION&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74600</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74600"/>
		<updated>2008-01-29T19:56:18Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;br /&gt;
&lt;br /&gt;
=New Character Sheet=&lt;br /&gt;
==Attributes==&lt;br /&gt;
ST: 10 [0] (10 per point)&lt;br /&gt;
IQ: 10 [0] (20 per point)&lt;br /&gt;
DX: 10 [0] (20 per point)&lt;br /&gt;
HT: 10 [0] (10 per point)&lt;br /&gt;
Will: 10 [0] (5 per point)&lt;br /&gt;
Per: 10 [0] (5 per point)&lt;br /&gt;
Magic: 9  (Equal to 9+Magery)&lt;br /&gt;
&lt;br /&gt;
Note:  Willpower and Perception are no longer based on IQ.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74596</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74596"/>
		<updated>2008-01-29T19:53:23Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
*Spells are not based on IQ.  Instead, start with a Magic attribute of 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74593</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74593"/>
		<updated>2008-01-29T19:50:50Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC makes no sound and requires naught but a gesture (if that), but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For mental magic, instead of increasing damage, you can decrease an opponent&#039;s resistance roll, at -1 Willpower for every +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made (or enhanced) from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.  For mental magic, a touch attack is also at +2.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for 1 second of use.  You are at -1 for 5 seconds.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
*-1 to skill for 5 seconds.&lt;br /&gt;
*-2 to skill for 30 seconds.&lt;br /&gt;
*-3 to skill for 2 minutes.&lt;br /&gt;
*-4 to skill for 30 minutes.&lt;br /&gt;
*-5 to skill for 2 hours.&lt;br /&gt;
&lt;br /&gt;
For a PERMANENT effect (lasts for months to years, depending on surrounding mana)&lt;br /&gt;
*-10 to skill for a MINOR spell (match-like fire, etc.)&lt;br /&gt;
*-20 to skill for a MAJOR effect or ATTACK spell (I.E., a MENTAL attack)&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
WEAPON ENHANCEMENT:&lt;br /&gt;
You can &amp;quot;enchant&amp;quot; an item temporarily, at normal duration.  This makes your spell a follow-up attack!  However, this at -2; -4 if you don&#039;t intend on your weapon to take damage as well as your opponent!&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  If your skill roll succeeds, you spend 1 fatigue as well as the normal energy cost.  If you critically succeed, there is no fatigue cost.  If you fail, you take 1 HP damage AND 1 Fatigue damage.  If you critically fail, you take 1d HP damage with your 1 fatigue!&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74589</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74589"/>
		<updated>2008-01-29T19:40:29Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Magery can be taken with certain limitations.  There are GROUPS of magic (such as ELEMENTAL), and then there are specific CLASSES of magic (FIRE, EARTH, WATER, AIR, etc.)  To gain Magery for only one GROUP is a limitation worth -20%.  To gain Magery for only one CLASS is -40%.&lt;br /&gt;
&lt;br /&gt;
Undermagic can often be Night-Aspected or Dark-Aspected for a further -40% to -50%.  God Magic can be day-aspected if based on sun-based magic (-40%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC doesn&#039;t make a sound and isn&#039;t quite as flashy, but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.&lt;br /&gt;
&lt;br /&gt;
POWER OF MENTAL MAGIC:&lt;br /&gt;
As physical, except that there is no such thing as a &amp;quot;ranged&amp;quot; attack.  However, use the speed/range table, giving the victim a bonus to their Willpower roll to resist instead of a penalty to skill.  For every -1 to someone&#039;s Willpower, spend +1 energy point.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for up to 5 seconds of use.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  Roll vs. HT; if you succeed, you spend 1 FP.  If you fail, you lose 1 HP.  If you critically fail, lose 1d HP, and if you critically succeed, no effect.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74582</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74582"/>
		<updated>2008-01-29T19:26:37Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is possible to achieve for people, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 2+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC doesn&#039;t make a sound and isn&#039;t quite as flashy, but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.&lt;br /&gt;
&lt;br /&gt;
POWER OF MENTAL MAGIC:&lt;br /&gt;
As physical, except that there is no such thing as a &amp;quot;ranged&amp;quot; attack.  However, use the speed/range table, giving the victim a bonus to their Willpower roll to resist instead of a penalty to skill.  For every -1 to someone&#039;s Willpower, spend +1 energy point.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for up to 5 seconds of use.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  Roll vs. HT; if you succeed, you spend 1 FP.  If you fail, you lose 1 HP.  If you critically fail, lose 1d HP, and if you critically succeed, no effect.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74552</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74552"/>
		<updated>2008-01-29T17:58:37Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 3+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC doesn&#039;t make a sound and isn&#039;t quite as flashy, but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.&lt;br /&gt;
&lt;br /&gt;
POWER OF MENTAL MAGIC:&lt;br /&gt;
As physical, except that there is no such thing as a &amp;quot;ranged&amp;quot; attack.  However, use the speed/range table, giving the victim a bonus to their Willpower roll to resist instead of a penalty to skill.  For every -1 to someone&#039;s Willpower, spend +1 energy point.&lt;br /&gt;
&lt;br /&gt;
DURATION:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for up to 5 seconds of use.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  Roll vs. HT; if you succeed, you spend 1 FP.  If you fail, you lose 1 HP.  If you critically fail, lose 1d HP, and if you critically succeed, no effect.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74551</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74551"/>
		<updated>2008-01-29T17:57:28Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 3+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.  Skills cannot surpass 11+(2*magic) total.  Thus, the most powerful of priests can have both a high energy reserve AND a high skill, making the most well-trained a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Skill rolls receive certain modifiers.&lt;br /&gt;
&lt;br /&gt;
First of all, magic is assumed to be &amp;quot;showy&amp;quot;; the effects of PHYSICAL MAGIC often create a bright effect, and make some sort of sound.  These can be lessened, for certain spells.&lt;br /&gt;
*-2 for Silence.  -2 for Dim Effects or No Effects (only work on certain kind of uses).  Note that any secondary effects, such as collapsing earth, flaring flames, or anything similar will still create normal sounds.  However, the creation itself (which can be louder) will not make any kind of sound in itself.&lt;br /&gt;
&lt;br /&gt;
MENTAL MAGIC doesn&#039;t make a sound and isn&#039;t quite as flashy, but anyone that comes under their effects can &#039;&#039;feel&#039;&#039; it.  To prevent this,  you can use it subtly.  This can be very quiet.&lt;br /&gt;
*-4 for Subtlety.&lt;br /&gt;
&lt;br /&gt;
POWER:  You can modify the power of your spells.  For PHYSICAL MAGIC, this usually involves effect.&lt;br /&gt;
*Small Effect:  To create a drop of water, a strike of flame equivalent to a match, or something similar gives a +4 to skill.&lt;br /&gt;
*Moderate Effect: For something that has any real influence, such as creating the equivalent flame of a torch, a small puddle of water out of thin air, or using your magic to DAMAGE an opponent, you roll vs. skill as normal, up to 1d damage.&lt;br /&gt;
*For every +2 to damage, counted as a step (or +1d for every 2 steps) of damage, gives another -2 to skill.&lt;br /&gt;
*For a ranged attack that uses the speed/range table, there is no change.  However, for a simple touch attack, there is a +2 to skill!  A WEAPON made from your ability, however, is at normal skill.  Both require a combat skill (Innate Attack, Brawling, etc.) to also be rolled, for a strike.&lt;br /&gt;
&lt;br /&gt;
POWER OF MENTAL MAGIC:&lt;br /&gt;
As physical, except that there is no such thing as a &amp;quot;ranged&amp;quot; attack.  However, use the speed/range table, giving the victim a bonus to their Willpower roll to resist instead of a penalty to skill.  For every -1 to someone&#039;s Willpower, spend +1 energy point.&lt;br /&gt;
&lt;br /&gt;
RANGE:&lt;br /&gt;
*To create an effect that lasts for a certain point of time (I.E., a flaming sword), there is no cost for up to 5 seconds of use.  However, time after that increases nearly exponentially.  Alternatively, you can cast the spell again, with the previous skill roll used and energy spent.&lt;br /&gt;
&lt;br /&gt;
DRAINING ENERGY:  All spells cost 1 energy point to cast.  However, there are two methods one can use energy; one method is to INCREASE magical power.  The other is to DECREASE cost.&lt;br /&gt;
*-2 to skill to decrease cost to 0.&lt;br /&gt;
*+2 to skill for each extra point of energy cost.&lt;br /&gt;
&lt;br /&gt;
If you drain half of your total energy, this is a very draining process, that can be very painful.  Roll vs. HT; if you succeed, you spend 1 FP.  If you fail, you lose 1 HP.  If you critically fail, lose 1d HP, and if you critically succeed, no effect.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74538</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74538"/>
		<updated>2008-01-29T16:25:21Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 3+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.  Thus, someone with a Magery of 1, would have a Magic attribute of 10; and would base all magic skills off of this attribute.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74537</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74537"/>
		<updated>2008-01-29T16:24:16Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific abilities that you can use &amp;quot;naturally&amp;quot; through strong specialization (requires Magery 3+).&lt;br /&gt;
*Skills are not based on skills.  Instead, start with 9 and add your Magery to your Magic attribute, which can not be changed individually.  You may base skills off of this attribute.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74535</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74535"/>
		<updated>2008-01-29T16:01:35Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
*Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).&lt;br /&gt;
*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
*To cast spells, do not use GURPS Magic.  Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific spells that you specialize in.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74208</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=74208"/>
		<updated>2008-01-26T09:34:11Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
==The Basics==&lt;br /&gt;
Magic is not based on fatigue.  Instead, it is based on an internal reserve of magical ability.  Every person starts with a reserve of 10 for free.  To buy up or down the reserve costs or gives 2 points per point, but cannot be raised  more than 10+(MageryX5).  Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith).  To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to &amp;quot;sap&amp;quot; the magical energy from such a source.&lt;br /&gt;
&lt;br /&gt;
==God Magic==&lt;br /&gt;
Replenished by Godstones, dark blue stones filled with divine power.&lt;br /&gt;
&lt;br /&gt;
==Undermagic==&lt;br /&gt;
Replenished by Darkstones, pale gray stones filled with dark power.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magic==&lt;br /&gt;
Replenished by Dragonstones, dark red stones filled with draconic power.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=74084</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=74084"/>
		<updated>2008-01-24T14:35:05Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
=Equipment, Locations, NPCs, etc.=&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.  $500 per dose&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Session Logs==&lt;br /&gt;
[[Session 1]] 01/19/08 [Editor: Jonas]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Samuel_Torres&amp;diff=73991</id>
		<title>Samuel Torres</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Samuel_Torres&amp;diff=73991"/>
		<updated>2008-01-23T15:43:16Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Samuel Torres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Samuel Torres=&lt;br /&gt;
&#039;&#039;&#039;Not Done yet&#039;&#039;&#039;&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;ST&#039;&#039;:  10 [0]&lt;br /&gt;
*&#039;&#039;DX&#039;&#039;: 10 [0]&lt;br /&gt;
*&#039;&#039;IQ&#039;&#039;: 12 [40]&lt;br /&gt;
*&#039;&#039;HT&#039;&#039;: 10 [0]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Attributes:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;HP&#039;&#039;: 10&lt;br /&gt;
*&#039;&#039;Will&#039;&#039;: 12&#039;&#039;&lt;br /&gt;
*&#039;&#039;Per&#039;&#039;: 12&#039;&#039;&lt;br /&gt;
*&#039;&#039;Fatigue: 10&#039;&#039;&lt;br /&gt;
*&#039;&#039;Speed&#039;&#039;: 5.0&lt;br /&gt;
*&#039;&#039;Move&#039;&#039;: 5&lt;br /&gt;
*&#039;&#039;Dodge&#039;&#039;: 8&lt;br /&gt;
*&#039;&#039;Parries&#039;&#039;:Staff 10, Punch 8,&lt;br /&gt;
&lt;br /&gt;
Base Damage thr 1d-2, sw 1d&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Staff&amp;lt;br&amp;gt; &lt;br /&gt;
sw 1d2 cr, thr 1d cr &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
Cultural Familiarities: &lt;br /&gt;
Wasteland (Native) [0]&lt;br /&gt;
&lt;br /&gt;
Languages:&amp;lt;br&amp;gt;&lt;br /&gt;
Chinese (Accented/None) [2]&amp;lt;br&amp;gt;&lt;br /&gt;
English (Native) [0]&amp;lt;br&amp;gt;&lt;br /&gt;
Spanish (Native) [4]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contact Group (Former Patients) (Effective Skill 12) (9 or less; Somewhat Reliable) [5]&amp;lt;br&amp;gt;&lt;br /&gt;
Healer (1) (First Aid, Physician, Physiology, Surgery, Veterinary)[5]&amp;lt;br&amp;gt;&lt;br /&gt;
Radiation Tolerance (PF 2) [5]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
Code of Honor (Professional) [-5]&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy (Jeremiah Redtree) (More powerful than the PC) (6 or less) [-10]&amp;lt;br&amp;gt;&lt;br /&gt;
Guilt Complex [-5]&amp;lt;br&amp;gt;&lt;br /&gt;
Pacifism (Reluctant Killer) [-5]&amp;lt;br&amp;gt;&lt;br /&gt;
