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GURPS is (c) Steve Jackson Games. | GURPS is (c) Steve Jackson Games. | ||
Fallout and Wasteland are (c) Interplay. | Fallout and Wasteland are (c) Interplay. | ||
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==Basic Campaign Data== | ==Basic Campaign Data== | ||
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*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. | ||
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*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 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 $2000 base wealth. Maximum wealth level is Comfortable, no minimum. Signature Gear is a valid advantage. | ||
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*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. | ||
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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: | ||
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*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. |
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*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. | ||
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*Strange Radiation effects: Radiation can effect characters far differently than is listed in the book. (More rules to come later) | *Strange Radiation effects: Radiation can effect characters far differently than is listed in the book. (More rules to come later) | ||
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==Important Locations== | ==Important Locations== | ||
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*Hubtown | *Hubtown | ||
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*The Tribes | *The Tribes | ||
− | ==Important | + | ==Important NPCs and Races== |
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==Monsters and Animals== | ==Monsters and Animals== | ||
+ | *Wasteland Scorpion, Giant (Mutated) | ||
*Wasteland Scorpion (Mutated) | *Wasteland Scorpion (Mutated) | ||
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''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== | |
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− | ==''The Complex'' Templates | ||
First, characters '''must''' buy one of two templates: | First, characters '''must''' buy one of two templates: | ||
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*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... | ||
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Total (with disadvantages): -9 | Total (with disadvantages): -9 | ||
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==Equipment== | ==Equipment== | ||
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Pistol rounds: | Pistol rounds: | ||
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*.38 Special: $3 | *.38 Special: $3 | ||
*9x19mm Parabellum: $3 | *9x19mm Parabellum: $3 | ||
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*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. | *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. | ||
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*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's natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial). He may still use Lizard, however. $100 per dose. | *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's natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial). He may still use Lizard, however. $100 per dose. | ||
− | *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's appetite; double eating and drinking times in it's duration. | + | *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's appetite; double eating and drinking times in it's duration. |
*Radpurge: heals 5d temporary Rad damage, and 1d Permanent rad damage. Comes as an injection. $300 per dose. | *Radpurge: heals 5d temporary Rad damage, and 1d Permanent rad damage. Comes as an injection. $300 per dose. | ||
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==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)] | |
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