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Genes Campaign Precis

Scenario-a set of adventures for the P.C.s within a campaign


world, created by the G.M. Scenarios can last one session
or many sessions.
Session-one meeting of players, lasting anywhere between
hours and days.

INTRODUCTION
Why Role-Play?
Newly-met companions become fast friends and
encounter wondrous peoplesBold adventurers join wits to
explore spectacular worlds, using strange powers and
amazing devicesHeroes and heroines realize their destinies
while solving complex intrigues and confronting chilling
evil

This is why I role-play. Not only can we escape the


mundane world and enjoy socializing, but we can also
stimulate our imaginations and even learn about
ourselves and others through gaming.
I have been role-playing since my first Lego castle
and formally gaming since late 1982. I have played and
Game Mastered in over 30 campaigns and dozens of
worlds. My voluminous files contain maps, journals,
and statistics of hundreds of other peoples characters,
and each is part of an interesting tale. Our adventures
are just beginning!

Terminology
For novices, and so that we have a common frame
of reference, heres how I understand the following
words:
Campaign-the combination of a particular adventure setting
and a group of characters over a specific period of time.
A campaign world exists in the G.M.s notes and players
imaginations, and may continue through different groups
of players and characters.
Game Master (G.M.)-often the creator of a particular set of
campaigns, he or she is responsible for devising,
describing, and running scenarios for the P.C.s. In
AD&D2, the term is Dungeon Master (D.M.).
Non-Player Characters (N.P.C.s)-the G.M.s extras, they
provide a variety of fictional individuals for the P.C.s to
meet, befriend, or fight.
Party-the group or team of P.C.s that travel through a
campaign universe and interacts with the G.M.s
scenarios. Player groups also are often described as
parties, but groups common to several campaigns should
be described as a player pool.
Player Characters (P.C.)-the imaginary persona created by
each role-player who adventures within a given
campaign. P.C.s usually work together and are quantified
and described on Character Record Sheets. P.C.s
backgrounds and (mis)adventures often are recorded in
journal form.
Role-Playing-the activity of pretending to be someone else,
for entertainment or training purposes. Role-playing
games may be of any genre (Fantasy, Science Fiction, et
cetera), and are related to, but different from, board, card,
computer, and war games.
Rules System-the statistical and storytelling architecture of
most games. They often require rolling of dice for
random results of skill use and combat. I generally prefer
AD&D2 and GURPS because most of my players know
them and because they fit my campaigns.

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Settings
Campaigns by Genre
high fantasy-AD&D2 VANISHED LANDS
alternate history (steampunk)/fantasy-GURPS GASLIGHT
GRIMOIRE (G3), GURPS STEAMPUNK 2000
espionage-UNITED NATIONS TASK FORCE
comic book superheroes-GURPS SUPERS: the S.J.I.

modern fantasy-GURPS IMMORTALS


dimension/time travel-GURPS VOYAGERS II
cyberpunk-SHADOWRUN
space opera (science fantasy)-GURPS VORTEX

History
Timeline
1968-Born in Manhattan, New York City.
1970-Moved to Kingsbridge Heights in the Bronx.
1973-Younger brother Peter G.L.J.D. born.
1977-STAR WARS opened in theaters
1979-Moved to Yonkers, Westchester County.
1982-Received J.R.R. Tolkiens classic fantasy trilogy The
Lord of the Rings as a graduation present from
grandfather; cowrote The Zarkonian Bomb; received
Dungeons and Dragons from parents for Christmas.
1982 to 1986-Attended Archbishop Stepinac High School in
White Plains, New York.
1983-Began running the VANISHED LANDS.
1986-Wrote original rules for VORTEX while visiting family
in the Philippines.
1986 to 1990-Studied political science at the State University
of New York at Binghamton. Played in numerous
campaigns with Bellevue-Camelot and Falcons
Nest.
1988 to 1991-Collaborated in running Top Secret: SI,
SHADOWRUN, and D.C. HEROES.
1990-Began dating Janice L. Manwiller.
1990 to 1991-Was Project Coordinator for the New York
Public Interest Research Group, Inc. chapter at Queens
College of the City University of New York.
1991 to 1993-Studied for M.A. in International Relations at
the George Washington University in Washington, D.C.
Converted to GURPS SUPERS.
1992 to 1997-Collaborated in running VOYAGERS II.
1993 to 1999-Worked at the Bureau of National Affairs, Inc.
and recruited many capital area role-players.
1995-Married Janice L.M. in Pennsylvania. My parents and
friends from college moved to Northern Virginia.
1998 to 1999-Began GURPS GASLIGHT GRIMOIRE
(G3).
1999-Moved to Boston suburb of Somerville, Massachusetts.
2000-Moved to Norwood. D&D 3rd Ed. released.

Role-Player Cohorts
c. 1980 to 1986: A. Stepinac H.S. (the Westchester
crew)

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1986 to 1990: SUNY-Binghamton


1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: The Paragon/Twilight
1995 to 1997: VOYAGERS II/Arth
1997 to 1999: Full Circle/G3
1999 to present: Karmic/D&D3

Game Time
1982 to 650 B.C.E.-The AD&D2 VANISHED LANDS.
Current year: 1232 B.C.E..
1789 to 1939 A.D./C.E.-GURPS GASLIGHT GRIMOIRE
(G3). Current year: 1890 A.D./C.E.
1939 to 2050-GURPS SUPERS, UNITED NATIONS TASK
FORCE, and GURPS STEAMPUNK 2000. Current
year: 1999.
2050 to 2150-SHADOWRUN, GURPS IMMORTALS.
Current year: 2089?
2150 to 2500-GURPS VORTEX. Current year: 2196.
2200 to 2800-GURPS VOYAGERS II. Current year:
2872

For Player Characters


1. Step onecreate a diversion! When in doubt in a tactical
situation, distract your opponents.
2. Most Player Characters start out with little knowledge of the
campaign setting. Curiosity and an open mind motivate
most travelers.
3. Nothing happens unless the Game Master is aware of it.
P.C.s only sense through dialogue and the G.M.s
descriptions.
4. P.C.s are not aware of and should not discuss attributes,
Alignment/Ethics, or combat statistics. They should keep
track of where theyve been and whom theyve met.
5. P.C.s are never motivated to gain more points. Greed is
common, but most adventurers seek acceptance into the
ranks of experienced heroes.
6. Unless the party is certain of others intentions, it is wise to
ask first and fight later. Even soldiers avoid combat and
mystics prefer study to fighting.
7. There is always someone bigger or stronger than you.
8. Parties should choose a name and a nominal leader.
Standard operating procedures (S.O.P.s) make routine
tasks quicker.
9. Rational debate is good, but most personality conflicts
arent.
10. Do not test the will of the gods.

