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Old 10-14-2009, 01:53 PM   #1
Tema69
 
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Default A Fallout'esque Post Apocalypse Campaign

Hi everybody,
I'm new to these boards, but seeing the impressive level of commitment and enthusiasm here, I thought I'd throw in my current campaign to get suggestions and critique. I've done this a couple of times on other boards with other systems with great success. :)

Inspired by Fallout (having only played it a little bit though, so while I've been inspired and used names and such, the flavour is mostly my own), we decided to create some sort of post apocalypse campaign. They also decided that they wanted something pirate-ish.
They decided that they wanted an airplane and be sky-pirates. Well, at least some of them did, 'cause they went and created some really differing character concepts with little or no link to their plan.

Anyway, we've played through the first adventure (which involved stopping a small militia of raiders from acquiring an orbital nuke launcher, down in a bunker occupied by the decendents of the original soldiers manning the bunker. The raiders wanted to nuke a city where two of the PCs lived - see the PC description coming up).

The PCs are currently:

#1: Garred Spyker: Disgraced son of one of the leaders of "The Pitt", a gang-run city in the northern parts of the land. Recently got bitten one of his legs off by a bunch of mutated crocodiles, after which he got shot his other leg clean off by a burst of 7.62mmNato. So, he's the party cripple. He's using the hover-unit from a scrapped robot to move around, and is planning to have some sort of hoverchair built. He has piloting skills, and a son (Ally) with similar abilities. Hates killing, but having been forced to during the campaign has made him slightly nuts (Split Personality). He's the party 'face'.

#2: George Goodman: Lone mutant-hunter wandering the land, searching to avenge his dead father (killed by mutants) using his power armour (sucky quality) and rifle (OICW). Has some sort of obsession with cybernetics, and is trying to become a full cyborg (received exoskeletal plates on the head during play). He's the party 'tank'.

#3: "The Panther"*: Low-TL 'primitive' warrior from the northern savage parts. Primarily melee, using flails, chains and hammers. He's the team "ninja" although not very sneaky - primarily climbing/acrobatics, etc... He's the one who provided the airplane (and old WW2 era flying boat). He's the party 'melee guy', but doesn't really serve a true purpose. More like Search And Rescue of incapacitated friends and such, thanks to his movement and movement skills.
*The PC isn't generally very enthusiastic, I'm not sure exactly why he keeps playing with us. He's a cool guy though.

#4: "Indy": Old military character with amnesia. My plan with him is to have him be part of an original Infinity Scout team that got wiped out by Centrans. He was abandoned as dead, but later recovered by natives, who took him to his village. He recovered, went out to see where he was and to try to get his memory back. He didn't, but he got two friends for life (Allies), and when he returned to the village, raids by neighbouring mutant raiders forced them all to make for more peaceful areas - he found the bunker where the other PCs were, and made an agreement to settle his 30 villagers there. He's the party 'supporter', with RoF 20 (and an ally with RoF 20 too).
--Used to play PC#1's bodyguard, but got killed by the BBEG in the first adventure.

#5: T.O.A.D. #229: Pre-war military experimental super-soldier, using a 90% cyborg with orbital drop capabilities. Has amnesia, as he recently crashed to the earth from his orbital station (where he lay dormant) along with his team. Technical failure caused them to scatter, but he was picked up by a Steel Circle* team and along with them is trying to figure out who he is and where he comes from. He's convinced that he's an angel and has a 'divine' purpose. He just doesn't know what... He's the party... well, he has all kinds of abilities, but no real focus.
*Brotherhood of Steel/Mechanicus Techpriests kind of paramilitary religio-scientific organisation.

Significant NPCs & Allies:
  • Jason Blue (Indy's Ally): Alcoholic, pyromaniac machinegunner.
  • John White (Indy's Ally): Stern and proud black melee/CQB guy.
  • Marcus Silvius (TOAD's Ally): Leader of the Steel Circle team (10 other guys), very interested in all new tech - has ambitions of becoming the Circle's leader thanks to these new discoveries.
  • G1D Robot (Spyker's Ally): A military combat robot that was reassigned to the party thanks to Spyker's excellent oratory skills.
  • Svend-Bent (Spyker's Ally): Spyker's teenage son. Skilled computer operator and pilot.
  • Josefine (NPC): Only survivor on the raid on the bunker. Spyker has taken her under his wing temporarily.