Skinny [-5]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quirks==&lt;br /&gt;
Allergy (Cats and Dogs) [-1]&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes Hard spirits [-1&amp;lt;br&amp;gt;]&lt;br /&gt;
Horrible Hangovers [-1]&amp;lt;br&amp;gt;&lt;br /&gt;
Humble [-1]&amp;lt;br&amp;gt;&lt;br /&gt;
Likes Roasted Ants [-1]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Diagnosis/TL7 (Human) IQ/H - IQ-1 11 [2]&amp;lt;br&amp;gt;&lt;br /&gt;
First Aid/TL7 (Human) IQ/E - IQ+2 14 [1]&lt;br /&gt;
::includes: +1 from &#039;Healer&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guns/TL7 (Pistol) DX/E - DX+1 11 [2]&amp;lt;br&amp;gt;&lt;br /&gt;
Hiking HT/A - HT-1 9 [1]&amp;lt;br&amp;gt;&lt;br /&gt;
Merchant IQ/A - IQ-1 11 [1]&amp;lt;br&amp;gt;&lt;br /&gt;
Physician/TL7 (Human) IQ/H - IQ+2 14 [8]&lt;br /&gt;
::includes: +1 from &#039;Healer&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Physiology/TL7 (Human) IQ/H - IQ-1 11 [1]&lt;br /&gt;
::includes: +1 from &#039;Healer&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Staff DX/A - DX+1 11 [4]&amp;lt;br&amp;gt;&lt;br /&gt;
Surgery/TL7 (Human) IQ/VH - IQ-1 11 [2]&lt;br /&gt;
::includes: +1 from &#039;Healer&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Survival (Radioactive Wasteland) Per/A - Per+0 12 [2]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
1   Backpack, Frame  $100  Wgt:10  Location: &amp;lt;br&amp;gt; &lt;br /&gt;
1   First Aid Kit  $50  Wgt:2  Location: &amp;lt;br&amp;gt; &lt;br /&gt;
1   Good book on treating common ailments (+1 to skill long task) $200&amp;lt;br&amp;gt;&lt;br /&gt;
2   Doses of Lizard $200&amp;lt;br&amp;gt;&lt;br /&gt;
1   Quarterstaff  LC:4  $10  Wgt:4&amp;lt;br&amp;gt;&lt;br /&gt;
5   Radiation Badges $125&amp;lt;br&amp;gt;&lt;br /&gt;
1   Revolver, .38  LC:3  $400  Wgt:2  &amp;lt;br&amp;gt; &lt;br /&gt;
10  Revolver, .38 (Ammunition)  $30  Wgt:2  Location:&amp;lt;br&amp;gt;&lt;br /&gt;
1   Survival Kit, Covert (TL 7): $500&amp;lt;br&amp;gt;&lt;br /&gt;
10  Traveller&#039;s Ration: $100, 5 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barter goods worth $35&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Jarulf|Jarulf]] 00:57, 20 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Weighing only 115lbs and standing some 6&amp;quot; tall, Samuel Torres is on the skinny side. He is in reasonable shape but his slightly stooped posture and pale skin can give a different impression. An unkempt shock of dark hair hangs loosely to just below his ears, evidence of someone who doesn&#039;t devote much time in front of a mirror. His face is thin and unremarkable with dark brown eyes and a narrow nose above a small mouth and sharp chin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Samuel favours no particular style of clothing, its a grab-bag of things found and bartered for. Usually a t-shirt, jeans and sneakers in nice weather or a warmer shirt under an old army jacket and leather boots when it&#039;s colder.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background Information==&lt;br /&gt;
* Samuel grew up in Los Angeles, both parents were successful doctors.&lt;br /&gt;
* He was 13 when the world changed, both parents died.&lt;br /&gt;
* Wandered for a while but was later taken in by a former partner of his mother&#039;s who taught him basic medicine, first aid etc.&lt;br /&gt;
* Left and settled in (some town).&lt;br /&gt;
* Was accused of killing wife and child of Jeremiah Redtree during delivery.&lt;br /&gt;
* Fled (some town) and has wandered since, around 5 years.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Points Earned&#039;&#039; [3]=&lt;br /&gt;
A log of various points earned, where they were earned, what monsters were fought, and what towns were visited.&lt;br /&gt;
&lt;br /&gt;
==In Redding==&lt;br /&gt;
1 point for the fight with Jeremiah Redtree (Party Battle).&lt;br /&gt;
2 points for the completion of the Junker (Party Objective).&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gideon_Shaw&amp;diff=73990</id>
		<title>Gideon Shaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gideon_Shaw&amp;diff=73990"/>
		<updated>2008-01-23T15:42:28Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://i110.photobucket.com/albums/n98/Whitestar60/Game%20Stuff/GideonShaw.png&lt;br /&gt;
http://i110.photobucket.com/albums/n98/Whitestar60/Game%20Stuff/GideonShaw2.png&lt;br /&gt;
http://i110.photobucket.com/albums/n98/Whitestar60/Game%20Stuff/GideonShaw3.png&lt;br /&gt;
=&#039;&#039;Points Earned&#039;&#039; [3]=&lt;br /&gt;
A log of various points earned, where they were earned, what monsters were fought, and what towns were visited.&lt;br /&gt;
&lt;br /&gt;
==In Redding==&lt;br /&gt;
1 point for the fight with Jeremiah Redtree (Party Battle).&lt;br /&gt;
2 points for the completion of the Junker (Party Objective).&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73989</id>
		<title>Elizavetta Trump</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73989"/>
		<updated>2008-01-23T15:41:41Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* &amp;#039;&amp;#039;Points Earned&amp;#039;&amp;#039; [3] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Elizavetta Trump&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
*Race: Human&lt;br /&gt;
&lt;br /&gt;
Elizavetta stands 5&#039;3&#039;&#039; and has short thick dark brown hair, cut short and a little ragged, as might be expected by someone who cuts her own hair. Of average looks, her eyes are her best feature, being the blue of a perfect summer sky, but flecked with bits of gold. She dresses practically, in old comfortable jeans that are frayed in places, and in cotton shirts, either dark coloured and made that way by grime, sweat, grease, and oil. Her leather boots, in comparison, are always well kept for in order to keep them waterproof. She usually has smudges of grease, oil, or dirt, somewhere on her face, and also on other bits of her clothing. Her nails are always dirty but are otherwise kept neatly trimmed.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Attributes&#039;&#039;&#039; [45]==&lt;br /&gt;
&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 10&lt;br /&gt;
*IQ 12 [40]&lt;br /&gt;
*HT 10&lt;br /&gt;
&lt;br /&gt;
*HP 10&lt;br /&gt;
*Will 12&lt;br /&gt;
*Per 13 [5]&lt;br /&gt;
*FP 10&lt;br /&gt;
&lt;br /&gt;
*Basic Lift 20&lt;br /&gt;
*Damage 1d-2/1d&lt;br /&gt;
&lt;br /&gt;
*Speed 5&lt;br /&gt;
*Move 5&lt;br /&gt;
&lt;br /&gt;
*Block: 6&lt;br /&gt;
*Dodge: 8&lt;br /&gt;
&lt;br /&gt;
*Ground Move 5&lt;br /&gt;
*Water Move 1&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Social Background&#039;&#039;&#039;==&lt;br /&gt;
TL: 7 [0]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Advantages&#039;&#039;&#039; [7]==&lt;br /&gt;
*Radiation Tolerance (PF 2) [5*]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-30]==&lt;br /&gt;
*Curious (12 or less) [-5]&lt;br /&gt;
*Insomniac (Mild) [-10]&lt;br /&gt;
*Jealousy [-10]&lt;br /&gt;
*Phobia (Psionophobia: Psionic Powers (rare psi powers)) (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]==&lt;br /&gt;
*Imaginative [-1]&lt;br /&gt;
*Likes dogs [-1]&lt;br /&gt;
*Secret Quirk [-1]&lt;br /&gt;
*Obsession (Get own plane) [-1]&lt;br /&gt;
*Personality Change (Bad Temper when drunk) [-1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Packages&#039;&#039;&#039; [0]==&lt;br /&gt;
*Wilderness Inhabitant [7]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Skills&#039;&#039;&#039; [35]==&lt;br /&gt;
&lt;br /&gt;
*Armoury/TL7 (Body Armor) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Armoury/TL7 (Small Arms) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electrician/TL7 IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Operation/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Repair/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Guns/TL7 (Pistol) DX/E - DX+0 10 [1]&lt;br /&gt;
*Guns/TL7 (Rifle) DX/E - DX+0 10 [1]&lt;br /&gt;
*Machinist/TL7 IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Mechanic/TL7 (Diesel Engines) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Mechanic/TL 7 (Automobiles) IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Merchant IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Scrounging IQ/E - IQ+2 14 [4]&lt;br /&gt;
*Search IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Stealth DX/A - DX+0 10 [2]&lt;br /&gt;
*Survival (Radioactive Wasteland) IQ/A - IQ+0 12 [2*]&lt;br /&gt;
*Throwing DX/A - DX-1 9 [1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Total&#039;&#039;&#039; [52]==&lt;br /&gt;
Stats [45] Ads [7] Disads [-30] Quirks [-5] Skills [35] = Total [52] (one unspent point)&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Character Improvement&#039;&#039;&#039; [3]=&lt;br /&gt;
A log of various points earned, where they were earned, what monsters were fought, and what towns were visited.&lt;br /&gt;
==In Redding==&lt;br /&gt;
1 point for the fight with Jeremiah Redtree (Party Battle).&lt;br /&gt;
2 points for the completion of the Junker (Party Objective).&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&#039;=&lt;br /&gt;
==Personal Possessions==&lt;br /&gt;
*Backpack, Small: $60; 3 lb&lt;br /&gt;
*Portable Tool Kit (Armoury): $600; 20 lb&lt;br /&gt;
*Portable Tool Kit (Mechanic): $600; 20 lb&lt;br /&gt;
*Personal Basics: $5; 1 lb&lt;br /&gt;
*Plastic Improvised Armour (made by herself): $15; DR 2; 6 lb&lt;br /&gt;
*Sleeping Bag: $100; 7 lb&lt;br /&gt;
*Survival Kit (Covert): $500; 0.5&lt;br /&gt;
*Tent (Small): $50; 5 lb&lt;br /&gt;
*Traveler&#039;s Meals (3): $30; 1.5 lb&lt;br /&gt;
*Water (pint): $5; 1 lb.&lt;br /&gt;
*Zip Gun (made by herself): $25; 0.5 lb&lt;br /&gt;
*Zip Gun ammo (10 rounds): $10; .7 lb&lt;br /&gt;
&lt;br /&gt;
*Total: 66.5 lb (medium encumbrance).&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
Junker&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Background&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Classified (For Now)&lt;br /&gt;
&lt;br /&gt;
==Personal Objectives==&lt;br /&gt;
&#039;&#039;&#039;Get own airplane.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73988</id>
		<title>Elizavetta Trump</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73988"/>
		<updated>2008-01-23T15:40:45Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Elizavetta Trump&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
*Race: Human&lt;br /&gt;
&lt;br /&gt;
Elizavetta stands 5&#039;3&#039;&#039; and has short thick dark brown hair, cut short and a little ragged, as might be expected by someone who cuts her own hair. Of average looks, her eyes are her best feature, being the blue of a perfect summer sky, but flecked with bits of gold. She dresses practically, in old comfortable jeans that are frayed in places, and in cotton shirts, either dark coloured and made that way by grime, sweat, grease, and oil. Her leather boots, in comparison, are always well kept for in order to keep them waterproof. She usually has smudges of grease, oil, or dirt, somewhere on her face, and also on other bits of her clothing. Her nails are always dirty but are otherwise kept neatly trimmed.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Attributes&#039;&#039;&#039; [45]==&lt;br /&gt;
&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 10&lt;br /&gt;
*IQ 12 [40]&lt;br /&gt;
*HT 10&lt;br /&gt;
&lt;br /&gt;
*HP 10&lt;br /&gt;
*Will 12&lt;br /&gt;
*Per 13 [5]&lt;br /&gt;
*FP 10&lt;br /&gt;
&lt;br /&gt;
*Basic Lift 20&lt;br /&gt;
*Damage 1d-2/1d&lt;br /&gt;
&lt;br /&gt;
*Speed 5&lt;br /&gt;
*Move 5&lt;br /&gt;
&lt;br /&gt;
*Block: 6&lt;br /&gt;
*Dodge: 8&lt;br /&gt;
&lt;br /&gt;
*Ground Move 5&lt;br /&gt;
*Water Move 1&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Social Background&#039;&#039;&#039;==&lt;br /&gt;
TL: 7 [0]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Advantages&#039;&#039;&#039; [7]==&lt;br /&gt;
*Radiation Tolerance (PF 2) [5*]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-30]==&lt;br /&gt;
*Curious (12 or less) [-5]&lt;br /&gt;
*Insomniac (Mild) [-10]&lt;br /&gt;
*Jealousy [-10]&lt;br /&gt;
*Phobia (Psionophobia: Psionic Powers (rare psi powers)) (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]==&lt;br /&gt;
*Imaginative [-1]&lt;br /&gt;
*Likes dogs [-1]&lt;br /&gt;
*Secret Quirk [-1]&lt;br /&gt;
*Obsession (Get own plane) [-1]&lt;br /&gt;
*Personality Change (Bad Temper when drunk) [-1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Packages&#039;&#039;&#039; [0]==&lt;br /&gt;
*Wilderness Inhabitant [7]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Skills&#039;&#039;&#039; [35]==&lt;br /&gt;
&lt;br /&gt;
*Armoury/TL7 (Body Armor) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Armoury/TL7 (Small Arms) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electrician/TL7 IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Operation/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Repair/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Guns/TL7 (Pistol) DX/E - DX+0 10 [1]&lt;br /&gt;
*Guns/TL7 (Rifle) DX/E - DX+0 10 [1]&lt;br /&gt;
*Machinist/TL7 IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Mechanic/TL7 (Diesel Engines) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Mechanic/TL 7 (Automobiles) IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Merchant IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Scrounging IQ/E - IQ+2 14 [4]&lt;br /&gt;
*Search IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Stealth DX/A - DX+0 10 [2]&lt;br /&gt;
*Survival (Radioactive Wasteland) IQ/A - IQ+0 12 [2*]&lt;br /&gt;
*Throwing DX/A - DX-1 9 [1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Total&#039;&#039;&#039; [52]==&lt;br /&gt;
Stats [45] Ads [7] Disads [-30] Quirks [-5] Skills [35] = Total [52] (one unspent point)&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;Points Earned&#039;&#039; [3]=&lt;br /&gt;
==In Redding==&lt;br /&gt;
1 point for the fight with Jeremiah Redtree (Party Battle).&lt;br /&gt;
2 points for the completion of the Junker (Party Objective).&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&#039;=&lt;br /&gt;
==Personal Possessions==&lt;br /&gt;
*Backpack, Small: $60; 3 lb&lt;br /&gt;
*Portable Tool Kit (Armoury): $600; 20 lb&lt;br /&gt;
*Portable Tool Kit (Mechanic): $600; 20 lb&lt;br /&gt;
*Personal Basics: $5; 1 lb&lt;br /&gt;
*Plastic Improvised Armour (made by herself): $15; DR 2; 6 lb&lt;br /&gt;
*Sleeping Bag: $100; 7 lb&lt;br /&gt;
*Survival Kit (Covert): $500; 0.5&lt;br /&gt;
*Tent (Small): $50; 5 lb&lt;br /&gt;
*Traveler&#039;s Meals (3): $30; 1.5 lb&lt;br /&gt;
*Water (pint): $5; 1 lb.&lt;br /&gt;
*Zip Gun (made by herself): $25; 0.5 lb&lt;br /&gt;
*Zip Gun ammo (10 rounds): $10; .7 lb&lt;br /&gt;
&lt;br /&gt;
*Total: 66.5 lb (medium encumbrance).&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
Junker&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Background&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Classified (For Now)&lt;br /&gt;
&lt;br /&gt;