Sourcebooks

Scheduling
I generally prefer biweekly meetings of about six
hours each plus a meal. Depending on the size and
interest of the group, weekend sessions can be
supplemented by solo adventures, one-shot scenarios,
and play by e-mail. I also encourage rotating hosting
duties.

Systems

AD&D2-Advanced Dungeons and Dragons Players


Handbook, Second Edition, Revised, by
TSR/Wizards of the Coast, Inc.
D.C. HEROES, Third Edition, by West End Games, Inc.
SHADOWRUN, Third Edition, by FASA Games, Inc.
GURPS-Generic Universal RolePlaying System, Basic
Set, Third Edition, Revised, by Steve Jackson
Games Incorporated.

Tech and Power Levels

Genes Rules
For Role-Players
1. Feed the Game Masterplease bring munchies or money
for food to share.
2. Its only a gameit should be fun for everyone in it.
3. Distinguish between your voice and the Player
Characters personae. Use the latter in the game.
4. Even if the P.C.s arent working together, role-players
always should cooperate.
5. Every P.C. is unique; personality is more important than
statistics.
6. The rules and sourcebooks are only guides; imagination is
more important than dice rolls.
7. Creativity and patience are rewarded within the campaign
rather than by mere power increases.
8. While enthusiasm and humor are necessary, cross talk is
to be discouraged.
9. Experience points are distributed between sessions, based
on attendance, cooperation, notes, participation, and
imaginative role-playing.
9. Please keep your P.C. records and notes up-to-date and
provide copies to the G.M. They will be shared with the
rest of the party at the G.M.s discretion.
10. G.M. rulings will be made as questions come up, but final
decisions will be made between sessions.

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Tech Levels (from GURPS Basic Set, page 185)


0. Stone Age (1,000,000 to 10,000 B.C.E.)
1. Bronze Age (10,000 to 1,000 B.C.E.) VANISHED LANDS
begins
2. Iron Age (1,000 B.C.E. to 500 A.D./C.E.)
3. Medieval (500 to 1450)
4. Renaissance/Colonial (1450 to 1700)
5. Industrial Revolution (1700 to 1900) GURPS GASLIGHT
GRIMOIRE (G3), GURPS STEAMPUNK 2000
6. World Wars I and II
7. Modern (1950 to 2050) UNITED NATIONS TASK FORCE
and GURPS SUPERS begin
8. Spacefaring (2050 to 2150) SHADOWRUN, GURPS
IMMORTALS
9. Starfaring (2150 to 2200) GURPS VORTEX begins
10. Antimatter (2200 to 2500) BATTLESTAR GALACTICA
11. Force (2500 to ?) STAR WARS
12. Gravitic Star Trek (c. 2300)
13. Worldbuilding (full terraforming)
14. Dysonian (construction of worlds)
15. Matter Transmission (2850 to 3000) GURPS VOYAGERS
II

CAMPAIGN

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Settings
Genre
Summary
Past Scenario Locations

History
Gaming Groups
c. 1980 to 1986: A. Stepinac H.S. (the Westchester
crew)
1986 to 1990: SUNY-Binghamton
1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: The Paragon/Twilight
1995 to 1997: VOYAGERS II/Arth
1997 to 1999: Full Circle/G3
1999 to ?: Boston

Game Time

Systems
Game Master Collaborators
Rules and Required Sourcebooks
Optional Texts
Tech and Power Levels
GURPS TL
Starting Character Point Levels
Available Species/Races
Variant Campaigns
Timeline
Rules
Tech and Power Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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AD&D2 VANISHED LANDS


Settings
Genre: high fantasy
Summary In one ancient world, strange majicks
and demihuman races thrived in a region of Central Asia
known as the VANISHED LANDS. Mythical creatures
and warring creatures tested the areas inhabitants, as
travelers strove to become adventurers, and adventurers
strove to become heroes
The 1 million square miles of the lost continent
were named the VANISHED LANDS because of a
prophecy/legend about their disappearance at the dawn
of recorded history.
Past Scenario Locations
Bamor Mountains/Therud Forest-kingdoms of Gokuri
(Bakemono, Oni, and Nannuattan) and Zedu (Korubokuru and
Spirit Folk)
Halmed Desert-Ebir Sheikdom and Garku Nasit (Suthern
humans, Djinn, and Rakshasa)
Ivory Mountains-Zeda (Dwarves and Gnomes) and Zuromm
(Drow and Orcs) kingdoms
Sea of Nagendwa/Zarendo Islands-Salhonif Island (humans and
Sea Peoples)
Plains of Sathendo-kingdoms of Hifalendor (Hifalendorin
humans and Centaurs) and Saganim (Saganim humans and
Pernicon), Gusorin Confederation (Barbari humans and
Wolven), Principality of Silado (Tong Sheng; Asiatic
humans, Hengeyokai, and Shan Sao)
Wisalef Forest-Waletku Kingdom (Elves and Halflings)

History
The VANISHED LANDS is my oldest setting.
While over 300 Player Characters have explored the
strongholds and wilderness, much remains to be
discovered

Gaming Groups
1982-began playing Dungeons and Dragons
1983-began creating the VANISHED LANDS as Dungeon
Master
1983 to 1986-Player Character parties A through E (A.
Stepinac H.S.); converted to AD&D2
1986 to 1987-Parties F through H (SUNY-Binghamton
freshman floor, Hughes Hall)
1987 to 1988-Parties I through K (Bellevue-Camelot)
1988 to 1990-Parties L through P (Falcons Nest)
1990 to 1991-Parties Q through U (NYPIRG at Q.C.-CUNY)
1993 to 1995-Parties V through X (B.N.A./The Paragon)
1995 to present-A and B Teams (John Z.G.s AD&D2 Greyhawk)
2000-Dungeons and Dragons Third Edition released.

Game Time
c. 1982 B.C.E.-Ruulok slower-than-light generation ship
crashes, marooning crew and slaves on ancient Earth. The
Chaldean city of Ur is sacked, ending the first true human
urban settlement. Minoan Crete flourishes.
c. 1950-Extraterrestrial genetic engineers modify castawaus to
be more humanoid and to be able to eat Terran food.
Certain subspecies escape and become the folk of myth.

