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''Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.''
 
''Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.''
  
Next ''Official'' Session:  February 16th.
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Next Session:  January 19th
  
 
==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.
*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 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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*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)
  
=Equipment, Locations, NPCs, etc.=
 
 
==Important Locations==
 
==Important Locations==
  
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*Hubtown
 
*Hubtown
 
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]
 
  
 
*The Tribes
 
*The Tribes
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[[Elizavetta Trump]]
 
[[Elizavetta Trump]]
  
[[Tai James Parry]]
 
 
'''NPCs'''
 
 
Jeremiah Redtree
 
  
 
==Monsters and Animals==
 
==Monsters and Animals==
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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], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]
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'''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: 22 points
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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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Styles:
 
Styles:
*Combat Biker
 
 
*Desert Viper
 
*Desert Viper
*Scorpion
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*Killer Scorpion
  
 
==Equipment==
 
==Equipment==
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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. $500 per dose
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*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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*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).
 
*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).
 
==Session Logs==
 
[[Session 1]] 01/19/08 [Editor: Jonas]
 
  
 
==Resources==
 
==Resources==
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*[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.
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*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]
 
*[[Blank_GURPS4e_Character_Sheet]]
 
*[[Blank_GURPS4e_Character_Sheet]]
*[http://www.sjgames.com/gurps/resources/CharacterSheet.pdf Character Sheet (4e)]
 
*[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/lite/ GURPS Lite] -- Free Resource for those new to GURPS.
 
*[[Gideons Notebook]] -- An IC journal of the characters travels in the Wastelands.
 

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