==Personal Objectives==&lt;br /&gt;
&#039;&#039;&#039;Get own airplane.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73986</id>
		<title>Elizavetta Trump</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73986"/>
		<updated>2008-01-23T15:35:07Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; [35] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Elizavetta Trump&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
*Race: Human&lt;br /&gt;
&lt;br /&gt;
Elizavetta stands 5&#039;3&#039;&#039; and has short thick dark brown hair, cut short and a little ragged, as might be expected by someone who cuts her own hair. Of average looks, her eyes are her best feature, being the blue of a perfect summer sky, but flecked with bits of gold. She dresses practically, in old comfortable jeans that are frayed in places, and in cotton shirts, either dark coloured and made that way by grime, sweat, grease, and oil. Her leather boots, in comparison, are always well kept for in order to keep them waterproof. She usually has smudges of grease, oil, or dirt, somewhere on her face, and also on other bits of her clothing. Her nails are always dirty but are otherwise kept neatly trimmed.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Attributes&#039;&#039;&#039; [45]==&lt;br /&gt;
&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 10&lt;br /&gt;
*IQ 12 [40]&lt;br /&gt;
*HT 10&lt;br /&gt;
&lt;br /&gt;
*HP 10&lt;br /&gt;
*Will 12&lt;br /&gt;
*Per 13 [5]&lt;br /&gt;
*FP 10&lt;br /&gt;
&lt;br /&gt;
*Basic Lift 20&lt;br /&gt;
*Damage 1d-2/1d&lt;br /&gt;
&lt;br /&gt;
*Speed 5&lt;br /&gt;
*Move 5&lt;br /&gt;
&lt;br /&gt;
*Block: 6&lt;br /&gt;
*Dodge: 8&lt;br /&gt;
&lt;br /&gt;
*Ground Move 5&lt;br /&gt;
*Water Move 1&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Social Background&#039;&#039;&#039;==&lt;br /&gt;
TL: 7 [0]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Advantages&#039;&#039;&#039; [7]==&lt;br /&gt;
*Radiation Tolerance (PF 2) [5*]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-30]==&lt;br /&gt;
*Curious (12 or less) [-5]&lt;br /&gt;
*Insomniac (Mild) [-10]&lt;br /&gt;
*Jealousy [-10]&lt;br /&gt;
*Phobia (Psionophobia: Psionic Powers (rare psi powers)) (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]==&lt;br /&gt;
*Imaginative [-1]&lt;br /&gt;
*Likes dogs [-1]&lt;br /&gt;
*Secret Quirk [-1]&lt;br /&gt;
*Obsession (Get own plane) [-1]&lt;br /&gt;
*Personality Change (Bad Temper when drunk) [-1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Packages&#039;&#039;&#039; [0]==&lt;br /&gt;
*Wilderness Inhabitant [7]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Skills&#039;&#039;&#039; [35]==&lt;br /&gt;
&lt;br /&gt;
*Armoury/TL7 (Body Armor) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Armoury/TL7 (Small Arms) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electrician/TL7 IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Operation/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Repair/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Guns/TL7 (Pistol) DX/E - DX+0 10 [1]&lt;br /&gt;
*Guns/TL7 (Rifle) DX/E - DX+0 10 [1]&lt;br /&gt;
*Machinist/TL7 IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Mechanic/TL7 (Diesel Engines) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Mechanic/TL 7 (Automobiles) IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Merchant IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Scrounging IQ/E - IQ+2 14 [4]&lt;br /&gt;
*Search IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Stealth DX/A - DX+0 10 [2]&lt;br /&gt;
*Survival (Radioactive Wasteland) IQ/A - IQ+0 12 [2*]&lt;br /&gt;
*Throwing DX/A - DX-1 9 [1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Total&#039;&#039;&#039; [52]==&lt;br /&gt;
Stats [45] Ads [7] Disads [-30] Quirks [-5] Skills [35] = Total [52] (one unspent point)&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&#039;=&lt;br /&gt;
==Personal Possessions==&lt;br /&gt;
*Backpack, Small: $60; 3 lb&lt;br /&gt;
*Portable Tool Kit (Armoury): $600; 20 lb&lt;br /&gt;
*Portable Tool Kit (Mechanic): $600; 20 lb&lt;br /&gt;
*Personal Basics: $5; 1 lb&lt;br /&gt;
*Plastic Improvised Armour (made by herself): $15; DR 2; 6 lb&lt;br /&gt;
*Sleeping Bag: $100; 7 lb&lt;br /&gt;
*Survival Kit (Covert): $500; 0.5&lt;br /&gt;
*Tent (Small): $50; 5 lb&lt;br /&gt;
*Traveler&#039;s Meals (3): $30; 1.5 lb&lt;br /&gt;
*Water (pint): $5; 1 lb.&lt;br /&gt;
*Zip Gun (made by herself): $25; 0.5 lb&lt;br /&gt;
*Zip Gun ammo (10 rounds): $10; .7 lb&lt;br /&gt;
&lt;br /&gt;
*Total: 66.5 lb (medium encumbrance).&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
Junker&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Background&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Classified (For Now)&lt;br /&gt;
&lt;br /&gt;
==Personal Objectives==&lt;br /&gt;
&#039;&#039;&#039;Get own airplane.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73985</id>
		<title>Elizavetta Trump</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73985"/>
		<updated>2008-01-23T15:33:37Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Elizavetta Trump&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
*Race: Human&lt;br /&gt;
&lt;br /&gt;
Elizavetta stands 5&#039;3&#039;&#039; and has short thick dark brown hair, cut short and a little ragged, as might be expected by someone who cuts her own hair. Of average looks, her eyes are her best feature, being the blue of a perfect summer sky, but flecked with bits of gold. She dresses practically, in old comfortable jeans that are frayed in places, and in cotton shirts, either dark coloured and made that way by grime, sweat, grease, and oil. Her leather boots, in comparison, are always well kept for in order to keep them waterproof. She usually has smudges of grease, oil, or dirt, somewhere on her face, and also on other bits of her clothing. Her nails are always dirty but are otherwise kept neatly trimmed.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Attributes&#039;&#039;&#039; [45]==&lt;br /&gt;
&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 10&lt;br /&gt;
*IQ 12 [40]&lt;br /&gt;
*HT 10&lt;br /&gt;
&lt;br /&gt;
*HP 10&lt;br /&gt;
*Will 12&lt;br /&gt;
*Per 13 [5]&lt;br /&gt;
*FP 10&lt;br /&gt;
&lt;br /&gt;
*Basic Lift 20&lt;br /&gt;
*Damage 1d-2/1d&lt;br /&gt;
&lt;br /&gt;
*Speed 5&lt;br /&gt;
*Move 5&lt;br /&gt;
&lt;br /&gt;
*Block: 6&lt;br /&gt;
*Dodge: 8&lt;br /&gt;
&lt;br /&gt;
*Ground Move 5&lt;br /&gt;
*Water Move 1&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Social Background&#039;&#039;&#039;==&lt;br /&gt;
TL: 7 [0]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Advantages&#039;&#039;&#039; [7]==&lt;br /&gt;
*Radiation Tolerance (PF 2) [5*]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-30]==&lt;br /&gt;
*Curious (12 or less) [-5]&lt;br /&gt;
*Insomniac (Mild) [-10]&lt;br /&gt;
*Jealousy [-10]&lt;br /&gt;
*Phobia (Psionophobia: Psionic Powers (rare psi powers)) (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]==&lt;br /&gt;
*Imaginative [-1]&lt;br /&gt;
*Likes dogs [-1]&lt;br /&gt;
*Secret Quirk [-1]&lt;br /&gt;
*Obsession (Get own plane) [-1]&lt;br /&gt;
*Personality Change (Bad Temper when drunk) [-1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Packages&#039;&#039;&#039; [0]==&lt;br /&gt;
*Wilderness Inhabitant [7]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Skills&#039;&#039;&#039; [35]==&lt;br /&gt;
&lt;br /&gt;
*Armoury/TL7 (Body Armor) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Armoury/TL7 (Small Arms) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electrician/TL7 IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Operation/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Repair/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Guns/TL7 (Pistol) DX/E - DX+0 10 [1]&lt;br /&gt;
*Guns/TL7 (Rifle) DX/E - DX+0 10 [1]&lt;br /&gt;
*Machinist/TL7 IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Mechanic/TL7 (Diesel Engines) M/A - IQ+0 12 [2]&lt;br /&gt;
*Merchant IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Scrounging IQ/E - IQ+2 14 [4]&lt;br /&gt;
*Search IQ/A - IQ+2 14 [8]&lt;br /&gt;
*Stealth DX/A - DX+0 10 [2]&lt;br /&gt;
*Survival (Radioactive Wasteland) IQ/A - IQ+0 12 [2*]&lt;br /&gt;
*Throwing DX/A - DX-1 9 [1]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Total&#039;&#039;&#039; [52]==&lt;br /&gt;
Stats [45] Ads [7] Disads [-30] Quirks [-5] Skills [35] = Total [52] (one unspent point)&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&#039;=&lt;br /&gt;
==Personal Possessions==&lt;br /&gt;
*Backpack, Small: $60; 3 lb&lt;br /&gt;
*Portable Tool Kit (Armoury): $600; 20 lb&lt;br /&gt;
*Portable Tool Kit (Mechanic): $600; 20 lb&lt;br /&gt;
*Personal Basics: $5; 1 lb&lt;br /&gt;
*Plastic Improvised Armour (made by herself): $15; DR 2; 6 lb&lt;br /&gt;
*Sleeping Bag: $100; 7 lb&lt;br /&gt;
*Survival Kit (Covert): $500; 0.5&lt;br /&gt;
*Tent (Small): $50; 5 lb&lt;br /&gt;
*Traveler&#039;s Meals (3): $30; 1.5 lb&lt;br /&gt;
*Water (pint): $5; 1 lb.&lt;br /&gt;
*Zip Gun (made by herself): $25; 0.5 lb&lt;br /&gt;
*Zip Gun ammo (10 rounds): $10; .7 lb&lt;br /&gt;
&lt;br /&gt;
*Total: 66.5 lb (medium encumbrance).&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
Junker&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Background&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Classified (For Now)&lt;br /&gt;
&lt;br /&gt;
==Personal Objectives==&lt;br /&gt;
&#039;&#039;&#039;Get own airplane.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73984</id>
		<title>Elizavetta Trump</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73984"/>
		<updated>2008-01-23T15:28:52Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Personal Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Elizavetta Trump&#039;&#039;&#039;&lt;br /&gt;
*Race: Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elizavetta stands 5&#039;3&#039;&#039; and has short thick dark brown hair, cut short and a little ragged, as might be expected by someone who cuts her own hair. Of average looks, her eyes are her best feature, being the blue of a perfect summer sky, but flecked with bits of gold. She dresses practically, in old comfortable jeans that are frayed in places, and in cotton shirts, either dark coloured and made that way by grime, sweat, grease, and oil. Her leather boots, in comparison, are always well kept for in order to keep them waterproof. She usually has smudges of grease, oil, or dirt, somewhere on her face, and also on other bits of her clothing. Her nails are always dirty but are otherwise kept neatly trimmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [45]&lt;br /&gt;
&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 10&lt;br /&gt;
*IQ 12 [40]&lt;br /&gt;
*HT 10&lt;br /&gt;
&lt;br /&gt;
*HP 10&lt;br /&gt;
*Will 12&lt;br /&gt;
*Per 13 [5]&lt;br /&gt;
*FP 10&lt;br /&gt;
&lt;br /&gt;
*Basic Lift 20&lt;br /&gt;
*Damage 1d-2/1d&lt;br /&gt;
&lt;br /&gt;
*Speed 5&lt;br /&gt;
*Move 5&lt;br /&gt;
&lt;br /&gt;
*Block: 6&lt;br /&gt;
*Dodge: 8&lt;br /&gt;
&lt;br /&gt;
*Ground Move 5&lt;br /&gt;
*Water Move 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039;&lt;br /&gt;
TL: 7 [0]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [7]&lt;br /&gt;
*Radiation Tolerance (PF 2) [5*]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-30]&lt;br /&gt;
*Curious (12 or less) [-5]&lt;br /&gt;
*Insomniac (Mild) [-10]&lt;br /&gt;
*Jealousy [-10]&lt;br /&gt;
*Phobia (Psionophobia: Psionic Powers (rare psi powers)) (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&lt;br /&gt;
*Imaginative [-1]&lt;br /&gt;
*Likes dogs [-1]&lt;br /&gt;
*Secret Quirk [-1]&lt;br /&gt;
*Obsession (Get own plane) [-1]&lt;br /&gt;
*Personality Change (Bad Temper when drunk) [-1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packages&#039;&#039;&#039; [0]&lt;br /&gt;
*Wilderness Inhabitant [7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [35]&lt;br /&gt;
&lt;br /&gt;
*Armoury/TL7 (Body Armor) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Armoury/TL7 (Small Arms) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electrician/TL7 IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Operation/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Repair/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Guns/TL7 (Pistol) DX/E - DX+0 10 [1]&lt;br /&gt;
*Guns/TL7 (Rifle) DX/E - DX+0 10 [1]&lt;br /&gt;
*Machinist/TL7 IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Mechanic/TL7 (Diesel Engines) M/A - IQ+0 12 [2]&lt;br /&gt;
*Merchant IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Scrounging IQ/E - IQ+2 14 [4]&lt;br /&gt;
*Search IQ/A - IQ+2 14 [8]&lt;br /&gt;
*Stealth DX/A - DX+0 10 [2]&lt;br /&gt;
*Survival (Radioactive Wasteland) IQ/A - IQ+0 12 [2*]&lt;br /&gt;
*Throwing DX/A - DX-1 9 [1]&lt;br /&gt;
&lt;br /&gt;
Stats [45] Ads [7] Disads [-30] Quirks [-5] Skills [35] = Total [50] (one unspent point)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Backpack, Small: $60; 3 lb&lt;br /&gt;
*Portable Tool Kit (Armoury): $600; 20 lb&lt;br /&gt;
*Portable Tool Kit (Mechanic): $600; 20 lb&lt;br /&gt;
*Personal Basics: $5; 1 lb&lt;br /&gt;
*Plastic Improvised Armour (made by herself): $15; DR 2; 6 lb&lt;br /&gt;
*Sleeping Bag: $100; 7 lb&lt;br /&gt;
*Survival Kit (Covert): $500; 0.5&lt;br /&gt;
*Tent (Small): $50; 5 lb&lt;br /&gt;
*Traveler&#039;s Meals (3): $30; 1.5 lb&lt;br /&gt;
*Water (pint): $5; 1 lb.&lt;br /&gt;
*Zip Gun (made by herself): $25; 0.5 lb&lt;br /&gt;
*Zip Gun ammo (10 rounds): $10; .7 lb&lt;br /&gt;
&lt;br /&gt;
*Total: 66.5 lb (medium encumbrance).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Classified&lt;br /&gt;
&lt;br /&gt;
==Personal Objectives==&lt;br /&gt;
&#039;&#039;&#039;Get own airplane.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=73561</id>
		<title>Dragon Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dragon_Age&amp;diff=73561"/>
		<updated>2008-01-20T16:56:05Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dragon Age=&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is a setting that is being created tentatively by Lonewulf.  It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73548</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73548"/>
		<updated>2008-01-20T13:35:03Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* 3-5 The Complex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
=Equipment, Locations, NPCs, etc.=&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Session Logs==&lt;br /&gt;
[[Session 1]] 01/19/08 [Editor: Jonas]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=GURPS_4e_The_Complex_Lonewulf&amp;diff=73546</id>
		<title>GURPS 4e The Complex Lonewulf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=GURPS_4e_The_Complex_Lonewulf&amp;diff=73546"/>
		<updated>2008-01-20T13:32:43Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: GURPS 4e The Complex Lonewulf moved to The Complex: To shorten the name and make it easier to search for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Complex]]&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73545</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73545"/>