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Extradimensional visitors are known as gods or


demons. Alien livestock become the monsters of
legend. Hittites sack the city of Babylon.
c. 1900-The peoples described above settle on the plain of
five rivers, in what is known later as Central Asia.
Following the example of indigenous humans, each race
forms several kingdoms. While the demihumans have
longer life spans, Arcane Arts, and advanced technology
(including steel during the Terran Bronze Age), a gradual
decline of these abilities sets due to genetic drift and
isolation from galactic society. The cultures of the new
nations adapt to exile and become involved with local
politics, as the survivors forget their origins. Sumer falls
to the Amorites and Indus River valley civilizations grow
at Harappa and Mohenjo-Daro (not far from the
VANISHED LANDS).
1500 to 1465-Player Character parties A through E explore
around the city-state of Nadwi and the Gusorin
Confederation [also John F. and Reinaldo C., Jr.s Deathquest
I]. Aryans invade India, beginning of New Kingdom
period in Egypt, and bronze casting in China.
1345 to 1260-Parties F through H hunt for artifacts.
Phoenicians begin trade with the VANISHED LANDS.
c. 1300-Volcanic island of Thera explodes off of Crete,
destroying the civilization of Atlantis. Refugees come to
the kingdom of Hifalendor.
1286 to 1100-The Golden Age of the VANISHED LANDS.
1259 to 1241-The adventures of Aldarion and Thalissa [John
Z.G.s AD&D2 Greyhawk], parties I through K. The Iron
Age begins and Moses and Joshua lead the Hebrews out
of Egypt.
1244 to 1240-The adventures of Faelonia during the Six
Kingdoms War, parties L through P [also Bill A.R.s
AD&D2 Oriental Adventures: Kara Tur and Dexter V.H.s
AD&D2 Dragonlance/Palladium Fantasy Land of Lost
Souls].

1238 to 1236-Parties Q through U go on many quests,


culminating in the selection of the Champions of the
Elder Gods. [Also Stuart C.G.s version.]
1235 to 1233-Parties V through X encounter Dragons and
Giants. The Paragon secures Memir/Morbaltek before
reuniting to fight the dreaded Flying Citadel
1232-game present
1226 to 1205-Arlon and A and B Teams [John Z.G.s AD&D2
Greyhawk]. Doric invasions of Greece (Hellas).
c. 1150-Short peace in all of the VANISHED LANDS. The
Trojan war; Chou dynasty in China.
c. 636-Wars break out all over the region, as kingdoms are
toppled by natural disasters. In keeping with prophecy,
the lands vanish, demihumans die off or go into hiding,
and the human inhabitants disperse. The shape of the
known worlds changes as heroes and their homes are
forgotten...
c. 700 B.C.E. to 700 A.D./C.E.-The great religions are founded.

Systems
Game Master Collaborators Reinaldo Class, Jr.;
John Flynn; John Z. Gianopoulos; Bill A. Recker; Dexter V.
Hailey, Sr.; Stuart C. Gerchick; Steve Merr; Jon W. Pate
Rules and Required Sourcebooks
AD&D2 Players Handbook

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Optional Texts
AD&D2 Core Rules CD-ROM, Version 2.0
race and class handbooks
GURPS Basic Set, 3rd Ed., Revised; Compendium I; Conan;
Fantasy Bestiary; Fantasy Folk, 2nd Ed.; Grimoire; Low
Tech; Magic, 2nd Ed.; Psionics; Religion; Warriors;
Wizards
RoleMaster, by Iron Crown Enterprises/Hero Games

For GURPS versions of AD&D2 races, see G3, below


and GURPS Fantasy Folk, 2nd Ed.

Power Levels
Starting Character Points: 155, including 50
Disadvantages and 5 Quirks, plus Racial Packages

Tech Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.

Tech and Power Levels


GURPS TL 0 to 4, mostly 2
Starting Character Power Levels
I generally prefer AD&D2 Player Characters to
begin at First Level with no experience points. That
way, they earn their knowledge of the world and other
skills. P.C.s joining an existing party must be one level
below the lowest previous member. I also encourage
players to choose different types from each other, and
recommend single-classed P.C.s because of the variety
of options. Many classes and subclasses/kits are
available:
Warrior-Barbarian, Bushi, Fighter, Kensai, and Ranger
Knight-Cavalier, Paladin, and Samurai

Priest-Cleric, Druid, Sjukenja, and Sohei


Specialist Priest-Dom, Do a, and by deity/national
pantheon (requires D.M. approval)
Rogue-Acrobat, Assassin/Ninja (requires D.M. approval),
Bard, Thief, and Yakuza
Wizard-Mage and Wu Jen
Specialist Magic User-Abjurer, Conjurer, Diviner, Enchanter,
Illusionist, Invoker, Necromancer (requires D.M. approval), and
Transmuter
Other (requires D.M. approval)-Gadgeteer, Monk, Psionicist, and
Sage

Available Species/Races
Dwarves-Hill, Mountain (Deep), Korubokuru (Eastern),
Sundered (Gully and River), and Gray (Duergar)

Elves-Sylvan (Wood), Grey (Faerie), High (Quelanthi), Spirit


Folk (Bamboo, River, Sea), Dark (Drow and
Nannuattan), Wild (Grugach), and Valley (Ethalgo S.)
Halflings-Harfoot (Hobbit), Faldine (Kender), Woldan
(Warrow), and Shan Sao (Eastern)
Humans-Barbari, Eastern, Hifalendorin, Saganim, Suthern,
and Zarendo Islander
Gnomes-Surface (Forest and Hill), Deep (Svirfneblin), Tinker
(Minoi), Mad (Gray)

Minor Races-Beast-kin (including Aarakocra, Centaurs, and


Minotaurs), Changelings (including Deryni, Torloc, and
Hengeyokai), Enchanted and Fey Folk, Otherworldly
Beings, Goblinoids, Ogre-kin (including Orcs), Reptilekin, Dragons and Giants, Insect-kin, Old Ones, Sea
Peoples, Steeds (magical), and Undead

Variant Campaigns-GURPS VANISHED


LANDS
Rules

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Gene D., Aldarion Telcontar-male Grey Elf Ranger, husband


of Dark Elf Thalissa [John Z.G.] and general of Waletku.
Peter G.L.J. Demaitre, Shea-male Grey Elf Acrobat/Assassin,
husband of Faelonia [Dexter V.H.].
Dexter V. Hailey, Sr., Faelonia Telcontar-female Dark Elf
(Drow) Ranger, ambassador.
Nick F.J. Trombino, Shin Nakagawa-male Hengeyokai Ninja,
protg of Ke Tan Ito [Bill A.R.].
John J. Gomez, Balaim Bearclaw-male Mountain Dwarf
Ranger/Cleric, student of Ogre master smith Crunch
[Corbin A.Y.], co-ruler of Morbaltek.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS GASLIGHT GRIMOIRE (G3)

Systems
Game Master Collaborators Tim M. Ballew
Rules and Required Sourcebooks

Settings
Genre alternate history (steampunk)/fantasy
Summary--In one reality, the strange majicks and
demihuman races of the [AD&D2] VANISHED LANDS
never disappeared, instead spreading over the globe. By
the Steam Age, human history had unfolded much as in
our universe, but adventurers faced different challenges
as nationalism, science, and mysticism competed
Past Scenario Locations
Boston, Smoky Mountains of Tennessee, Oklahoma Territory,
New Orleans, Gulf of Mexico, Yucatan Peninsula,
Mexico City, San Diego, Honolulu
China, Egypt, and Greater Britain?

