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==Basic Campaign Data== The campaign ''The Complex'' 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. *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. *PCs may not take Weirdness Magnet. They get it for free, as a feature. *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 "Rare" for all intents and purposes in the Wasteland. *PCs start with $2000 base wealth. Maximum wealth level is Comfortable, no minimum. Signature Gear is a valid advantage. *PCs start with Status +0 (Wanderer) and very limited, if any, Reputation. *PCs can start with TL 0 to TL 7. Starting with a lower TL does not count against point total. *All characters must take the template Wasteland Inhabitant [7] or Wasteland's Victim [-5]; see templates below for details. *Enemies are limited to -10 points, Allies have few restrictions. *Attributes and secondary attributes can be lowered without counting towards point total. This includes Speed and Move. *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. *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 "off time". *PM me or contact me in chat around 2:00 PM at GMT +1 for any questions or details as to the above. Using the '''CAMPAIGN PLANNING FORM''', a free resource from Steve Jackson Games, with some minor editing: '''GM: Lonewulf/Daemonus Lupus Date: January 06, 2008''' *''Campaign Name'': ''The Complex'' *''Starting year'': 2008 *''Rate game time passes'': Blank for now. *''Genre'': Post Apocalypse Survival/Treasure Hunt *''Realistic or cinematic?'': Realistic, with Cinematic Mutations and Cinematic Tech Levels in Bioengineering and Drugs. *''Multiple planes of existence?'': No *''General theme of campaign'': Fight to survive and make something of yourself. Discover the treasure. ''Campaign Background'' *Campaign's base nation: The Wasteland (California, Nevada, Arizona, etc.) *Society/Government type: Anarchy/depends on city *Control Rating: 0 *Exceptions to general CR: 1 to 3, depending on cities/towns. *Tech Level: 7 base * 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. *Suggested or required reading/books for characters: At the very least, ''GURPS Lite'' or ''GURPS Basic Set: Characters''. For theme -- Watch ''Mad Max: Road Warrior'' or ''Mad Max: Thunderdome''. Play any game in the ''Fallout'' series, including ''Wasteland''. Any other game that takes place after a nuclear war is suggested material. '''Optional and GM-created Options Used''' *Deadlier Weapons: When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals. *Strange Radiation effects: Radiation can effect characters far differently than is listed in the book. (More rules to come later)
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