		<updated>2008-01-20T13:32:43Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: GURPS 4e The Complex Lonewulf moved to The Complex: To shorten the name and make it easier to search for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Session Logs==&lt;br /&gt;
[[Session 1]] 01/19/08 [Editor: Jonas]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Session_1&amp;diff=73527</id>
		<title>The Complex Session 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Session_1&amp;diff=73527"/>
		<updated>2008-01-20T09:59:03Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Session_1&amp;diff=73526</id>
		<title>The Complex Session 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Session_1&amp;diff=73526"/>
		<updated>2008-01-20T09:58:03Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*(12) Sam*: It&#039;s not much of a hospital as such. As sam is essentially a&lt;br /&gt;
wanderer going from place to place he usually justs set up shop in any&lt;br /&gt;
available house with decent facilities. A few rooms with beds, running water&lt;br /&gt;
if someone can fix that for him, as well as power from a fgenerator or solar&lt;br /&gt;
cells.&lt;br /&gt;
*(12) Sam*: He usually hires a few locals to act as nurses, training them at&lt;br /&gt;
the same time. This place doesn&#039;t have running water, so he needs to look&lt;br /&gt;
into that having just arrived.&lt;br /&gt;
*(12) Sam*: Sometimes one of his old hospitals is still active when he&lt;br /&gt;
returns after a few years to a place, but mostly it has been abandoned.&lt;br /&gt;
*(12) Sam*: (( I haven&#039;t actually though of this :-) ))&lt;br /&gt;
*(5) GM*: (( that seems to be just fine. ))&lt;br /&gt;
*(13) Gideon*: (( seems just fine to me ))&lt;br /&gt;
_whispering to Elizavetta, Hope this opens a tab_&lt;br /&gt;
_whispering to Elizavetta, blah, whisper back_&lt;br /&gt;
*(12) Sam*: This time, apart from the need to ix the place up a bit, there&lt;br /&gt;
is also need for a few strong arms and someone to keep a gang of kids out.&lt;br /&gt;
Kids, looking to trob the place of supplies according to a rumour Sam heard.&lt;br /&gt;
*(12) Sam*: (( All I got now ;-) ))&lt;br /&gt;
*(5) GM*: (( I seem to be having trouble opening whisper windows myself. ))&lt;br /&gt;
*(5) GM*: (( Is Elizavetta there? ))&lt;br /&gt;
*(8) Elizavetta*: (( I&#039;m here ))&lt;br /&gt;
*(5) GM*: (( Whisper to me ))&lt;br /&gt;
** (13) Gideon just happenes to be one drifter among many out in the&lt;br /&gt;
wastelands, and see&#039;s this small rundown town as just one more stop. Seems&lt;br /&gt;
he heard there was a saw bones here, which is mighty damn convenient as he&lt;br /&gt;
figures a checkup is in order. **&lt;br /&gt;
*(8) Elizavetta*: Elizavetta works into the room that makes up the new&lt;br /&gt;
doctor&#039;s makeshift hospital. She goes up to the man that she assumes is in&lt;br /&gt;
charge and says &amp;quot;Hey, there, I heard that you&#039;ve had problems with one of&lt;br /&gt;
your generator. I&#039;m an electrician and I charge a reasonable rate. I&#039;d give&lt;br /&gt;
you a business card, but I seem to have run out.&amp;quot; The young woman smiles at&lt;br /&gt;
the doctor, waiting for his response.&lt;br /&gt;
** (12) Sam smiles at the woman and nods. &amp;quot;Yes, that&#039;s true. we really need&lt;br /&gt;
power. I don&#039;t have much to offer you, eh. A free check up of course and&lt;br /&gt;
some trade stuff.&amp;quot; He pauses for a moment. &amp;quot;Eh what are your rates?&amp;quot; **&lt;br /&gt;
** (13) Gideon manages to detain a random local yokal long enough to get&lt;br /&gt;
directions, then heads on over to the &#039;hospital&#039; as it were. He may not need&lt;br /&gt;
a checkup, but he must have been out there long as bath is a given. **&lt;br /&gt;
** (8) Elizavetta Elizavetta nods and says &amp;quot;That will do. I&#039;ll get right to&lt;br /&gt;
it. My name&#039;s Elizavetta, by the way.&amp;quot; Having said her piece, the woman goes&lt;br /&gt;
over to the generator, takes a toolkit from the backpack she&#039;s carrying, and&lt;br /&gt;
gets to work. **&lt;br /&gt;
*(12) Sam*: Great! Thank you so much. You have no idea what a relief that&lt;br /&gt;
is.&lt;br /&gt;
*(5) GM*: (( When I say PAUSE in capital letters, do not make any further&lt;br /&gt;
posts, btw. That will be when I throw things into &amp;quot;turns&amp;quot;, or write&lt;br /&gt;
something new happened. You may continue. ))&lt;br /&gt;
** (12) Sam follows her for a gfew steps and points out the problematic&lt;br /&gt;
machinery. &amp;quot;Oh, Sam.&amp;quot; **&lt;br /&gt;
** (8) Elizavetta &amp;quot;I&#039;d usually charge more, Sam, but you&#039;re a hospital, and&lt;br /&gt;
what would I do if I cleaned you out and then I needed your services. That&lt;br /&gt;
would be pretty stupid.&amp;quot; **&lt;br /&gt;
** (12) Sam laughs a little and nods agreement **&lt;br /&gt;
** (13) Gideon pushes his way into the makeshift waiting room, and does&lt;br /&gt;
indeed Pause as he takes this all in with a slow sweeping gaze. If there&#039;s&lt;br /&gt;
an intern or something, he wonders if he gets a nasty look for the still&lt;br /&gt;
slung rife. **&lt;br /&gt;
** (12) Sam leaves Elizavetta to it and returns to the main room to check on&lt;br /&gt;
the patients. That little girl with the broken leg needs his attention now.&lt;br /&gt;
**&lt;br /&gt;
** (12) Sam then sees the new man waiting. &amp;quot;Ah, welcome Can I help you?&amp;quot; **&lt;br /&gt;
** (13) Gideon turns to face the man, and eyes dart to look size him up.&lt;br /&gt;
&amp;quot;You the doc?&amp;quot; Comes the reply, perfect english but...is that a slight hint&lt;br /&gt;
of an Irish accent? **&lt;br /&gt;
*(13) Gideon*: (( Look him up of course. &amp;gt;.&amp;gt; ))&lt;br /&gt;
*(12) Sam*: Hm, yes. I&#039;m Sam. The doctor.&lt;br /&gt;
** (13) Gideon gives him a sligh nod. &amp;quot;We need to talk, if your not busy.&amp;quot;&lt;br /&gt;
**&lt;br /&gt;
*(12) Sam*: Me looks around and gestures the man over to an alcove or small&lt;br /&gt;
room with a drapery in front&amp;quot;No, I can spare a few minutes. Over here&lt;br /&gt;
please&amp;quot;&lt;br /&gt;
** (12) Sam looks around and gestures the man over to an alcove or small&lt;br /&gt;
room with a drapery in front&amp;quot;No, I can spare a few minutes. Over here&lt;br /&gt;
please&amp;quot; **&lt;br /&gt;
** (12) Sam isnt sure about the man and hopes this won&#039;t mean trouble **&lt;br /&gt;
** (13) Gideon looks over, then starts that way without a word, or&lt;br /&gt;
unslinging his weapon. **&lt;br /&gt;
*(13) Gideon*: (( Only if you give him sugar. ))&lt;br /&gt;
*(12) Sam*: HEY! No guns here.&lt;br /&gt;
*(12) Sam*: (( Oops, misread that ))&lt;br /&gt;
** (13) Gideon pauses, turns to eye him, then in one deft motion unslings&lt;br /&gt;
the rifle and drops the mag in a waiting hand. &amp;quot;You want to hold it?&amp;quot; Comes&lt;br /&gt;
the deadpan reply. **&lt;br /&gt;
*(5) GM*: (( can you please whisper to me, Sam? (Wish I knew how to open a&lt;br /&gt;
window) ))&lt;br /&gt;
*(5) GM*: (( oooo, red ))&lt;br /&gt;
** (12) Sam gives the man a startled look and pales slightly bfore he shakes&lt;br /&gt;
his heas briefly. &amp;quot;No, just dont wave it about&amp;quot; **&lt;br /&gt;
*(5) GM*: _PAUSE_&lt;br /&gt;
*(5) GM*: (( Okay, going back to black font, because this is probably&lt;br /&gt;
annoying ))&lt;br /&gt;
*(5) GM*: *It happened quickly; so quickly, no one has much time to react.&lt;br /&gt;
In the hospital room people are currently standing, there&#039;s a large&lt;br /&gt;
resounding BANG and the window collapses inwards. A second later, a molotov&lt;br /&gt;
cocktail falls through, exploding it&#039;s contents onto the floor. Flames start&lt;br /&gt;
to lick the plaster and dry wood of the facility, which has had plenty of&lt;br /&gt;
time to go dry in the California heat.*&lt;br /&gt;
*(5) GM*: _UNPAUSE_&lt;br /&gt;
*(5) GM*: *Screaming starts to resound through the facility, as all of the&lt;br /&gt;
patients start to panic. Some can&#039;t move, but some can; they all rush&lt;br /&gt;
outside unmolested.*&lt;br /&gt;
** (8) Elizavetta looks up, startled at the sound. &amp;quot;Holy Shit&amp;quot; bursts from&lt;br /&gt;
her mouth as she sees the flames. **&lt;br /&gt;
** (13) Gideon was about to reply that he wasn&#039;t before when the wall tears&lt;br /&gt;
open, but he does spin around and slam the magazine back home. Or tries to&lt;br /&gt;
at least. **&lt;br /&gt;
*(13) Gideon*: (( Do I need to roll for that? ))&lt;br /&gt;
** (12) Sam turns in chock as the place starts to go up in flames &amp;quot;GET THE&lt;br /&gt;
PATIENTS OUT!&amp;quot; he shouts then pushes the stranger by him towards one of the&lt;br /&gt;
beds while he starts for the girls with the broken leg. **&lt;br /&gt;
*(5) GM*: (( see my PM ))&lt;br /&gt;
** (8) Elizavetta reacts without thinking, heading for the nearest patient&lt;br /&gt;
and trying to get them out of the burning building **&lt;br /&gt;
*(5) GM*: *A voice sounds outside the facility. &amp;quot;C&#039;mon out, Samuel! I got a&lt;br /&gt;
bone to pick with you.&amp;quot;*&lt;br /&gt;
** (13) Gideon gives the man a look then goes towards one of the beds,&lt;br /&gt;
reslinging his rifle as he goes. **&lt;br /&gt;
** (12) Sam pales even further as he voice calls from outside but carries&lt;br /&gt;
the whimpering girl out the door as quickly as he can. **&lt;br /&gt;
*(12) Sam*: &amp;quot;Fuck it&amp;quot;, he mumbles&lt;br /&gt;
*(5) GM*: *Patients are evacuated, and Redtree is standing a couple yards&lt;br /&gt;
away from the door, using the wall for cover. He has in his hands a&lt;br /&gt;
pump-action 12 gauge shotgun, currently pointed at the doorway. Elizavetta&lt;br /&gt;
and the patient she led out, an aging man with a bad knee, are let out&lt;br /&gt;
without being molested. However, as Sam is in front of the door, he has to&lt;br /&gt;
deal with the crooked-tooth grin of the man.*&lt;br /&gt;
** (8) Elizavetta carefully seats the aging man a safe distance from the&lt;br /&gt;
hospital and then turns back to the hospital. She search the area for&lt;br /&gt;
something that can be used to put out the flames before the whole hospital&lt;br /&gt;
turns to ash. **&lt;br /&gt;
*(5) GM*: Redtree stands 5&#039;10&amp;quot;, and seems to be of mixed Native American&lt;br /&gt;
ancestry. While his teeth ARE crooked, that does not make him particularly&lt;br /&gt;
ugly; although he has let himself go to waste lately. He currently wears a&lt;br /&gt;
crucific around his neck, and faded blue denim jeans and jacket.&lt;br /&gt;
** (12) Sam ignores the man for the few seconds it takes for him to hand his&lt;br /&gt;
charge over to one of his nurses. &amp;quot;What do you want Redtree?&amp;quot;, he says in a&lt;br /&gt;
tired voice. **&lt;br /&gt;
*(5) GM*: *The fire is raging quickly, as the cocktail was surprisingly&lt;br /&gt;
close to the ethanol and similar flammable materials kept in a local storage&lt;br /&gt;
cabinet; apparently, this was a planned strike. The flames are currently&lt;br /&gt;
starting to lick the roof.*&lt;br /&gt;
*(13) Gideon*: (( is Gideon still inside? ))&lt;br /&gt;
*(5) GM*: (( Yeah, you&#039;re the slowest of the group. But declare an action&lt;br /&gt;
now. ))&lt;br /&gt;
** (8) Elizavetta gives it up as a lost cause and turns to face the maniac&lt;br /&gt;
who caused the fire. **&lt;br /&gt;
** (13) Gideon eyes the flames, so grabs on of the he hopes thick blankets&lt;br /&gt;
off a nearby bed and tries his best to smother what flames he can. He hopes&lt;br /&gt;
everyone else is outside by now. **&lt;br /&gt;
*(5) GM*: *It&#039;s definitely a lost cause. The fire is too powerful and&lt;br /&gt;
spreading too quickly to be put out easily with some blankets, and in fact&lt;br /&gt;
they merely start to act as fuel for the fire. The heat is starting to get&lt;br /&gt;
intense at such a close range...*&lt;br /&gt;
*(5) GM*: *Redtree doesn&#039;t even seem to notice Elizavetta, having his&lt;br /&gt;
attention focused on his obsession. &amp;quot;You&#039;re a hard man to catch up with, you&lt;br /&gt;
know.&amp;quot; he says simply in response, his gun drawn and ready to be fired.&lt;br /&gt;
&amp;quot;You&#039;ve kept yourself busy...&amp;quot;*&lt;br /&gt;
** (8) Elizavetta tries to get nearer to the maniac without attracting his&lt;br /&gt;
attention. **&lt;br /&gt;
** (12) Sam looks resigned to his fate, his expression an odd mix of anger,&lt;br /&gt;
frustration and guilt. &amp;quot;Well, you found me now. And almost killed 7 people&lt;br /&gt;
in the process. What do you want?&amp;quot; **&lt;br /&gt;
** (13) Gideon see&#039;s the flames grow larger, and his stomach seems to have a&lt;br /&gt;
rock in it as he realizes it&#039;s a lost cause. As such he goes to force&lt;br /&gt;
himself out and towards the door unslinging his rifle as he goes. **&lt;br /&gt;
** (5) Jeremiah Redtree seems to not notice Elizavetta as he starts to talk,&lt;br /&gt;
in what sounds like a southern drawl. &amp;quot;Aw, now, none of seem to be sufferin&#039;&lt;br /&gt;
none. They were in no real danger -- it&#039;s you who needs to pay, not them.&amp;quot;&lt;br /&gt;
He grins again. &amp;quot;And Justice is finally gettin&#039; it&#039;s hey-day.&amp;quot; **&lt;br /&gt;
** (8) Elizavetta wonders what in the hell she thinks she&#039;s doing as she&lt;br /&gt;
unslungs her backpack from her back and then clocks him on the back of the&lt;br /&gt;
head with it, hoping that the 40 plus weight of toolkits and other stuff&lt;br /&gt;
inside will knock him out. **&lt;br /&gt;
** (12) Sam suddenly realized the man had finally snapped and begins to say&lt;br /&gt;
something just as Eizavetta comes up from behind him **&lt;br /&gt;
*(5) Jeremiah Redtree*: *A crowd is starting to form, all of them keeping&lt;br /&gt;
their distance. However, before Elizavetta can get into range, about a&lt;br /&gt;
couple of yards away, Jeremiah turns his gun on Elizavetta, turning his&lt;br /&gt;
glare on her. &amp;quot;Now, little one, why don&#039;t you let us men handle this?&amp;quot;*&lt;br /&gt;
** (8) Elizavetta freezes **&lt;br /&gt;
** (13) Gideon more than likely comes out at that moment, and seeing the gun&lt;br /&gt;
aims his rifle at the man. &amp;quot;Yes, lets.&amp;quot; **&lt;br /&gt;
** (12) Sam looks on heart sinking but manages to shuffle to the side so he&lt;br /&gt;
isn&#039;t in the range of someone else once Redtree starts shooting. **&lt;br /&gt;
*(5) Jeremiah Redtree*: *Jeremiah freezes, turning his look on Gideon. A&lt;br /&gt;
look like &amp;quot;Oh crap&amp;quot; appears on his face. Apparently, he should have&lt;br /&gt;
remembered reinforcements.*&lt;br /&gt;
*(12) Sam*: Redtree, please put the shotgun down so we can talk this through&lt;br /&gt;