GURPS Basic Set, 3rd Ed., Revised and Compendium I

Optional Texts
AD&D2 Ravenloft: Masque of the Red Death
Castle Falkenstein, by R. Talsorian Games, Inc.
Deadlands: The Weird West, by Pinnacle Entertainment Group
GURPS Character Assistant, Version 2.12
GURPS Cliffhangers; Espionage; Fantasy Folk, 2nd Ed.;
Grimoire; High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd
Ed.; Martial Arts, 2nd Ed.; Old West; Psionics;
Swashbucklers, 2nd Ed.; Vehicles, 2nd Ed.; Wizards
Space 1889, by Game Designers Workshop

Tech and Power Levels


GURPS TL 5 to 6
Starting Character Point Levels
155, including 50 points of Disadvantages and 5
Quirks; Racial Packages

History
Gaming Groups
1995 to 1997: Tim M.B.s GURPS Arth
1997 to 1999: G3
1999 to ?: Boston

Available Species/Races
Beast-kin-Bear Men, Centaurs, Leonines (Sphinx), Lynx

Game Time
1790 A.D./C.E.-United States Constitution is signed.

c. 1790 to 1864-end of the Age of Sail/swashbuckler era


1803 to 1815-Louisiana Purchase, Napoleonic Wars
1860 to 1864-U.S. Civil War

c. 1864 to 1939-Steam Age/cliffhanging pulp era


1890
January-A group of would-be adventurers meets at the Boston
Cartographers Association and narrowly avoids a train
wreck in the Smoky Mountains of Tennessee (Terror on
the Tracks).
February-The party fights Undead in the ghost town of
Golgotha. They then rescue a Kiowa princess from the
nefarious eclipse cult in the Mesas of Mystery. After
resting at Fort Smith in the Oklahoma Territory, the
heroes explore New Orleans in the midst of Mardi Gras
festivities and intrigues.
March-After some casualties, the travelers continue on to
Cuidad del Carmen, Mexico, encountering a mechanical
sea monster on the way. They race other archaeological
expeditions to the Lost City of El Zuntikal, where they
find Mayan humans living alongside demihumans,
Myconids, a Dragon Lord, and dinosaurs!
April-Armed with ancient secrets to combat the Brethren of
the Eternal Night, the motley crew uncovers a cell of the
cult in Veracruz and goes to Mexico City and San Diego,
California. They surmise that the secret masters are the
dreaded Illithoi, or Mind Flayers.
May to June-The infamous Captain Nemo helps the group go
to Hawaii. At an uncharted archipelago, the team finally
thwarts the plot of the eclipse cult by entering and
destroying their hidden stronghold.
1914 to 1918-The Great War
1929-Stock Market Crash, the Great Depression begins
1939-World War II begins

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Men (Neko), Minotaurs, Satyrs (Fauns), Tiger Men


(Rakshasa), Winged Folk, Woodkin (Logomorphs-small
humanoid animals), and Wolven
Dwarves-Korubokuru, Steel, and Stone
Elves-Blue, Crystal, and Sylvan
Gnomes-Clay and Cog
Halflings-Fildoon and Shan Sao

Humans-by Nineteenth Century nationality


Minor Races:
Changelings-Lycanthropes and Shadow Folk (Espers)
Constructs-Automatons, Electricals, and Oozes
Fey Folk-see Elves, Ellyhon and Sprites
Extraplanar Entities-Elementals, Githyanki/Mummies, Heralds of
the Powers, Hippo Men (Giff), Sidhe, and Unholy Ones

Goblinoids-Bakemono, Goblins, and Hobgoblins


Ogre-kin-Oni, Ugrik (Orcs), and Ulog (Trolls)
Serpent-kin-Gargoyles, Reptile Men, and Dragons (several types)
Giants-several types, by culture and habitat
Hill Peoples-see Dwarves, Gnomes, and Halflings; Abominable
Snowmen and Sasquatch

Shelled Folk-Arachnoids and Locust Folk (Pernicon)


Old Ones-Deep Ones (Beholders and Illithoi) and Tree Folk
Sea Peoples-Dolphens, Fish Men, Naiads, Shark Men
Steeds, magical-Giant Eagles, Exalted Horses, Griffons, Kirin, and
Pegasi

Undead-Ghosts, Kindred (Vampires), Liches, Revenants, and


Skeletons

Variant Campaigns-GURPS STEAMPUNK 2000!


With slight modifications, G3 can be updated to
the present day, juxtaposing Steam Age gadgetry,
fantasy skullduggery, and a more modern setting. To
balance out the increased influence of technology,
greater attention would be paid to non-human and
furry races.

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Timeline
1939 to 1945-World War II
1945-Rather than ending the parallel universe, magic
and demihuman races continue to coexist with
technology, which develops without the vacuum
tube.
1945 to 1989-the Cold War
1948 to 1952-Korean War.
1969-Construction begins on Moonbase Alpha. Life
discovered on Mars.
1974-U.S. President Richard M. Nixon resigns after
Watergate scandal reveals his cohorts used
necromancy to discredit political rivals.

Rules
GURPS Technomancer

Tech and Power Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS SUPERS: The S.J.I.


Settings
Genre comic book superheroes
Summary
In one world, metahumans are just becoming publicly
accepted. Costumed heroes and vigilantes battle
superpowered villains in secret conflicts, hoping to
master their strange abilities and help their world

Past Scenario Locations

1997-After disbanding for a time, Twilight reunites to fight


the Undead Sabbat.
1999-Another group of metahumans gathers in Cavalier
County, New York to investigate serial murders and the
disappearance of the Hudson Valley Vigilantes, a 1940s
era superteam. Some call themselves Evils Bane.

Systems
Game Master Collaborators Stuart C. Gerchick,
Steve M. Rothandler

Rules and Required Sourcebooks

History
Gaming Groups
1987 to 1988-First played Marvel Superheroes and 1,000
Point with Bethany S./Eve T. in X-the Next
Generation.
1988 to 1990-CoGame Mastered D.C. Heroes with Stuart C.G.
and Top Secret: SI with Dexter V.H., Sr. Devised the
S.J.I. and U.N. Task Force.
1991-Ran one-shots of D.C. Heroes in Queens.
1991 to 1993-Visor and the Seer (see below); converted to
GURPS Supers.
1993-Batman: the Animated Series premiered on
television.
1993 to 1995: Twilight
1996: Ran Twilight reunion one-shots.
1999 to 2000: Ran the GURPS Supers: EMPIRE CITY play
by e-mail game.

