Editing The Complex
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 6: | Line 6: | ||
GURPS is (c) Steve Jackson Games. | GURPS is (c) Steve Jackson Games. | ||
Fallout and Wasteland are (c) Interplay. | Fallout and Wasteland are (c) Interplay. | ||
− | |||
− | |||
− | |||
− | |||
==Basic Campaign Data== | ==Basic Campaign Data== | ||
Line 15: | Line 11: | ||
*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 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 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. | |
− | *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 | ||
*PCs start with $2000 base wealth. Maximum wealth level is Comfortable, no minimum. Signature Gear is a valid advantage. | *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 start with Status +0 (Wanderer) and very limited, if any, Reputation. | ||
Line 22: | Line 17: | ||
*All characters must take the template Wasteland Inhabitant [7] or Wasteland's Victim [-5]; see templates below for details. | *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. | *Enemies are limited to -10 points, Allies have few restrictions. | ||
− | |||
− | |||
− | |||
− | |||
Using the '''CAMPAIGN PLANNING FORM''', a free resource from Steve Jackson Games, with some minor editing: | Using the '''CAMPAIGN PLANNING FORM''', a free resource from Steve Jackson Games, with some minor editing: | ||
Line 35: | Line 26: | ||
*''Rate game time passes'': Blank for now. | *''Rate game time passes'': Blank for now. | ||
*''Genre'': Post Apocalypse Survival/Treasure Hunt | *''Genre'': Post Apocalypse Survival/Treasure Hunt | ||
− | *''Realistic or cinematic?'': Realistic, with Cinematic Mutations and Cinematic Tech Levels | + | *''Realistic or cinematic?'': Realistic, with Cinematic Mutations and Cinematic Tech Levels and Bioengineering |
*''Multiple planes of existence?'': No | *''Multiple planes of existence?'': No | ||
*''General theme of campaign'': Fight to survive and make something of yourself. Discover the treasure. | *''General theme of campaign'': Fight to survive and make something of yourself. Discover the treasure. | ||
''Campaign Background'' | ''Campaign Background'' | ||
− | *Campaign's base nation: | + | *Campaign's base nation: Western california |
*Society/Government type: Anarchy/depends on city | *Society/Government type: Anarchy/depends on city | ||
*Control Rating: 0 | *Control Rating: 0 | ||
*Exceptions to general CR: 1 to 3, depending on cities/towns. | *Exceptions to general CR: 1 to 3, depending on cities/towns. | ||
− | *Tech Level: 7 base | + | *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. | *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 | + | '''Optional Options Used''' |
*Deadlier Weapons: When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals. | *Deadlier Weapons: When a shot hits torso, roll a d6; if you hit a 1, it strikes vitals. | ||
− | |||
− | |||
==Important Locations== | ==Important Locations== | ||
Line 61: | Line 49: | ||
*Hubtown | *Hubtown | ||
− | |||
− | |||
*The Tribes | *The Tribes | ||
− | ==Important | + | ==Important NPCs and Races== |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==''The Complex'' Background== | ==''The Complex'' Background== | ||
''The Complex'' 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. | ''The Complex'' 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. | ||
− | 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 | + | 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 experiences, until eventually they either overcome or fall. |
− | + | ==''The Complex'' Templates== | |
− | |||
− | |||
− | |||
− | ==''The Complex'' Templates | ||
First, characters '''must''' buy one of two templates: | First, characters '''must''' buy one of two templates: | ||
Line 118: | Line 82: | ||
*Note: +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20 | *Note: +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20 | ||
− | '''Mr. Fixit:''' 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], | + | '''Mr. Fixit:''' 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] |
− | Total: | + | Total: 20 points |
'''Scavenger:''' All that'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't hurt. Scavenging is often dangerous work, and you never know what might reside in old ruins... | '''Scavenger:''' All that'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't hurt. Scavenging is often dangerous work, and you never know what might reside in old ruins... | ||
Line 146: | Line 110: | ||
*Replaces "Wasteland Inhabitant"'s skill bonus | *Replaces "Wasteland Inhabitant"'s skill bonus | ||
− | '''Savage Warrior:''' 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. | + | '''Savage Warrior:''' 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. 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. |
− | |||
− | 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. | ||
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't count against disadvantage total. Illiterate [-3] is also suggested, although is not included in template. | 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't count against disadvantage total. Illiterate [-3] is also suggested, although is not included in template. | ||
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] | 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] | ||
Total (with disadvantages): -9 | Total (with disadvantages): -9 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==Equipment== | ==Equipment== | ||
Line 166: | Line 123: | ||
'''COMMON GEAR''' | '''COMMON GEAR''' | ||
− | First, check the links below to a GURPS Fallout fan site, for the various firearms that are available | + | First, check the links below to a GURPS Fallout fan site, for the various firearms that are available. |
Second, look below for some "Dirty Tech" 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. "Dirty Tech" 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. | Second, look below for some "Dirty Tech" 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. "Dirty Tech" 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. | ||
Line 198: | Line 155: | ||
*Survival Vest, Pilot'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. | *Survival Vest, Pilot'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. | ||
*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) | *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) | ||
− | |||
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. | 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. | ||
Pistol rounds: | Pistol rounds: | ||
− | |||
*.38 Special: $3 | *.38 Special: $3 | ||
*9x19mm Parabellum: $3 | *9x19mm Parabellum: $3 | ||
Line 214: | Line 169: | ||
*7.62*51mm NATO (.308 Winchester): $8 | *7.62*51mm NATO (.308 Winchester): $8 | ||
*.30-06 Springfield: $8 | *.30-06 Springfield: $8 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Resources== | ==Resources== | ||
− | + | [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. | |
− | + | [http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)] | |
− | |||
− | |||
− |