** (12) Sam doesn&#039;t really expect that to work though **&lt;br /&gt;
*(5) Jeremiah Redtree*: (( go ahead and make a post, Gideon. I should be&lt;br /&gt;
arranging these into turns ))&lt;br /&gt;
*(12) Sam*: (( Eliza first, then me then Gideon? ))&lt;br /&gt;
** (13) Gideon continues to aim dead center at the mans chest as he speaks.&lt;br /&gt;
&amp;quot;Now what in the blazes posessed you to burn a hopstial down man?&amp;quot; **&lt;br /&gt;
** (8) Elizavetta continues to carefully watch the man. If he seems about to&lt;br /&gt;
pull the trigger, she plans on throwing the backpack at him. **&lt;br /&gt;
*(5) Jeremiah Redtree*: (( yes ))&lt;br /&gt;
*(5) Jeremiah Redtree*: (( and Jeremiah goes &#039;fore all&#039;yall ))&lt;br /&gt;
*(8) Elizavetta*: (( I&#039;m holding my action: does that help ))&lt;br /&gt;
*(5) Jeremiah Redtree*: *Jeremiah turns his head to Gideon, still keeping&lt;br /&gt;
his gun trained on the woman. &amp;quot;This man...&amp;quot; he says, gesturing to Sam. He&lt;br /&gt;
grins. &amp;quot;Aw, hell, why don&#039;t you explain, Sam? You did it, you should&lt;br /&gt;
confess.&amp;quot;*&lt;br /&gt;
** (12) Sam speaks quietly and slowly knowing several poeple&#039;s lives&lt;br /&gt;
probably depended on what ha said. &amp;quot;It still doesn&#039;t make what you&#039;re doing&lt;br /&gt;
right Redtree. torching a hospital never brought anyone back.&amp;quot;, Sam&lt;br /&gt;
gestureshelplesly as the inferno behind them, the heat uncomfortable **&lt;br /&gt;
*(5) Jeremiah Redtree*: Redtree swings his shotgun on Sam, anger in his&lt;br /&gt;
eyes. &amp;quot;I said EXPLAIN!&amp;quot; he shouts.&lt;br /&gt;
** (13) Gideon doesn&#039;t take the chance, and as soon as the barrel starts to&lt;br /&gt;
swing he squeezes the trigger. **&lt;br /&gt;
*(5) Jeremiah Redtree*: (( okay, we take a break as I need to make a new&lt;br /&gt;
enemy for Sam. ))&lt;br /&gt;
*(13) Gideon*: (Sorry...&amp;gt;.&amp;gt;)&lt;br /&gt;
*(12) Sam*: (( Poor Jeremiah... ))&lt;br /&gt;
*(8) Elizavetta*: (( well that was an anteclimax ))&lt;br /&gt;
*(13) Gideon*: (( Now remember kids, this is why you don&#039;t act rashly when&lt;br /&gt;
someone has a gun pointed /at/ you. ))&lt;br /&gt;
*(8) Elizavetta*: (( that&#039;s why Elizavetta is alive and this Redtree is now&lt;br /&gt;
dead. ))&lt;br /&gt;
*(12) Sam*: (( Sam really doesn&#039;t like guns, they mess up people&#039;s lives and&lt;br /&gt;
backgrounds... ))&lt;br /&gt;
*(5) Jeremiah Redtree*: *A resounding bang sounds from Gideon&#039;s Mini-14,&lt;br /&gt;
tearing through Jeremiah&#039;s chest. He grunts, but doesn&#039;t actually die. In&lt;br /&gt;
fact, he doesn&#039;t even collapse from the pain; he swivels his shotgun towards&lt;br /&gt;
the doctor... and lets loose a blast. It&#039;s a potential hit, although the&lt;br /&gt;
doctor can attempt to dodge (and probably expend a point of fatigue and&lt;br /&gt;
Dodge and Drop*&lt;br /&gt;
*(5) Jeremiah Redtree*: (And yes, that&#039;s even with the -4 from pain)&lt;br /&gt;
** (12) Sam thrown himself down as the madman&#039;s barrel swings his way, it&lt;br /&gt;
happens so quickly he doesn&#039;&#039;t have time to be surprised **&lt;br /&gt;
*(13) Gideon*: (( isn&#039;t it Eliza&#039;s turn? ))&lt;br /&gt;
** (8) Elizavetta thinking of what to do... **&lt;br /&gt;
*(13) Gideon*: (( sorry, missed it ))&lt;br /&gt;
*(5) Jeremiah Redtree*: (( Elizavetta is a noncombatant and is unsure of&lt;br /&gt;
what she&#039;s doing. ))&lt;br /&gt;
** (13) Gideon doesn&#039;t have time to aim, and taps off a three round burst&lt;br /&gt;
from the rifle as he mentally counts the cost. **&lt;br /&gt;
*(5) Jeremiah Redtree*: (( but I&#039;ll let her throw her pack if she wishes ))&lt;br /&gt;
*(5) Jeremiah Redtree*: (( actually, I&#039;ll let her do that BEFORE the gunman&lt;br /&gt;
shoots. ))&lt;br /&gt;
*(8) Elizavetta*: (( didn&#039;t you say he&#039;d be likely to fire if I did that? ))&lt;br /&gt;
*(13) Gideon*: (( Sounds good, he&#039;ll hold off at the last second if Redtree&lt;br /&gt;
goes down. Otherwise he&#039;ll fire. ))&lt;br /&gt;
*(5) Jeremiah Redtree*: (( he already did fire ))&lt;br /&gt;
*(13) Gideon*: (( He already did, and the guns no longer pointed in your&lt;br /&gt;
direction ))&lt;br /&gt;
*(5) Jeremiah Redtree*: (( he has to slide the pump back to get in a new&lt;br /&gt;
none ))&lt;br /&gt;
*(8) Elizavetta*: (( good point ))&lt;br /&gt;
** (8) Elizavetta throws her backpack at the back of Redtree&#039;s head with all&lt;br /&gt;
her might, and then quickly moves so that she&#039;s not where he last saw her.&lt;br /&gt;
**&lt;br /&gt;
*(5) Jeremiah Redtree*: (( one second while I look this up ))&lt;br /&gt;
*(13) Gideon*: (( No worries. ))&lt;br /&gt;
*(8) Elizavetta*: (( I know that her combat skills suck. :( ))&lt;br /&gt;
*(13) Gideon*: (( thats why you have the gun bunny. :) ))&lt;br /&gt;
*(12) Sam*: (( thank God! ))&lt;br /&gt;
*(5) Jeremiah Redtree*: *The pack barely thuds itself into the gunman, doing&lt;br /&gt;
hardly any more damage to Jeremiah. However, it throws him off-aim as he&lt;br /&gt;
instinctively moves a hand out to block out the pack, but is incapable of&lt;br /&gt;
&amp;quot;parrying&amp;quot; it. He gives a small &amp;quot;oof&amp;quot;, backing off a step. He looks at&lt;br /&gt;
Samuel on the ground, groaning and putting a hand to his chest. He seems to&lt;br /&gt;
rethink his plan, before turning and bolting.*&lt;br /&gt;
*(5) Jeremiah Redtree*: (( at a much slowed pace thanks to his injury, of&lt;br /&gt;
course. ))&lt;br /&gt;
** (13) Gideon is about to fire agian, but stops when Redtree runs off. He&lt;br /&gt;
doesn&#039;t unshoulder his weapon though. **&lt;br /&gt;
** (12) Sam is almost unbelieving as he slowly gets to his feet and absently&lt;br /&gt;
dusts himelf off. He gives the stranger who saved him an odd look. &amp;quot;Thank&lt;br /&gt;
you&amp;quot; he says simply. **&lt;br /&gt;
** (8) Elizavetta goes over and retrieves her backpack, putting it back on.&lt;br /&gt;
**&lt;br /&gt;
*(5) Jeremiah Redtree*: *Jeremiah turns the corner, and Gideon loses his LoS&lt;br /&gt;
thanks to the wall of the burning hospital. As the hospital goes up, Sam&lt;br /&gt;
starts to realize that his entire livelihood is pretty much gone now.*&lt;br /&gt;
*(5) Jeremiah Redtree*: (( &amp;quot;That&#039;s okay! I can just claim the insurance&lt;br /&gt;
policy! No need for adventure!&amp;quot; ))&lt;br /&gt;
** (13) Gideon palms the forgrip of the barrel as he turns to face Sam. &amp;quot;You&lt;br /&gt;
owe me a bullet.&amp;quot; **&lt;br /&gt;
** (8) Elizavetta &amp;quot;Shit! My tools!&amp;quot; Elizavetta shouts, suddenly realising&lt;br /&gt;
she&#039;d left your electrician&#039;s toolkit inside the hospital. **&lt;br /&gt;
** (12) Sam bends down and picks up the pack belonging to Elizavetta and&lt;br /&gt;
hands it to her. He turns round and looks at the burning building, his face&lt;br /&gt;
a mask of pain and heopelesness. **&lt;br /&gt;
*(8) Elizavetta*: (( She&#039;d already picked that up ))&lt;br /&gt;
*(12) Sam*: (( opps ))&lt;br /&gt;
*(8) Elizavetta*: (( Her tools of cause ))&lt;br /&gt;
*(12) Sam*: &amp;quot;A bullet, yes.&amp;quot; Sam says absently. &amp;quot;I only have some for a&lt;br /&gt;
.38.&amp;quot;&lt;br /&gt;
*(13) Gideon*: &amp;quot;Figures.&amp;quot; He turns to eye the patients, then the hospital. &amp;quot;&lt;br /&gt;
Seems someone has a habit of trying to make you dead. Could use someone to&lt;br /&gt;
keep that from happening.&amp;quot;&lt;br /&gt;
*(5) Jeremiah Redtree*: *One of the patients, an older gentleman that was&lt;br /&gt;
helped out of the building comes gimping up to the doctor. &amp;quot;Doc...&amp;quot; he says&lt;br /&gt;
with tears on his face. &amp;quot;I&#039;m so sorry...&amp;quot; The crowd starts to move in around&lt;br /&gt;
the doctor, some moaning at this new event. Some others seem to be really be&lt;br /&gt;
taking this personally; they&#039;re currently readying up a jeep owned by one of&lt;br /&gt;
the residents, apparently to chase this man down.*&lt;br /&gt;
** (8) Elizavetta &amp;quot;This Redtree of ours owes me an electrician&#039;s toolkit.&amp;quot;&lt;br /&gt;
Elizavetta grouses. Turning to Sam she says &amp;quot;At least nobody got killed. You&lt;br /&gt;
saved all the patients&amp;quot;. **&lt;br /&gt;
*(5) Jeremiah Redtree*: *In the distance, another engine starts to sound;&lt;br /&gt;
apparently, Jeremiah came with a vehicle*&lt;br /&gt;
*(12) Sam*: &amp;quot;i&#039;m, I&#039;m sorry about all this.&amp;quot; Sam says to everyone within&lt;br /&gt;
hearing. &amp;quot;I don&#039;t really know what to do now.&amp;quot; He turns to the stranger,&lt;br /&gt;
&amp;quot;Yes, I probably nedd a bodyguard. But I couldn&#039;t pay you anything. Not now,&lt;br /&gt;
but I thank you for the ofer&amp;quot;&lt;br /&gt;
** (12) Sam gives Elizavetta a wan smile and nods **&lt;br /&gt;
*(13) Gideon*: &amp;quot;Well, just means I&#039;ll have to stick around untill you can.&lt;br /&gt;
Call it added insurance on your part.&amp;quot; He smirks a little at that and&lt;br /&gt;
reslings the rifle.&lt;br /&gt;
*(5) Jeremiah Redtree*: Some of the crowd try to shake their heads, some of&lt;br /&gt;
them talking amongst themselves. There seems to be discussion to pull&lt;br /&gt;
together for a new hospital; unfortunately, Redding has been under hard&lt;br /&gt;
times lately. A draught has come, crops have failed, and the town is busting&lt;br /&gt;
itself just trying to survive. This has been a tragedy upon other tragedies.&lt;br /&gt;
** (12) Sam seems to perk up a little at the amount of support shown for&lt;br /&gt;
him. &amp;quot;We need to get a makeshift place set up. Anyone know of a building?&amp;quot;&lt;br /&gt;
**&lt;br /&gt;
** (8) Elizavetta Elizavetta turns to Sam. &amp;quot;I&#039;m very good at finding stuff.&lt;br /&gt;
If you want I&#039;ll help you out. Same deal as before. You can owe me until&lt;br /&gt;
you&#039;ve gotten back on your feet. This place needs a hospital. **&lt;br /&gt;
*(12) Sam*: &amp;quot;Thank you. I really could need some help&amp;quot;, he says to Gideon.&lt;br /&gt;
&amp;quot;and I will pay you back, a doctor can always find work.&amp;quot;&lt;br /&gt;
** (13) Gideon just nods. &amp;quot;Well, looks like we got ourselves a merry little&lt;br /&gt;
band of misfits. So, whats next boss?&amp;quot; **&lt;br /&gt;
*(5) GM*: *The people show their support, nodding. A young man walks up, one&lt;br /&gt;
of the deputies. &amp;quot;There&#039;s no shortage of empty buildin&#039;s, doc. But good&lt;br /&gt;
ones? I&#039;m sure we can find somethin&#039; for ya... but we can&#039;t do much with it&lt;br /&gt;
for a few months...&amp;quot;*&lt;br /&gt;
** (12) Sam turns to Elizavetta. &amp;quot;Thank you, that sounds great. Perhaps we&lt;br /&gt;
could find some old medical stores somewhere, or something...&amp;quot; He trails off&lt;br /&gt;
as he knows very well that any easyily got supplies are long gone. **&lt;br /&gt;
** (8) Elizavetta &amp;quot;I&#039;m pretty good at finding stuff that isn&#039;t easily&lt;br /&gt;
found.&amp;quot; Elizavetta says with a grin. **&lt;br /&gt;
** (13) Gideon turns his head to Sam. &amp;quot;I just might be able to help you with&lt;br /&gt;
that, Doc.&amp;quot; **&lt;br /&gt;
*(5) GM*: *Fire workers with the town converge to put out the fire.&lt;br /&gt;
Currently, though, it&#039;s little better than a line of buckets, with no &amp;quot;real&amp;quot;&lt;br /&gt;
working water system*&lt;br /&gt;
** (12) Sam smiles at Elizavetta and returns her grin uncertainly before he&lt;br /&gt;
replies to the deputy. &amp;quot;If you can find me decent place and help me fix it&lt;br /&gt;
up, I&#039;ll make this town my permanent residence.&amp;quot; He raises his voice to be&lt;br /&gt;
heard above the fire. &amp;quot;If anyone has any idea of where I can find supplies,&lt;br /&gt;
please let me know.&amp;quot; **&lt;br /&gt;
*(13) Gideon*: (( Did Sam catch Gideons comment? ))&lt;br /&gt;
*(5) GM*: (( just have him speak up about knowing something ))&lt;br /&gt;
*(12) Sam*: (( sorry no. See it now ))&lt;br /&gt;
*(13) Gideon*: (( No worries, just tryinf to do this IC ))&lt;br /&gt;
*(12) Sam*: Hm, excuse me, what did you say? You know of something?&lt;br /&gt;
** (12) Sam turns to Gideon **&lt;br /&gt;
*(13) Gideon*: &amp;quot;Yeah. Little town a few days out. Passed through, looked&lt;br /&gt;
like they had some extra. Was a bit ago though.&amp;quot;&lt;br /&gt;
*(12) Sam*: Worth a trip though.&lt;br /&gt;
*(5) GM*: *The deputy nods. &amp;quot;I know of that, too. Small town. That&#039;s a few&lt;br /&gt;
days by vehicle, though, and the gas would be mighty expensive.&amp;quot;*&lt;br /&gt;
*(5) GM*: (( DUN DUN DUN ))&lt;br /&gt;
** (8) Elizavetta turns to Sam and Gideon. &amp;quot;Either of you got enough fuel?&amp;quot;&lt;br /&gt;
**&lt;br /&gt;
*(13) Gideon*: &amp;quot;Dunno, I&#039;m not a doc. It&#039;s a chance at least.&amp;quot; He first&lt;br /&gt;
shakes his head at Eliz, then turns to the Deputy. &amp;quot;How much we talking for&lt;br /&gt;
the juice?&amp;quot;&lt;br /&gt;
*(12) Sam*: No, sorry. I mostly just hitch a ride or walk&lt;br /&gt;
*(5) GM*: (( Let&#039;s see... I think we&#039;re talking a full tank of gas... ))&lt;br /&gt;
*(12) Sam*: I got a little to trade with&lt;br /&gt;
*(8) Elizavetta*: I could try to scrounge up some things to trade.&lt;br /&gt;
*(5) GM*: &amp;quot;Shit, a few hundred bucks worth,&amp;quot; says the Deputy. &amp;quot;We can&#039;t&lt;br /&gt;
spare much, but we need the supplies. And there&#039;s not much pickin&#039;s around&lt;br /&gt;
here, miss&amp;quot; he says to Elizavetta.&lt;br /&gt;
** (13) Gideon nods. &amp;quot;Alright, we&#039;d need barter for thet supplies anyway.&lt;br /&gt;
Tell you what, how can we earn the needed Juice Deputy?&amp;quot; **&lt;br /&gt;
*(5) GM*: &amp;quot;Tell you what, let&#039;s go get some fuel now. I&#039;ll handle the loan.&lt;br /&gt;
You guys can pay it back later,&amp;quot; he says. He gestures, and leads you to a&lt;br /&gt;
local &amp;quot;fuel station&amp;quot;; which nowadays mostly are places where they make their&lt;br /&gt;
own fuel out of kerosene, or use the precious few supplies of diesel fuel&lt;br /&gt;
that can be scrounged&lt;br /&gt;
** (13) Gideon did make sure to pick up his empty brass before walking off.&lt;br /&gt;
**&lt;br /&gt;
** (12) Sam looks very grateful &amp;quot;Thanks, deputy. Uhm, anyone got a vehicle?&amp;quot;&lt;br /&gt;
**&lt;br /&gt;
** (13) Gideon gives Sam an amused look. &amp;quot;Sure, I keep it right next to my&lt;br /&gt;
machine gun and moon rocket.&amp;quot; **&lt;br /&gt;
*(5) GM*: (( &amp;quot;Well, we got PLENTY of fuel, but...&amp;quot; ))&lt;br /&gt;
** (8) Elizavetta shakes her head saying &amp;quot;not me&amp;quot;. **&lt;br /&gt;
** (12) Sam laughs a little, thinking the question wasn&#039;t *that* stupid. **&lt;br /&gt;
** (8) Elizavetta turns to the Deputy and says &amp;quot;Deputy, you know of any&lt;br /&gt;
wrecks around here we might be able to fix up.&amp;quot; **&lt;br /&gt;