Game Time
c. 1920 to 1950 A.D./C.E.-Early metahumans work covertly as
urban vigilantes, soldiers of fortune, and spies.
c. 1950 A.D./C.E.-The last descendants of the Ruulok slaver
are detected and picked up by alien scout ships. Alien
experiments and industrial accidents result in metahuman
manifestations. The Cold War begins and the Golden
Age of Science Fiction.
1988-X-the Next Generation secret mutant teams.
1989-The Societe de Justice Internationale founded outside of
Paris, France, by secret order of the United Nations
Security Council. The Cold War ends. Tim Burtons
fictionalized documentary film Batman is popular.
c. 1991-Total metahuman population of Earth=150.
1992-New York City recognized as having the most mutants
per capita.
1994-American anti-mutant hysteria sparked by mysterious
murders. Visor and the Seer become the first publiclyknown costumed heroes on the West Coast (Bones Must
Die, The Liberation of Birkomax 5, and Bay City
Gangwars). Evil metahuman groups form.

1995-An ill-fated S.J.I. team extracts an agent from Eastern


Europe in GURPS Operation Endgame and battles other
mutants in Washington state. After Operation Loose
Ends in South Asia, the team quits the S.J.I. and
becomes known as Twilight. A base is built in New
York City as more vigilantes are recruited and new
enemies are encountered.
1996-Twilight saves New York City from psychopaths,
terrorists, and alien despots. A younger group of wouldbe heroes meets in New Orleans and prevents a political
assassination in San Diego.

page 8

GURPS Basic Set, 3rd Ed., Revised; Compendium I;


SUPERS, 2nd Ed., Revised

Optional Texts
Champions, by Iron Crown Enterprises/Hero Games
D.C. HEROES, Third Edition, West End Games
GURPS Character Assistant, Version 2.12
GURPS Atomic Horror; Cliffhangers; Espionage; Grimoire;
High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd Ed.;
Martial Arts, 2nd Ed.; Psionics; Special Ops, 2nd Ed.;
Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles,
2nd Ed.; Wizards
Marvel Superheroes, 2nd Ed. and Saga Rules, TSR/WotC,
Inc.

Tech and Power Levels


GURPS TL 6 to 8, mostly 7
Starting Character Point Levels
100, including 40 Disadvantages and 5 Quirks, for
most normal humans
155, including 50 Disadvantages and 5 Quirks, for
starting adventurers.
300, including 75 Disadvantages and 5 Quirks and
+25 Unusual Background, for starting superheroes.
700, including 100 Disadvantages and 10 Quirks and
+100 Unusual Background, for powerful
metahumans (such as Twilight).

Available Species/Races
Alien exiles (see GURPS VORTEX)
Beings from alternate universes (see GURPS GASLIGHT
GRIMOIRE and GURPS STEAMPUNK 2000)

Immortals (see GURPS IMMORTALS)


Normal humans (99% of the population at this time)
Metahumans/mutants (most common origin)
Mystic (magic user, martial artist, Psionicist, religious hero)
Time/dimension travelers (see GURPS VOYAGERS II)
Victims of industrial/scientific accidents (common origin)

Variant Campaigns-UNITED NATIONS TASK FORCE


Genre: espionage

Timeline
Past Scenario Locations: Antarctica, Eastern Europe
1988 to 1989-Collaborated in running Top Secret: SI.

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Rules
Game Master Collaborator: Dexter V. Hailey, Sr.

Required Sourcebooks
GURPS Basic Set, 3rd Ed., Revised; Compendium I;
Espionage

Optional
Top Secret: SI 2nd Ed., TSR Inc.
GURPS Character Assistant, Version 2.12
GURPS Cliffhangers; Cyberpunk; High Tech, 3rd Ed.; Martial
Arts, 2nd Ed.; Operation Endgame; Psionics; Special Ops,
2nd Ed.; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2;
Vehicles, 2nd Ed.

Tech and Power Levels


GURPS TL: 6 to 8, mostly 7

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Gene D., Nightfall-male American metahuman with the power
of blending (Psionic invisibility), onetime member of Xthe Next Generation.
Mark Miller, Possession-female exiled Demoness, shapeshifting agent for the S.J.I.
John Ewing, Jr., Will Runkman-male American metahuman
with telekinesis, former thief working with invulnerable
martial artist Steve Li Quan [Nick F.J.T.] in Queens, New
York City.
Erik B. Lutwin, Esq., Visor (Lar/Doug McDonnell)-male
Laransan (Psionic humanoid alien) exile with hoversled
and power suit; partner to the Seer [Steve M.R.];
Immortal member of the elite Laransan patrol with
Jarrow/Glenn Danzig [Joshua H.].
Steve M. Rothander, Esq., The Seer (Marc Davenport)-male
Canadian metahuman, with the powers of flight, force
projection, and gadgeteering; partner to Laransan exile
Visor [Erik B.L.]; and current leader of the S.J.I.
Tim M.B., Moon Dancer-female European Vampiress, leader
of Twilight and Guardians of the Night.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS VOYAGERS II
Settings
Genre time/dimension travel
Summary The infinite alternate realities of the
multiverse beckon to those brave enough, or powerful
and foolhardy enough, to venture past the boundaries of
comprehension. Varied times and worlds hold stunning
secrets and appalling foes

Past Scenario Locations

2868 to 2869-Adventures of Jim J.DB.s GURPS Borrowed


Time. Also, one-shot scenario: Jon W.P.s AD&D2
Forgotten Realms; Gene D.s AD&D2 Vanished
Lands, GURPS GASLIGHT GRIMOIRE, GURPS
Supers: Temporal Gambits (3), and GURPS
VORTEX; Steve M.R./Jack P.M.s GURPS Star Trek:
the Tempest; Jim J.DB.s space opera
2870 to 2872-new PBEM

Systems
Game Master Collaborators Carlo Rosignoli;
Dexter V. Hailey, Sr.; Stuart C. Gerchick; Steve M.
Rothandler, Esq.; Erik B. Lutwin, Esq.; Jon W. Pate; Tim M.
Ballew; Jim J. DiBenedetto

History
Gaming Groups
1982 to 1983-Bill B. and Eric B. run The Five
Doctors scenario for the Doctor Who RPG.
1986 to 1990: SUNY-Binghamton
1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1991 to 1993: Erik B.L. runs Death to Cylon:
Galactica 2015/Time Knights: Adventures in the
Dimension Corps and Steve M.R. runs GURPS
VOYAGERS II for the first time
1995 to 1997: VOYAGERS II
1997-Jim J.DB.s GURPS Borrowed Time;
Stargate: SG1 premieres on U.S. television.
2000: Steve M.R.s role-play by e-mail