** (13) Gideon mutters something about &#039;For want of a nail...&#039; **&lt;br /&gt;
*(5) GM*: &amp;quot;Most of the wrecks I know about aren&#039;t capable of running worth&lt;br /&gt;
sh...&amp;quot; he starts to say, before noticing Elizavetta. he decides not to&lt;br /&gt;
finish that sentence. &amp;quot;But you might ask Harry the Junkman, at the local&lt;br /&gt;
junkyard. He&#039;s got all sorts of stuff lying around, and he may be able to&lt;br /&gt;
fix you up. Still, though, he&#039;d charge you.&amp;quot;&lt;br /&gt;
*(12) Sam*: (( FYI I can&#039;t play the &amp;quot;extra&amp;quot; unplaned hour today, so only one&lt;br /&gt;
hour left for me. ))&lt;br /&gt;
** (8) Elizavetta shrugs. &amp;quot;Still worth asking him.&amp;quot; **&lt;br /&gt;
*(13) Gideon*: (( np, I&#039;ll need to bounce then aswell. ))&lt;br /&gt;
*(8) Elizavetta*: (( I thought we were only going for another hour&lt;br /&gt;
anyway.... ))&lt;br /&gt;
*(12) Sam*: (( Good ))&lt;br /&gt;
** (13) Gideon glances to Eliz. &amp;quot;Those wrecks might still be good for parts,&lt;br /&gt;
you know.&amp;quot; **&lt;br /&gt;
*(12) Sam*: Worth asking him, thanks. Where do we find him?&lt;br /&gt;
*(8) Elizavetta*: (( GM the sessions are going to be 5 hours long, right? ))&lt;br /&gt;
*(5) GM*: *The deputy points the way. &amp;quot;Keep walkin&#039; that way until you hit&lt;br /&gt;
the big junkyard. Can&#039;t miss it in a small town like this.&amp;quot;*&lt;br /&gt;
*(5) GM*: (( Hm, if they&#039;re starting an hour later, maybe only 4 hours,&lt;br /&gt;
longer if you guys want ))&lt;br /&gt;
*(13) Gideon*: (( &amp;gt;.&amp;gt; ))&lt;br /&gt;
*(8) Elizavetta*: (( 5 hours is fine. I thought that the guys were implying&lt;br /&gt;
that it was 6 :O ))&lt;br /&gt;
** (8) Elizavetta thanks the Deputy and begins to walk over to the junkyard,&lt;br /&gt;
wondering what treasures she will find there... **&lt;br /&gt;
** (12) Sam hanks the Deputy and follows the young woman, with a last&lt;br /&gt;
backward glance at the remains of his clinic. He can see his patients are&lt;br /&gt;
well taken care of by the two nurses so he probably doesnt need to be there&lt;br /&gt;
right now. **&lt;br /&gt;
** (13) Gideon walks along, after all has to keep an eye on the boss. **&lt;br /&gt;
*(5) GM*: *The junkyard is definitely large, at least a few hundred feet by&lt;br /&gt;
a few hundred feet, with stacks of old vehicles and machinery. That which&lt;br /&gt;
isn&#039;t rusty has been busted up to near-useless. Harry himself seems to be&lt;br /&gt;
sitting in some kind of shed, some strange doohickey in his hands, with a&lt;br /&gt;
dog sitting at his side.*&lt;br /&gt;
*(5) GM*: *The dog is a german shepard, and looks at the oncomers&lt;br /&gt;
suspiciously*&lt;br /&gt;
** (8) Elizavetta calls out to Harry, keeping her distance from the dog&lt;br /&gt;
&amp;quot;Hello, there!&amp;quot; **&lt;br /&gt;
** (12) Sam hangs back a little letting the others deal with this. Hes well&lt;br /&gt;
out of his depth here. **&lt;br /&gt;
*(5) GM*: (( lol, everyone&#039;s keeping their distance ))&lt;br /&gt;
** (13) Gideon eyes the dog, and hangs back with Sam who he looks over to.&lt;br /&gt;
&amp;quot;Names Gideon.&amp;quot; As he offers a hand. **&lt;br /&gt;
*(5) GM*: Harry looks outside of his shed, and shouts out, &amp;quot;Why hello there!&lt;br /&gt;
Whaddya want?&amp;quot;&lt;br /&gt;
*(12) Sam*: Hi, Gideon. I really appreciate tis you know. And thanks for&lt;br /&gt;
back there too.&lt;br /&gt;
** (8) Elizavetta **&lt;br /&gt;
** (8) Elizavetta calls out: &amp;quot;Need some vehicle parts; hoping to cobble&lt;br /&gt;
together something that actually runs.&amp;quot; **&lt;br /&gt;
** (12) Sam eyes the dog carefully. &amp;quot;Nice dog, he says casually to Gideon&amp;quot;&lt;br /&gt;
**&lt;br /&gt;
*(5) GM*: &amp;quot;Vehicle parts?&amp;quot; the old man opens the door to his shed, hobbling&lt;br /&gt;
out; apparently he&#039;s nearing the age of 70, a lucky age in the Wasteland. He&lt;br /&gt;
looks the woman up and down. &amp;quot;You sure...?&amp;quot;&lt;br /&gt;
*(13) Gideon*: &amp;quot;Just try not to make it a habit hmm? Bullets cost alot.&amp;quot;&lt;br /&gt;
*(13) Gideon*: (( scratch ))&lt;br /&gt;
** (8) Elizavetta nods, &amp;quot;Yeah, I&#039;m sure. She&#039;s moves up so that she can see&lt;br /&gt;
the grease and oil stains on her clothes. **&lt;br /&gt;
*(13) Gideon*: &amp;quot;Just try not to make it a habit hmm? Bullets cost alot.&amp;quot; He&lt;br /&gt;
looks back to the dog. &amp;quot;..Yeah. Real nice.&amp;quot;&lt;br /&gt;
*(8) Elizavetta*: (( So that Harry can see the stains. ))&lt;br /&gt;
** (12) Sam smiles &amp;quot;I&#039;ll try not. and so does sticing people up&amp;quot;, he ads as&lt;br /&gt;
an afterthought **&lt;br /&gt;
*(13) Gideon*: &amp;quot;Guy was smart, must have been wearing armor.&amp;quot;&lt;br /&gt;
*(12) Sam*: Yeah, I guess. He came prepared. So, where&#039;re you from?&lt;br /&gt;
** (12) Sam is obviously changing the subject **&lt;br /&gt;
** (13) Gideon keeps his eyes on the dog. &amp;quot;Around.&amp;quot; Obviously dodging the&lt;br /&gt;
subject. **&lt;br /&gt;
*(12) Sam*: Oh, there. I think I know the place&lt;br /&gt;
*(5) GM*: The old man looks at the woman, and then the two men that are&lt;br /&gt;
trailing back, then back at the woman. &amp;quot;Well, okay, but I don&#039;t think&lt;br /&gt;
there&#039;s no good parts...&amp;quot; he starts to hobble his way out, looking over the&lt;br /&gt;
wrecks.&lt;br /&gt;
** (13) Gideon doesn&#039;t move when Eliz does. &amp;quot;Yeah.&amp;quot; **&lt;br /&gt;
*(12) Sam*: Hey, Elizavetta. Need any help?&lt;br /&gt;
** (8) Elizavetta turns to Sam and says, &amp;quot;Not right now. This is a bit of a&lt;br /&gt;
long shot, but we&#039;ll see.&amp;quot; She then goes and roots among the rubbish looking&lt;br /&gt;
for someone that she can either cobble together into a car or, at the very&lt;br /&gt;
least, parts good enough to trade for. **&lt;br /&gt;
** (13) Gideon breaths a little easier at that. **&lt;br /&gt;
** (12) Sam shrugs and begins to feel slightly useless. &amp;quot;Ok, then. Just give&lt;br /&gt;
a shout if you do.&amp;quot; Then comments &amp;quot;she seems to know what she&#039;s doing, think&lt;br /&gt;
she&#039;ll find anything?&amp;quot; **&lt;br /&gt;
** (13) Gideon seems to wait patiently enough. &amp;quot;We could always walk.&amp;quot; **&lt;br /&gt;
*(5) GM*: The scavenging takes a while; a few hours, at the least. Where it&lt;br /&gt;
was day, it&#039;s starting to move into night. However, fortune smiles (and not&lt;br /&gt;
the GM, as he handled this through random rolls, you luck bastiches). There&lt;br /&gt;
is actually a holed-up vehicle that might just apply, an old Ford Bandit;&lt;br /&gt;
it&#039;s a sedan, and really old quality, TL 7, and it&#039;s missing some important&lt;br /&gt;
parts. It&#039;s gas engine needs repairs, it needs new wheels, it&#039;s entire back&lt;br /&gt;
side is practically destroyed (making it&#039;s trunk useless), and it looks ugly&lt;br /&gt;
and rusty as sin... buuut...&lt;br /&gt;
** (12) Sam picks up a few pebles and starts tossing them towards a rusty&lt;br /&gt;
hood of an old car, mostly missing. **&lt;br /&gt;
*(13) Gideon*: (( What, not a highwayman? :p ))&lt;br /&gt;
*(5) GM*: (( I dun wanna deal with Interplay&#039;s lawyers. D: ))&lt;br /&gt;
*(13) Gideon*: (( Good point. ))&lt;br /&gt;
** (8) Elizavetta smiles happily &amp;quot;Did better than I expected. We&#039;d best ask&lt;br /&gt;
Harry how much he wants for this heap.&amp;quot; **&lt;br /&gt;
** (12) Sam looks at her dubioously &amp;quot;Yo can make *that* run?&amp;quot; **&lt;br /&gt;
*(5) GM*: She can, but she needs a few days&lt;br /&gt;
*(5) GM*: At least&lt;br /&gt;
** (13) Gideon just shakes his head. **&lt;br /&gt;
*(13) Gideon*: &amp;quot;Look we can get it latter, but walking is looking better and&lt;br /&gt;
better.&amp;quot;&lt;br /&gt;
** (8) Elizavetta shrugs. &amp;quot;It&#039;ll take at least a few days, but I should be&lt;br /&gt;
able to do it.&amp;quot; **&lt;br /&gt;
*(5) GM*: Old man harry comes shambling out of his shed when it looks like&lt;br /&gt;
they&#039;re finished. &amp;quot;Find somethin&#039;?&amp;quot; the old geezer asks under his faded&lt;br /&gt;
baseball cap&lt;br /&gt;
** (8) Elizavetta nods, gesturing at the old heap. **&lt;br /&gt;
*(12) Sam*: Ok, I could use a couple of days to check up on my patients&lt;br /&gt;
** (13) Gideon glances when the old man comes out and glances around... **&lt;br /&gt;
** (12) Sam turns to Gideon. &amp;quot;You&#039;d rather walk?&amp;quot; he asks curiously **&lt;br /&gt;
** (8) Elizavetta turns to Sam, &amp;quot;It&#039;s up to you. You&#039;re the boss. You also&lt;br /&gt;
have the trade goods, if I remember you correctly.&amp;quot; **&lt;br /&gt;
** (13) Gideon snaps back to Sam. &amp;quot;Cheaper, and timewise it&#039;ll even out once&lt;br /&gt;
once this is fixed. Your the boss though.&amp;quot; **&lt;br /&gt;
*(13) Gideon*: (( snaps his vision ))&lt;br /&gt;
*(5) GM*: The dog follows his master as the old man starts to walk up to the&lt;br /&gt;
heap. The dog starts to sniff at the strangers curiously, getting closer to&lt;br /&gt;
Gideon than he might like&lt;br /&gt;
** (8) Elizavetta says &amp;quot;Who&#039;s a nice doggy then&amp;quot; **&lt;br /&gt;
** (13) Gideon swallows a bit and walks over to a nearby pile. &amp;quot;Sure you&lt;br /&gt;
found all the part&#039;s we&#039;ll need?&amp;quot; **&lt;br /&gt;
** (12) Sam looks at Gideon and finally suspecting what&#039;s going on &amp;quot;I&#039;d&lt;br /&gt;
prefer the car. Yeah, Iit&#039;ll cost but we can always sell it later.&amp;quot; **&lt;br /&gt;
*(5) GM*: &amp;quot;Well, I can let this go... but it&#039;s good gear,&amp;quot; says Harry,&lt;br /&gt;
grinning wide. &amp;quot;If you can get it running, I&#039;d say... $500.&amp;quot; The dog starts&lt;br /&gt;
to walk up to Gideon...&lt;br /&gt;
** (8) Elizavetta nods. &amp;quot;I have enough to get it to run.&amp;quot; **&lt;br /&gt;
** (12) Sam doesn&#039;t make any particular moves towards the dog, but is&lt;br /&gt;
carefull not to touch it. **&lt;br /&gt;
** (13) Gideon swallows a bit more, and seems to smile a little. &amp;quot;Nice Dog.&amp;quot;&lt;br /&gt;
**&lt;br /&gt;
*(12) Sam*: &amp;quot;500 seems a bit much though&amp;quot;, sam glances at Elizavetta&lt;br /&gt;
*(5) GM*: &amp;quot;What&#039;cha talkin&#039; about, boy?&amp;quot; says Harry. &amp;quot;You&#039;re talkin&#039; a&lt;br /&gt;
chassis, diesel engine, wheels, and vital parts here! That&#039;s a bargain!&amp;quot;&lt;br /&gt;
*(5) GM*: The dog walks away, apparently not very interested in Gideon after&lt;br /&gt;
getting his scent&lt;br /&gt;
** (13) Gideon lets out a breath he didn&#039;t know he was holding as it walks&lt;br /&gt;
away. **&lt;br /&gt;
** (8) Elizavetta attempts to get Harry to lower his price, but the old man&lt;br /&gt;
is not having any of it. **&lt;br /&gt;
*(12) Sam*: A Bargain? Hardly in the shape it&#039;s in. We&#039;d need to do a lot of&lt;br /&gt;
work even to get it out of here.&lt;br /&gt;
*(13) Gideon*: (( Could mention why they need it aswell. ))&lt;br /&gt;
*(5) GM*: (( Ooo, that would probably be worth a bonus on merchant checks ))&lt;br /&gt;
** (13) Gideon just leans back on a convenient peice of rusted hardware and&lt;br /&gt;
waits for his heart to settle down. **&lt;br /&gt;
*(12) Sam*: (( and everone loves Doc round here. Right, boss. right? ))&lt;br /&gt;
*(13) Gideon*: (( Only untill he pays Gideion back for the bullet. ))&lt;br /&gt;
*(12) Sam*: (( Everyone &#039;cept Gideon that is. And Redtree ))&lt;br /&gt;
*(13) Gideon*: (( What can I say, survivors are bastards. ;) ))&lt;br /&gt;
*(12) Sam*: (( True. Sad but true ))&lt;br /&gt;
*(5) GM*: (( of course, you guys can roleplay explaining the reason too ))&lt;br /&gt;
*(13) Gideon*: (( thats what I ment ))&lt;br /&gt;
*(5) GM*: (( like, now ))&lt;br /&gt;
** (8) Elizavetta turns to Harry &amp;quot;We really need this car. Some maniac burnt&lt;br /&gt;
down the doc&#039;s hospital and we need supplies to set it up again. The nearest&lt;br /&gt;
town where we might find something is two days away.&amp;quot; **&lt;br /&gt;
*(13) Gideon*: &amp;quot;Three, and thats by vehicle.&amp;quot;&lt;br /&gt;
*(12) Sam*: The quicker we are, the less chance someone robs us on the way&lt;br /&gt;
too.&lt;br /&gt;
*(5) GM*: The old man blinks. &amp;quot;The hospital&#039;s burnt down? Ah... well, damn,&lt;br /&gt;
that&#039;s a shame,&amp;quot; says the old man, chewing his lip.&lt;br /&gt;
*(5) GM*: &amp;quot;Did anyone get hurt?&amp;quot;&lt;br /&gt;
*(13) Gideon*: &amp;quot;The idiot who burnt it down.&amp;quot;&lt;br /&gt;
*(12) Sam*: No, we got everyone out. Barely.&lt;br /&gt;
*(12) Sam*: Yeah, him&lt;br /&gt;
*(8) Elizavetta*: (( I wish I knew how much Sam could afford... ))&lt;br /&gt;
*(12) Sam*: (( has a little less than 300 unspent. ))&lt;br /&gt;
*(13) Gideon*: (( If he didn&#039;t mind parting with it, I know Gideons got&lt;br /&gt;
enough ammo to match that. At least. ))&lt;br /&gt;
*(5) GM*: &amp;quot;Well, at least the bastard got what was comin&#039; to &#039;im,&amp;quot; says&lt;br /&gt;
Harry&lt;br /&gt;
** (8) Elizavetta speaks to Harry: &amp;quot;How about $250 for this heap? You&#039;d be&lt;br /&gt;
helping out the entire community, and we&#039;ll be sure to let everyone know&lt;br /&gt;
it.&amp;quot; **&lt;br /&gt;
*(13) Gideon*: &amp;quot;The deputy said he&#039;d loan us the gas, just need some&lt;br /&gt;
wheels.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73460</id>
		<title>Elizavetta Trump</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Elizavetta_Trump&amp;diff=73460"/>
		<updated>2008-01-19T17:40:19Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Elizavetta Trump&#039;&#039;&#039;&lt;br /&gt;
*Race: Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elizavetta stands 5&#039;3&#039;&#039; and has short thick dark brown hair, cut short and a little ragged, as might be expected by someone who cuts her own hair. Of average looks, her eyes are her best feature, being the blue of a perfect summer sky, but flecked with bits of gold. She dresses practically, in old comfortable jeans that are frayed in places, and in cotton shirts, either dark coloured and made that way by grime, sweat, grease, and oil. Her leather boots, in comparison, are always well kept for in order to keep them waterproof. She usually has smudges of grease, oil, or dirt, somewhere on her face, and also on other bits of her clothing. Her nails are always dirty but are otherwise kept neatly trimmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039; [45]&lt;br /&gt;
&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 10&lt;br /&gt;
*IQ 12 [40]&lt;br /&gt;
*HT 10&lt;br /&gt;
&lt;br /&gt;
*HP 10&lt;br /&gt;
*Will 12&lt;br /&gt;
*Per 13 [5]&lt;br /&gt;
*FP 10&lt;br /&gt;
&lt;br /&gt;
*Basic Lift 20&lt;br /&gt;
*Damage 1d-2/1d&lt;br /&gt;
&lt;br /&gt;
*Speed 5&lt;br /&gt;
*Move 5&lt;br /&gt;
&lt;br /&gt;
*Block: 6&lt;br /&gt;
*Dodge: 8&lt;br /&gt;
&lt;br /&gt;
*Ground Move 5&lt;br /&gt;
*Water Move 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Background&#039;&#039;&#039;&lt;br /&gt;
TL: 7 [0]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; [7]&lt;br /&gt;
*Radiation Tolerance (PF 2) [5*]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039; [-30]&lt;br /&gt;
*Curious (12 or less) [-5]&lt;br /&gt;
*Insomniac (Mild) [-10]&lt;br /&gt;
*Jealousy [-10]&lt;br /&gt;
*Phobia (Psionophobia: Psionic Powers (rare psi powers)) (12 or less) [-5]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quirks&#039;&#039;&#039; [-5]&lt;br /&gt;
*Imaginative [-1]&lt;br /&gt;
*Likes dogs [-1]&lt;br /&gt;
*Secret Quirk [-1]&lt;br /&gt;
*Obsession (Get own plane) [-1]&lt;br /&gt;
*Personality Change (Bad Temper when drunk) [-1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packages&#039;&#039;&#039; [0]&lt;br /&gt;
*Wilderness Inhabitant [7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; [33]&lt;br /&gt;
&lt;br /&gt;
*Armoury/TL7 (Body Armor) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Armoury/TL7 (Small Arms) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electrician/TL7 IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Operation/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Electronics Repair/TL7 (Communications) IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Guns/TL7 (Pistol) DX/E - DX+0 10 [1]&lt;br /&gt;
*Guns/TL7 (Rifle) DX/E - DX+0 10 [1]&lt;br /&gt;
*Machinist/TL7 IQ/A - IQ+1 13 [4]&lt;br /&gt;
*Mechanic/TL7 (Diesel Engines) M/A - IQ+0 12 [2]&lt;br /&gt;
*Merchant IQ/A - IQ+0 12 [2]&lt;br /&gt;
*Scrounging IQ/E - IQ+2 14 [4]&lt;br /&gt;
*Search IQ/A - IQ+2 14 [8]&lt;br /&gt;
*Stealth DX/A - DX-1 9 [1]&lt;br /&gt;
*Survival (Radioactive Wasteland) IQ/A - IQ+0 12 [2*]&lt;br /&gt;
&lt;br /&gt;
Stats [45] Ads [7] Disads [-30] Quirks [-5] Skills [33] = Total [50]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor &amp;amp; Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Backpack, Small: $60; 3 lb&lt;br /&gt;
*Portable Tool Kit (Armoury): $600; 20 lb&lt;br /&gt;
*Portable Tool Kit (Mechanic): $600; 20 lb&lt;br /&gt;
*Personal Basics: $5; 1 lb&lt;br /&gt;
*Plastic Improvised Armour (made by herself): $15; DR 2; 6 lb&lt;br /&gt;
*Sleeping Bag: $100; 7 lb&lt;br /&gt;
*Survival Kit (Covert): $500; 0.5&lt;br /&gt;
*Tent (Small): $50; 5 lb&lt;br /&gt;
*Traveler&#039;s Meals (3): $30; 1.5 lb&lt;br /&gt;
*Water (pint): $5; 1 lb.&lt;br /&gt;
*Zip Gun (made by herself): $25; 0.5 lb&lt;br /&gt;
*Zip Gun ammo (10 rounds): $10; .7 lb&lt;br /&gt;
&lt;br /&gt;
*Total: 66.5 lb (medium encumbrance).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Classified&lt;br /&gt;
&lt;br /&gt;
==Personal Objectives==&lt;br /&gt;
&#039;&#039;&#039;Get own airplane.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73459</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73459"/>
		<updated>2008-01-19T17:39:13Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* &amp;#039;&amp;#039;The Complex&amp;#039;&amp;#039; Templates and Combat Styles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Session Logs==&lt;br /&gt;
Session 1&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73458</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73458"/>
		<updated>2008-01-19T17:38:04Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Important Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Session Logs==&lt;br /&gt;
Session 1&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73457</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73457"/>
		<updated>2008-01-19T17:35:58Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Special Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
*Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
*The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
*Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
*&#039;&#039;&#039;Retrieve medical supplies from Hubtown, 8 hours south by car.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Samuel:&lt;br /&gt;
*&#039;&#039;&#039;Build a new hospital and set down roots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total CP from town:  3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures Killed here:  None.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73456</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73456"/>
		<updated>2008-01-19T17:35:22Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
*Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
*The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
*Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
*&#039;&#039;&#039;Retrieve medical supplies from Hubtown, 8 hours south by car.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Samuel:&lt;br /&gt;
*&#039;&#039;&#039;Build a new hospital and set down roots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Total CP from town:  3&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73455</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73455"/>
		<updated>2008-01-19T17:34:52Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
*Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
*The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
*Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
*&#039;&#039;&#039;Retrieve medical supplies from Hubtown, 8 hours south by car.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Total CP from town:  3&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73454</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73454"/>
		<updated>2008-01-19T17:34:22Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
*Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
*The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
*Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
*&#039;&#039;&#039;Retrieve medical supplies from Hubtown, 3 days south by car.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Total CP from town:  3&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73453</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73453"/>
		<updated>2008-01-19T17:34:02Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Special Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
*Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
*The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
*Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
*&#039;Retrieve medical supplies from Hubtown, 3 days south by car.&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Total CP from town:  3&#039;&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73452</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73452"/>
		<updated>2008-01-19T17:33:45Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Redding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
*Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
*The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
*Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
*&#039;Retrieve medical supplies from Hubtown, 3 days south by car.&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
Total CP from town:  3&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73451</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73451"/>
		<updated>2008-01-19T17:33:21Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
*Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
*Clive Bartlet, Deputy&lt;br /&gt;
*George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
&#039;Retrieve medical supplies from Hubtown, 3 days south by car.&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
Total CP from town:  3&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73450</id>
		<title>The Complex Redding</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex_Redding&amp;diff=73450"/>
		<updated>2008-01-19T17:32:48Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Redding=&lt;br /&gt;
==People==&lt;br /&gt;
Harry the Junkman -- runs Harry&#039;s Junkyard.  Has a German Shepard.&lt;br /&gt;
Clive Bartlet, Deputy&lt;br /&gt;
George Barrow, Sheriff&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
Harry&#039;s Junkyard&lt;br /&gt;
&lt;br /&gt;
==Important Battles==&lt;br /&gt;
The Jeremiah Redtree incident.  -- Jeremiah was shot by Gideon, after destroying Samuel&#039;s only place of business.  1 CP rewarded.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Party:&lt;br /&gt;
Build a vehicle, for retrieving medical supplies. -- Completed.  2 character points rewarded&lt;br /&gt;
&#039;Retrieve medical supplies from Hubtown, 3 days south by car.&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Notes==&lt;br /&gt;
GM was stupid -- 3 days south by vehicle would take you past the ocean, or heading towards Mexico.  It takes 8 hours to your next destination by vehicle.  Around 3 days by foot.&lt;br /&gt;
&lt;br /&gt;
Total CP from town:  3&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73447</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73447"/>
		<updated>2008-01-19T17:16:30Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* 3-5 The Complex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Session Logs==&lt;br /&gt;
Session 1&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73393</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=73393"/>
		<updated>2008-01-19T09:07:00Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* &amp;#039;&amp;#039;The Complex&amp;#039;&amp;#039; Templates and Combat Styles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Combat Biker&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;br /&gt;
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=72883</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=72883"/>
		<updated>2008-01-16T13:59:53Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Killer Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite] -- Free Resource for those new to GURPS.&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=72882</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=72882"/>
		<updated>2008-01-16T13:59:14Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Killer Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;br /&gt;
*[http://www.sjgames.com/gurps/lite/ GURPS Lite]&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=72734</id>
		<title>The Complex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Complex&amp;diff=72734"/>
		<updated>2008-01-15T16:06:59Z</updated>

		<summary type="html">&lt;p&gt;Lonewulf: /* Basic Campaign Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Complex]]&lt;br /&gt;
=3-5 The Complex=&lt;br /&gt;
==The Complex Introduction==&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;The Complex&#039;&#039; campaign wiki.&#039;&#039;&#039; This wiki site is a resource for a play-by-chat tabletop GURPS role-playing game to run my own campaign, labeled &#039;&#039;The Complex&#039;&#039;, which takes place a few years after World War III.  &#039;&#039;The Complex&#039;&#039; is run using the 4th edition GURPS system. The goal of this wiki site is to form a repository of information about the game that is easily accessible and editable to the entire game group.  This material is not official and is not endorsed by Steve Jackson Games.&lt;br /&gt;
&lt;br /&gt;
GURPS is (c) Steve Jackson Games.&lt;br /&gt;
Fallout and Wasteland are (c) Interplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next Session:  January 19th&lt;br /&gt;
&lt;br /&gt;
==Basic Campaign Data==&lt;br /&gt;
The campaign &#039;&#039;The Complex&#039;&#039; is designed for 3 to 5 characters.  It is essentially a Treasure Hunting game taking place in a Post World War III California.  For ease of character creation, some templates are provided as well as a campaign summarization sheet.  Important NPCs, locations, and some maps will also be provided.&lt;br /&gt;
&lt;br /&gt;
*PCs start with 50 character points, may take up to -30 points in disadvantages, and may take further -5 in quirks.  Quirks do not count towards disadvantage total.&lt;br /&gt;
*PCs may not take Weirdness Magnet.  They get it for free, as a feature.&lt;br /&gt;
*PCs may not take any magical abilities, but are allowed to buy very minor mutations.  Psychic powers are possible, but are not powerful and usually not reliable.  Mind reading is not allowed, but Empathy as an ESP ability is allowed.  Telekinesis is allowed, but cannot grant total damage higher than 1d-2.  The advantage Gadgeteer 1 is allowed, but no further levels.  NOTE:  Psionics are considered &amp;quot;Rare&amp;quot; for all intents and purposes in the Wasteland.&lt;br /&gt;
*PCs start with $2000 base wealth.  Maximum wealth level is Comfortable, no minimum.  Signature Gear is a valid advantage.&lt;br /&gt;
*PCs start with Status +0 (Wanderer) and very limited, if any, Reputation.&lt;br /&gt;
*PCs can start with TL 0 to TL 7.  Starting with a lower TL does not count against point total.&lt;br /&gt;
*All characters must take the template Wasteland Inhabitant [7] or Wasteland&#039;s Victim [-5]; see templates below for details.&lt;br /&gt;
*Enemies are limited to -10 points, Allies have few restrictions.&lt;br /&gt;
*Attributes and secondary attributes can be lowered without counting towards point total.  This includes Speed and Move.&lt;br /&gt;
*Gun Techniques or Perks are suggested for Hired Guns or Snipers.  Unarmed techniques and perks are also very handy, especially for the Savage Warrior.  But one thing you can say is, a knife never jams and is cheap.  A fist is even cheaper.&lt;br /&gt;
*Character Points will be earned after achieving objectives (including those involved with the main story and any side objectives; more information to come later).  Also, combat or difficult tasks will grant character points.  Characters will be assumed to be studying or learning any raised skills in their &amp;quot;off time&amp;quot;.&lt;br /&gt;
*PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;CAMPAIGN PLANNING FORM&#039;&#039;&#039;, a free resource from Steve Jackson Games, with some minor editing:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:  Lonewulf/Daemonus Lupus	   Date: January 06, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Campaign Name&#039;&#039;:  &#039;&#039;The Complex&#039;&#039;&lt;br /&gt;
*&#039;&#039;Starting year&#039;&#039;: 2008&lt;br /&gt;
*&#039;&#039;Rate game time passes&#039;&#039;:  Blank for now.&lt;br /&gt;
*&#039;&#039;Genre&#039;&#039;:  Post Apocalypse Survival/Treasure Hunt &lt;br /&gt;
*&#039;&#039;Realistic or cinematic?&#039;&#039;:  Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs.&lt;br /&gt;
*&#039;&#039;Multiple planes of existence?&#039;&#039;:  No&lt;br /&gt;
*&#039;&#039;General theme of campaign&#039;&#039;:  Fight to survive and make something of yourself.  Discover the treasure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Background&#039;&#039;&lt;br /&gt;