Game Time
2015 A.D./C.E.-In an alternate universe, transdimensional
conflict and the return of Yennai warriors change one
Terran Solar System
2865-The Scepter of Might is recovered by agents of the
Dimensional Corps; Hourglass Imperium agents
encountered.
2866, March (c. 2077 local time)-New recruits sent to Denver,
Colorado, in a Cthorr-infested Earth (c.f. GURPS War
Against the Cthorr).
November (December 1588)-Team investigated alien
abductions of colonists and natives from a Roanoke
Island and retrieved fellow team.
December (December 1994)-Voyagers foil Hourglass
Imperiums political interference in a tense Boston
abortion controversy.
2867, January-Two groups sent to the Vanished Lands (1233
B.C.E.) and to Viet Nam (4 July 1968)/Riverworld.
February-Team A made noninterference treaty with Ke Tan Ito
at his Astral citadel, then closed a dimensional gate. It
then turned a Luke Skywalker from the Dark Side of the
Force at the end of a galactic civil war. Team B was
killed pursuing a senior Voyager in Viet Nam, then raced
against Hourglass operatives to build armies in
Riverworld (c.f. GURPS Riverworld).
July (January 2010)-Voyagers sent to a decayed city of Detroit
to find Tarolyn Winters in her dreams, and save her.
August (537)-Operation Avalon: Joint party retrieved and
escorted Artorius (King Arthur) from a post-Roman
Britain to late Terras hour of greatest need
October (November 1994)-Voyagers investigate the
oppression of an alternate Birkomax 5 by warped
metahumans.

page 10

Rules and Required Sourcebooks


GURPS Basic Set, 3rd Ed., Revised; Compendium I;
Time Travel

Optional Texts
GURPS Character Assistant, Version 2.12
GURPS BioTech; Black Ops; Cyberpunk; Espionage; Fantasy
Folk, 2nd Ed.; High Tech, 3rd Ed.; Illuminati University
(IOU); Magic, 2nd Ed.; Martial Arts, 2nd Ed.; Psionics;
Robots; Space, 2nd Ed.; Technomancer; Timeline; Ultra
Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd Ed.
GURPS historical and fiction sourcebooks

Tech and Power Levels


GURPS TL 0 to 15, mostly 10
Starting Character Point Levels 155,
including 50 Disadvantages and 5 Quirks and 10
points of required Skills
Available Species/Races
Variant Campaigns-GURPS IMMORTALS
Timeline
Rules
Types of Immortals
Avatars and Champions (includes Highlander-style)
Extradimensional Entities (c.f. GURPS VOYAGERS II and
VORTEX)
Laransans (only those alien exiles with the Blood of
Lagonus, as per Erik B.L.)
Long-lived races from alternate universes (c.f. the
VANISHED LANDS and G3)
Metahumans/mutants (c.f. GURPS Supers: the S.J.I.)
Mystics, including certain magic users, martial artists, and
Psionicists

Undead-Ghosts, Liches, Mummies, Revenants, Vampires


(Kindred), and Wraiths (c.f. White Wolfs World of
Darkness)

Tech and Power Levels

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Immortal P.C.s must be created in multiple versions


representing different stages of their lives:
Normal human- 100 points, including 40
Disadvantages and 5 Quirks
Young Immortal- 300 points, including 75
Disadvantages, -10 Quirks, and the Immortality
package of choice (about 100 points, varies by type,
plus Unusual Background Advantage)
Experienced Immortal- 500 points, including 100
Disadvantages (usually including powerful
Enemies), -15 Quirks, Immortality Package, and
numerous new Advantages and Skills
Survivor- 700 points, including 125 Disadvantages,
-20 Quirks, Immortality Package, and Status and
Powers befitting a Survivor

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Gene D., Jack Danforth-male American human, former
superspy.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Greg E. Pearson, Mandukar TSahen-female Romulan [c.f.
Star Trek] Tal Shiar operative.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS VORTEX
Settings
Genre space opera (science fantasy)
Summary In one future, humanity has begun to
colonize the Sol system, but environmental degradation,
population pressures, and internecine warfare remain.
The simultaneous discovery of ancient mystical powers
and open and official First Contact with alien societies
threatens Terras very survival. Some unlikely heroes
rise to the challenges

Past Scenario Locations


Sol System-Late Terra (United Earth Authority), L-5 Orbital
Cities, Lunar Free State, Mars Confederation, the
Asteroid Belt, Outer Colonies
Neutral/Nonaligned Space-Alpha Centauri, Tesmih, Algol
364b, Oasis Station
Kharvamid Alliance/Fleet-Thurbast C03b/Velthis Major,
Oromekl 6
Zarkonian Imperium/Armada-Ruokkal

History
Gaming Groups
1977-Star Wars opened in theaters.
1978-BATTLESTAR GALACTICA premiered on
television.
1982 to 1983-Collaborated in writing The Zarkonian
Bomb, an amateur Science Fiction movie script.
c. 1984-Began writing The Adventures of Jason
Delmar
1986-Wrote original VORTEX role-playing rules while
visiting family in the Philippines. Playtested in
Yonkers and Binghamton.
1987 to 1989-Collaborated in running SHADOWRUN with
Ken P.S.
1991-Ran Visor and the Seer and collaborated in
VOYAGERS II using VORTEX rules before
converting to GURPS.
1996 to 1997-Game Mastered Collateral Damage
Incorporated/Full Circle in Washington, D.C.
1998-Farscape premieres on U.S. television.

Game Time
Circa -140 to -40 G.E. (Terran Galactic Era)-The Archaic Era gives
way to the Cyberpunk era [see SHADOWRUN below]: Small,
idealistic metahuman groups are supplanted by more common
Cyborg mercenary organizations. Near humans granted some
civil rights.
-The development of bionics, Virtual Reality, and true neural
interfaces results in the growth of cyberware and C-space. True
Artificial Intelligences arise and advances in genetic engineering
lead to Andies and Synths. Secret orders of Mystics
consolidate through the hidden war.
-Wars result in the devastation of large parts of the Middle East and
South Asia; terrorists destroy cities in other parts of the world.
Nation-states decline in relative power as megacorporations and
regional governments rise in influence; the United Nations
collapses.
-EcoCrises I and IIenvironmental degradation from human
activities results in global climate change, mass extinction, and
famine. Fossil fuel reserves begin to be depleted, eventually

page 12

leading to technological breakthroughs in cold fusion and


warm superconductivity; aerodynes begin to replace
conventional aircraft.
-Terran population reaches 15 billion, cities become megalopoli.
Earths oceans and the Moon are colonized, L-5 orbital cities
begin to be constructed in response to population and industrial
pressures, and humans explore Mars.
-100 G.E. Laransu is devastated by a Zarkonian attack. First
interplanetary wars in the Sol system win partial independence
for Lunar, Martian colonies. The Kharvamid Alliance is founded
by Trinoids, Nethians, and a few Laransans.
-100 to -50 G.E.-EcoCrisis III, regional conflicts, and megacorporate
covert activities are restrained with the creation of the United
Earth Authority.
-Continent-states arise on Earth; the Sol systems population
approaches 20 billion. L-5 orbital cities grow, Mars is
colonized.
-85 G.E.-First Interplanetary War: Lunar Free State rebells against
Terran colonial powers, becoming a quasi-independent corporate
state.
-75 G.E.-Ecoterrorists disrupt research undersea and on Mars as
terraforming begins. The outer Sol system is explored by
humans, Venus is colonized.
-50 G.E. Synths gain limited rights after several rounds of civil unrest.
-30 G.E.-Second Interplanetary War: Mars Confederation rebels
against megacorporations, gains limited independence and a seat
on the United Earth Council.