*Campaign&#039;s base nation:  The Wasteland (California, Nevada, Arizona, etc.)&lt;br /&gt;
*Society/Government type:  Anarchy/depends on city  &lt;br /&gt;
*Control Rating: 0&lt;br /&gt;
*Exceptions to general CR: 1 to 3, depending on cities/towns.&lt;br /&gt;
*Tech Level: 7 base&lt;br /&gt;
* Exceptions to general TL: TL 8 to 9 also exists in very rare tucked away locations; TL 0-6 exists in some places with no local technology or infrastructure.  NOTE:  Lower TL levels do NOT count towards character total as a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*Suggested or required reading/books for characters:  At the very least, &#039;&#039;GURPS Lite&#039;&#039; or &#039;&#039;GURPS Basic Set: Characters&#039;&#039;.  For theme -- Watch &#039;&#039;Mad Max: Road Warrior&#039;&#039; or &#039;&#039;Mad Max: Thunderdome&#039;&#039;.  Play any game in the &#039;&#039;Fallout&#039;&#039; series, including &#039;&#039;Wasteland&#039;&#039;.  Any other game that takes place after a nuclear war is suggested material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional and GM-created Options Used&#039;&#039;&#039;&lt;br /&gt;
*Deadlier Weapons:  When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals.&lt;br /&gt;
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
&lt;br /&gt;
*The Wasteland&lt;br /&gt;
&lt;br /&gt;
*Machine City&lt;br /&gt;
&lt;br /&gt;
*Hubtown&lt;br /&gt;
&lt;br /&gt;
*The Tribes&lt;br /&gt;
&lt;br /&gt;
==Important characters and Races==&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Gideon Shaw]]&lt;br /&gt;
&lt;br /&gt;
[[Samuel Torres]]&lt;br /&gt;
&lt;br /&gt;
[[Elizavetta Trump]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters and Animals==&lt;br /&gt;
*Wasteland Scorpion (Mutated)&lt;br /&gt;
&lt;br /&gt;
Note:  All mutated animals, aside from doing normal unarmed damage, also do a certain amount of radiation damage.  Survivor beware!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Background==&lt;br /&gt;
&#039;&#039;The Complex&#039;&#039; is set in the near future on an alternate Earth.  In the year 2008, great advances in science unlike any in our Earth had been made, especially in the fields of bioengineering, weaponry, and armor.  However, things being what they were and for various reasons, all the nations of the earth fell into a total collapse after a nuclear holocaust.  The reasons why are unknown amongst the average survivor; all they know is, they must survive in the aftermath.  Humanity in the year 2025 is now scattered throughout the Earth, in either enclaves like Machine City, under the rule of a tyrant, or like the Californian Tribes, various primitives that have forgotten (and sometimes disdain) the advanced technology of their forebears.&lt;br /&gt;
&lt;br /&gt;
Life is eked out into a matter of survival, but also the dream of success.  Bartering and wealth creates a market for prized commodities, and the goal of any survivor worth his salt is to one day strike gold; to rise up and no longer worry about such petty things as continuous survival.  However, in order to accomplish this dream, the wasteland survivor must survive through harrowing ordeals and face horrifying enemies, until eventually they either overcome or fall.&lt;br /&gt;
&lt;br /&gt;
2008 in this world brought about a world not much different than the one that we are all familiar with, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
*Capacitors were very common, and electricity was a common fuel source.  Many cars ran on power cells, although some ran on gasoline and diesel.  However, in the post apocalypse future, the electromagnetic bursts from nuclear weapons and the break-down of most all power plants outside of some solar collectors and wind mills far from cities were all destroyed.  For that matter, most vehicles that rely heavily on computers cannot run; older vehicles, especially those that run on diesel engines can be found, and are can be run on even vegetable oil if the engine is cleaned enough.  This makes them heavily desired in the Wasteland; costs are not changed for the rare vehicle, however, as starting wealth makes it almost impossible to start with much else besides a motorcycle.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;The Complex&#039;&#039; Templates and Combat Styles==&lt;br /&gt;
First, characters &#039;&#039;&#039;must&#039;&#039;&#039; buy one of two templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Inhabitant [7]&#039;&#039;&#039;:  Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland&#039;s Victim [-5]&#039;&#039;&#039;:  Social Stigma/Ignorant [-5] -- Doesn&#039;t count against disadvantage total.&lt;br /&gt;
&lt;br /&gt;
You are either part of the wasteland, or you are it&#039;s victim; and victims are never trusted for anything important in the wastes; which essentially means they&#039;re not trusted for anything.  Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants.&lt;br /&gt;
&lt;br /&gt;
Second, characters &#039;&#039;&#039;may&#039;&#039;&#039; take (and modify) any of the following occupation templates:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor:&#039;&#039;&#039;  The wandering (or stand-still) healer, spreading his services to any of those that require his aid.  Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by.  Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8]&lt;br /&gt;
&lt;br /&gt;
Total: 24 points&lt;br /&gt;
*Defaulted from Physician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant:&#039;&#039;&#039;  When you need something, the Merchant knows how to get it.  This man knows how to deal with people and can tell you what goods are useful or not.  Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested.  Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Fixit:&#039;&#039;&#039;  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 20 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger:&#039;&#039;&#039;  All that&#039;s important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn&#039;t hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...&lt;br /&gt;
Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2]&lt;br /&gt;
&lt;br /&gt;
Total: 21 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper/Look-Out:&#039;&#039;&#039; The eagle-eye of the group, as well as being the best at shooting what he aims at.  Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness.&lt;br /&gt;
Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision).  Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 22 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039;  The man you hire if you need a gun, whether it&#039;s a hitman, a guard, or a poor man&#039;s soldier.  Is adept at any task involving a good gun or a knife.  Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick.&lt;br /&gt;
Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold.  Primary Skills:  First Aid/TL 7 @ IQ [1],  Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2]&lt;br /&gt;
&lt;br /&gt;
Total: 23 points&lt;br /&gt;
&lt;br /&gt;
*Defaulted from Guns/Rifle or Guns/Shotgun.  Guns skills default from one another at -2.&lt;br /&gt;
**Note:  +1 per die to Thrust/Swing ST-based damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wasteland Scout:&#039;&#039;&#039;  The Wasteland Scout is the survivor of the wasteland.  He makes his light tracks in the Wastes, and can find other&#039;s tracks if need be.&lt;br /&gt;
Highest Attributes HT and Perception.  Skills:  Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2]&lt;br /&gt;
&lt;br /&gt;
Total: 28 points&lt;br /&gt;
*Replaces &amp;quot;Wasteland Inhabitant&amp;quot;&#039;s skill bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Warrior:&#039;&#039;&#039;  The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology.  Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL.&lt;br /&gt;
&lt;br /&gt;
Note:  Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages.  This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology.  The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout.&lt;br /&gt;
TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL.  Social Stigma also doesn&#039;t count against disadvantage total.  Illiterate [-3] is also suggested, although is not included in template.&lt;br /&gt;
Skills:  Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2],  Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2]&lt;br /&gt;
&lt;br /&gt;
Total (with disadvantages): -9&lt;br /&gt;
&lt;br /&gt;
Styles:&lt;br /&gt;
*Desert Viper&lt;br /&gt;
*Killer Scorpion&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Money in the wasteland does not exist, except for some towns and cities that print their own currency.  However, almost all actual trading is done using the Barter system.  Thus, GURPS $ is equivalent to it&#039;s price in barterable goods (usually light jewelry or the like).  Still, most measure the &amp;quot;worth&amp;quot; of goods in &amp;quot;bucks&amp;quot;, but that is more for ease of transaction than because &amp;quot;bucks&amp;quot; are a form of currency.&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;long term&amp;quot; items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals.  However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits.  The exception are items that can be manufactured by the average person; this includes almost all the &amp;quot;Dirty Tech&amp;quot; items listed in High Tech.  Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMON GEAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, check the links below to a GURPS Fallout fan site, for the various firearms that are available.  Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters.&lt;br /&gt;
&lt;br /&gt;
Second, look below for some &amp;quot;Dirty Tech&amp;quot; or useful items (for details, PM GM or look up their entries in GURPS High Tech).  Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher.  &amp;quot;Dirty Tech&amp;quot; is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Explosives&#039;&#039;&lt;br /&gt;
*Hand Grenade Booby Troop: Soldier OR Traps&lt;br /&gt;
*Home-Made Fuse for explosives: Explosives (Demolition)&lt;br /&gt;
*Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry&lt;br /&gt;
*Home-Made Plastic Explosives:  $100 -- Skills used: Chemistry OR Explosives (Demolition)&lt;br /&gt;
*Home-Made ANFO: $4 a pound.  -- Skills used: Chemistry OR Explosives (Demolitions)&lt;br /&gt;
*Jam-Tin (Improvised) Grenade (TL 6):  Cost depends on materialsX2 -- Skills used:  Explosives (Demolition)&lt;br /&gt;
*Molotov Cocktail:  Cost as for gasoline or diesel fuel used -- Skills used: NONE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Firearms&#039;&#039;&lt;br /&gt;
*Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dirty Body Armor&#039;&#039;&lt;br /&gt;
*Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor)&lt;br /&gt;
*Plastic Improvised Armor (DR 3):  $50 -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Improvised Inserts (DR X):  $X -- Skills used:  Armoury (Body Armor)&lt;br /&gt;
*Various other armor designs:  Armoury (Body Armor) -- contact GM for examples or details.&lt;br /&gt;
&lt;br /&gt;
Third, these are items that &#039;&#039;any&#039;&#039; survivalist with any sense will be interested in:&lt;br /&gt;
*Camouflage, Average Quality (TL 6):  Normal clothing cost&lt;br /&gt;
*Camouflage, Good Quality (TL 7):  +100% clothing cost&lt;br /&gt;
*Compass (TL 5): $125&lt;br /&gt;
*Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland.  It&#039;s also only slightly more expensive than water!&lt;br /&gt;
*Geiger Counter (TL 6): $800&lt;br /&gt;
*Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it&#039;s been exposed to.&lt;br /&gt;
*Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets.&lt;br /&gt;
*Survival Vest, Pilot&#039;s (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle.&lt;br /&gt;
*Water:  $5 per pint, $40 per gallon  -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter)&lt;br /&gt;
*Traveller&#039;s Ration:  $10 per meal, 0.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Ammunition costs:  (NOTE:  Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!)  Price is per bullet.&lt;br /&gt;
&lt;br /&gt;
Pistol rounds:&lt;br /&gt;
*.22 Long Rifle: $1&lt;br /&gt;
*.38 Special: $3&lt;br /&gt;
*9x19mm Parabellum:  $3&lt;br /&gt;
*.380 ACP: $2&lt;br /&gt;
*.357 Magnum: $4&lt;br /&gt;
*.44 Magnum: $7&lt;br /&gt;
&lt;br /&gt;
Rifle rounds:&lt;br /&gt;
*.223 Remington: $5&lt;br /&gt;
*7.62*51mm NATO (.308 Winchester): $8&lt;br /&gt;
*.30-06 Springfield: $8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Super Drugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These TL 8+1 &amp;quot;Superdrugs&amp;quot; are available to the average person in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
*Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP.  Cannot fail an HT roll to avoid consciousness.  After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack.  Also, the user loses 1d Fatigue.  $50 per dose.&lt;br /&gt;
&lt;br /&gt;
*Antirad: Halves the amount of rads from a new exposure.  Two doses will halve exposure again, and so on.  Does not heal radiation damage; comes in pill form. $150 per dose.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Tablets:  Designed to neutralize the radiation found in water sources.  $150 per pack of 10 tablets.  Each tablet neutralizes 1 pint of water.&lt;br /&gt;
&lt;br /&gt;
*Radiation Purification Fluid:  Designed to neutralize the radiation found in food or water sources.  1 dropper can purify up to 5 lbs. of food or 5 pints of water.  $150&lt;br /&gt;
&lt;br /&gt;
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user&#039;s natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.&lt;br /&gt;
&lt;br /&gt;
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one&#039;s appetite; double eating and drinking times in it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.&lt;br /&gt;
&lt;br /&gt;
*Rage:  A combat drug, designed to turn a soldier into a fast killing machine.  Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold.  Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15.  Costs 1d fatigue after it fades.  Highly Addictive; Addiction includes a lowered Reputation along with Addiction.  Is not considered an illegal drug.  $200 per dose.&lt;br /&gt;
&lt;br /&gt;
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://gurps.fallout.free.fr/ Fallout Fansite] -- Fallout site for GURPS (categories in French, tables in English).  Includes very good equipment lists in 3rd edition; PM me for conversions of your favorite gear.&lt;br /&gt;
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]&lt;br /&gt;
*[[Blank_GURPS4e_Character_Sheet]]&lt;/div&gt;</summary>
		<author><name>Lonewulf</name></author>
	</entry>
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