-20 G.E. Jason Delmar is born near the North Eastern


American Megalopolis.
-10 G.E. Covert and unofficial contact between Galactic
agents and the Sol system. The Zarkonian Armada
resumes its expansion into the Orion Arm. The latest
wave of interstellar civilizations is immediately
threatened: Aquarians/Polarians and Terrans.
-4 G.E. Archaeologists discover ancient evidence of mystic
and extraterrestrial influence in the ruins of the Vanished
Lands. The United Ecumenical Movement is formed to
consider the implications.
-3 G.E. The end of the Long Hiding: true mystic powers are
revived by the U.E.M.
1 to 3 May 1 G.E. (circa 2194 A.D./C.E.) Trump Island Run: A
party of specialists and mercenaries is recruited in Lisbon to
retrieve a computer core from a mysterious enclave of attenuated
near humans in the North Eastern American Megalopolis.
4 May to 8 June 1 G.E. Training: After analyzing the genetic data
from the computer core, the group purchases an old warehouse
in the Newark section of the N.E.A.M. as a base of operations.
The team reports, trains, and buys equipment.
9 to 11 June 1 G.E. Submarine Piracy: On the way to an
archaeological dig in Central Asia, the group and civilians
aboard a transport submarine are briefly taken captive by the
naval forces of Greater China. They ingeniously manage to
escape.
12 to 21 June 1 G.E. The VANISHED LANDS: The party races rival
expeditions and avoids ancient perils while exploring the 4,000
year-old subterranean ruins of the city of Hesolin. In the
meantime, open and official First Contact is announced

between the Sol system and galactic societies.


22 June to 23 August 1 G.E. Guardians of the Night: Upon
returning to its base, the party is contacted by a metahuman
vigilante group and municipal inspectors.
24 to 28 August 1 G.E. L-5 Orbital City: The company travels
up via Niven Spaceport to Shepard 2 to participate in the First
Contact conferences and intrigues.
29 August to 28 October 1 G.E. Lunar Free State: Collater
Damage Incorporated regroups and begins preparing to fight
the Zarkonian Armada.
29 October to 14 November 1 G.E. The Martian Outback: C.D.I.
meets United Ecumenical Movement contacts, United Earth
Authority troops, and Zarkonian agents.

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15 November to 1 February 1 G.E. (years do not correspond to


conventional calendar dates) Ship Design: C.D.I. renames
itself Full Circle after personnel changes and purchases the
Privateer Trade Ship Venture from Kharvamid advisors in the
Asteroid Belt.
2 February to 20 May 1 G.E. Shakedown Cruise: The P.T.S.
Venture delivers its first cargoes to the homeworld of the Olvar,
as galactic political unrest spreads.
20 May to 26 August 1 G.E. Interstellar Trade: The Venture goes to
Nethian space, then returns home with a fleet as the Zarkonian
Armada attacks the Sol system.
27 August to 7 September 0 G.E. Evacuation of the Sol System:

Terra and its colonies are devastated by the Zarkonian


Armada. Billions perish as the Kharvamid Fleet is routed
with millions of refugees. Full Circle barely evades
crossfire and helps evacuate Martian colonists to a world
conquered by the Gustrall.
8 September to 10 October 0 G.E. Oasis Station: After another
round of membership changes, Full Circle gathers information
and gear in neutral space, freeing slaves from the loathsome
Encegulans on the way
5 G.E.-the Zarkonian Armada begins xenoforming of Earth...
6 to 9 G.E.-Jason in exile...
10 G.E.-Novoter...
20 G.E.-Beyond Nara...

Systems
Game Master Collaborators Peter G.L.J. Demaitre,
Jon Bochnik, Bill Bochnik, Carlo Rosignoli, David I.
Schwartz, Steve M. Rothandler, David A. Hacker

Aquarians/Polarians-amphibious humanoids (conquered by the


Zarkonian Imperium)

Audiblos-space whales and space sharks!


Cestolar-short, hairy humanoids (Olvar clients)
Dragons-giant winged reptiles (Ruulok clients)
Encegulans-slug-like invertebrate slavers
Extradimensional Entities-Demons and Pangavi [see also
GURPS VOYAGERS II]

Griffons-semi-sentient flying steeds (Olvar clients)


Laransans-telepathic humanoids (attacked by Zarkonian Armada)
[created by Erik B.L.]

Maari-pale diminutive humanoid telepaths and wanderers [created


by Jenna R.P.]

Meorr-blue-furred feline berserkers [created by Dave F.R-B.]


Metaderpods-genetically-engineered tools/pets (Trinoid clients)
Near humans-cyborgs and mutants/metahumans (see GURPS
Supers: the S.J.I.)

Nolath-arachnoid telepathic engineers


Synths-synthetic humanoids, genetically-engineered animals
(Terran human clients)

Xenoids-alien robots (Nethian and Trinoid clients)


Zarkonians-methane-breathing crustaceans, galactic conquerors
Zurmiz Krott (Stalkers)-armored assassins, may resemble other
species (Zarkonian clients)

Variant Campaigns-original VORTEX,


SHADOWRUN
Genre: cyberpunk/fantasy
Game Master Collaborators: Ken P. Stanford

Timeline

Rules and Required Sourcebooks


GURPS Basic Set, 3rd Ed., Revised; Compendium I;
Space, 2nd Ed.

Optional Texts
GURPS Character Assistant, Version 2.12
GURPS BioTech; Cyberpunk; Espionage; Fantasy Folk, 2nd
Ed.; Magic, 2nd Ed.; Martial Arts, 2nd Ed. Mecha
Psionics; Special Ops, 2nd Ed.; Religion; Robots;
SUPERS, 2nd Ed., Revised; Technomancer; Terradyne;
Traveller
Far Trader
First In
Star Mercs

Ultra Tech, 2nd Ed., Revised, and Ultra Tech; Uplift;


Vehicles, 2nd Ed.
SHADOWRUN, FASA Games Inc.

Tech and Power Levels


GURPS TL 8 to 11, mostly 10
Starting Character Point Levels

Past Scenario Locations: Trump Island

Rules
Required Sourcebooks:
SHADOWRUN Third Edition, FASA Games Inc.
GURPS Basic Set, 3rd Ed., Revised
Compendium I
Cyberpunk, 2nd Ed.
optional:
GURPS Character Assistant, Version 2.12
GURPS Autoduel; BioTech; CthuluPunk; Cyberworld;
Espionage; Fantasy Folk, 2nd Ed.; Grimoire; Magic, 2nd Ed.;
Martial Arts, 2nd Ed.; Special Ops, 2nd Ed.; Technomancer;
Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd
Ed.; War Against the Cthorr; Wizards

Tech and Power Levels


GURPS TL: 7 to 9, mostly 8
Starting Character Point Level: 200, including 60
Disadvantages and 10 Quirks

Available Species/Races
Gustrall-antlered flightless orange-furred warriors
Humans-Terran, Martian, and Spacer
Nethians-blue-shelled insectoid explorers
Olvar-arboreal mammal-like pranksters and mystics
Ruulok-heavy-gravity reptilian merchants
Trinoids-trilateral amphibian terraformers
Other Species

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Gene D., Jason C.S. Delmar-male Terran human,
adventurer.

Andies-androids, Artificial Intelligences, and Robots (Terran


human clients)

page 13

Player, Character Name-gender, nationality, species/race,


title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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Player, Character Name-gender, nationality, species/race,


title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

CAMPAIGN
Settings
Genre
Summary
Past Scenario Locations

History
Gaming Groups
c. 1980 to 1986: A. Stepinac H.S. (the Westchester
crew)
1986 to 1990: SUNY-Binghamton
1984 to 1988: Bellevue-Camelot
1988 to 1992: Falcons Nest
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: The Paragon/Twilight
1995 to 1997: VOYAGERS II/Arth
1997 to 1999: Full Circle/G3
1999 to ?: Boston

Game Time

Systems
Game Master Collaborators
Rules and Required Sourcebooks
Optional Texts
Tech and Power Levels
GURPS TL
Starting Character Point Levels
Available Species/Races
Variant Campaigns
Timeline
Rules
Tech and Power Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

page 14

Player, Character Name-gender, nationality, species/race,


title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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Conversions
AD&D2

GURPS

Genre: fantasy

any

Original VORTEX
space opera

Attributes (range, human average)


3-18, 10
Strength (Str)
Dexterity (Dex)
Constitution (Con)
Intelligence (Int)
Wisdom (Wis)
Charisma (Cha)
Comliness (Com)
Str
Dex
Con
Int
Wis
Cha
Com

1-20, 10
Strength (ST)
Dexterity (DX)
Intelligence (IQ)
Health (HT)

1-20, 10
Prowess (Pro)
Agility (Agi)
Intellect (Int)
Respect (Res)
Aura (Aur)
Ads, Disads, Quirks

Alignment

Code of Honor

ST
DX
HT
IQ
mental Advantages
social Advantages
HT/Advantages

Pro
Agi
Pro
Int
Aur
Res
Res

Player Information
Full Name:________________________________

_________________________________________
Todays Date:______________________________
Address:__________________________________

_________________________________________
_________________________________________
_________________________________________
Telephone Number: (______)_______--__________
E-mail:___________________________________

_________________________________________

Ethics

Lawful Good
(c.f. Disadvantages)
Neutral Good
(c.f. also Quirks)
Chaotic Good
Lawful Neutral
True Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil

QUESTIONNAIRE

Justice
Altruism
Freedom
Order
Balance
Anarchy
Might
Selfishness
Void

Birth Date/Age: ____________________/________

Role-Playing Experience
Years of Gaming:_________________________
Rules Systems Known: AD&D2, GURPS (circle),

_________________________________________

Advancement
Proficiencies 1d20
Skills 3d6
Skills %
Class Levels
Character Points Occupational Levels
1 (novice)
<100
1
2
100
2
3 (experienced-) 150 (-adventurer) 3
4
200
4
5 (cinematic hero) 250
5
6
300
6
7 (metahuman) 350
7
8
400
8
9
450
9
10 (superheroic) 500
10
11
550
11
12
600
12
13
650
13
14
700
14
15 (great hero) 750 (-or villain)
15
16
800
16
17
850
17
18
900
18
19
950
19
20+ (godlike)
1,000+
20+

Combat
Initiative 1d10
To Hit Roll 1d20
Saving Throws 1d20
Damage, by weapon
Hit Points-by Level

by Move score
Action Roll
Attack-by Skill
Attack Roll
Defense-by Skill
Defense Roll
Damage, by weapon
Damage
Hit Points-HT, Adv.Wound Points

Magic, Psionics

Magic, Psionics

Arcane Arts

page 15

_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Are you a Game Master? If so, for which games:
AD&D2:__________________________________

_________________________________________
GURPS/Other:______________________________

_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________

Self-Based Statistics
Advanced Dungeons and Dragons, Second Edition
(AD&D2/D&D3) tm Wizards of the Coast, Inc.

Rpgcs4.doc
Strength (Str):
Dexterity (Dex):
Constitution (Con) :
Intelligence (Int) :
Wisdom (Wis) :
Charisma (Cha) :
Comliness (Com) :

05/10/16

_________
_________
_________
_________
_________
_________
_________

Alignment (Align):___________________________
Favorite Fantasy Race:________________________
Favorite Occupational Class:___________________

Generic Universal Role-Playing System (GURPS)


Basic Set, 3rd Ed., Revised, tm Steve Jackson Games Inc.
Strength (ST):
Dexterity (DX) :
Intelligence (IQ) :
Health (HT):

_________
_________
_________
_________

Nationality:________________________________
Highest Education:___________________________
Current Job:_______________________________
Favorite Book:______________________________
Favorite Film:______________________________
Favorite Genre:_____________________________
Favorite Music:_____________________________
Companion/Spouse:__________________________

Campaign Interest (circle and underline favorite)


AD&D2 VANISHED LANDS (high fantasy)
GURPS VANISHED LANDS (high fantasy)

GURPS GASLIGHT GRIMOIRE (steampunk/fantasy)


GURPS STEAMPUNK 2000 (alternate history)
GURPS Supers: the S.J.I. (comic book heroes)
UNITED NATIONS TASK FORCE (GURPS
Espionage)

GURPS VOYAGERS II (dimension travel)


GURPS Immortals (fantasy/ time travel)

GURPS VORTEX (space opera)


SHADOWRUN, 3rd Ed., FASA, Inc. (cyberpunk)
Other:____________________________________

_________________________________________
_________________________________________
Availability to Play:__________________________

page 16

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