The adventure they just finished involved shooting up a bunch of raiders wanting to nuke The Pitt. They'd been tricked into this by Centran agents (trying to move the world closer to Centrum), who had convinced their ancient leader to do this by making up a false insult from the city's leaders.
The Centrans are actually trying to kill Spyker (he apparently has some sort of destiny) - they don't know which one (the PC's father, the PC, or the PC's son), so they're trying to kill all three. An strike team was just dispatched to try to ambush the PCs and kill the Spykers, but they failed, with 3 casualties and 2 escapees. The survivors will try to cripple their plane so they can't escape easily (their in a swamp-jungle-thing near the bunker).
Currently, the Steel Circle team wants to go and investigate a "nearby" bunker complex similar to this one, which apparently should be holding clues to all this orbital mayhem related to both the orbital nuke system, but also the TOAD (Tactical Orbital Angel Droptrooper) character. The latter character is 'ingame confused' about how the world has changed, so he's mainly just exploring everything.
The Goodman character (Power Armoured guy) is secretly trying to find a way to get rid of a mutation he has acquired over the years (retractable spines), so he's willing to explore any area with pre-war technology (most of which are controlled by the Steel Circle, so he's trying to befriend them).
Indy, being originally high TL, is happy to finally have people around him with access to high tech, and hopes that he can get Silvius & Co. to upgrade a couple of his things.
Spyker is trying to figure out why he's being shot at all the time, and he's also trying to sell the loot they got from the bunker. But mainly, he's confused.
The same goes for the "Panther". But he's mainly just following the majority, while offgame bitching about how many weapons he can carry ingame. Not arguing, just bitching... :/

Pheeeew...
Long read, huh?

My point with writing and posting all this is to see if you guys have any comments, positive or negative, feedback, ideas, suggestions, etc...
I'd love to hear how you'd see this campaign evolving?
Should I introduce the whole multiverse thing already, or rather have them work out this Steel Circle/orbital tech -thing first? I'd like to give them to opportunity to help Marcus Silvius and be rewarded (if he succeeds in becoming leader - there's currently none, as the old one died of natural causes uttering the words "look to the skies for our salvation"), but all the PCs seem very concerned with their own personal plots and stories (or too confused to give a damn).

Any comment appreciated!

Cheers,

Thomas
aka
Tema

Last edited by Tema69; 10-14-2009 at 02:13 PM.
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Old 10-14-2009, 01:58 PM   #2
The_Nightwatch
 
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Default Re: A Fallout'esque Post Apocalypse Campaign

If you plan to make the campaign interdimensional at some point, drop a hint or give them some kind of clue that gets them wondering now. It doesn't have to be obvious; but if you "blindside" them later and they're single-world focused, they might resent the campaign "turning on them."

If they're a really flexible group though, or they trust you and won't be bothered, never mind.

Last edited by The_Nightwatch; 10-14-2009 at 04:53 PM. Reason: Fixed a typo
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Old 10-14-2009, 02:12 PM   #3
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Default Re: A Fallout'esque Post Apocalypse Campaign

Good idea mate, thanks.
Some of them are flexible, others are less so. But the whole Centrum vs. Infinity thing might not come to the PCs attention as interdimensional in the beginning.
How would you suggest dropping such a hint?
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Old 10-14-2009, 04:49 PM   #4
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Default Re: A Fallout'esque Post Apocalypse Campaign

Quote:
Originally Posted by Tema69 View Post
Good idea mate, thanks.
Some of them are flexible, others are less so. But the whole Centrum vs. Infinity thing might not come to the PCs attention as interdimensional in the beginning.
How would you suggest dropping such a hint?
"Funny, I thought the British didn't mint sovereigns until 1498...how odd."
"I thought I'd be able to use the Luger the big guy dropped, but it's in 9mm Bayard. Wonder where he found a gunsmith to modify it for that?"
"Look what I found in the one guy's pocket, a rabbit's foot - but it's six inches/12 centimeters long! One crazy rabbit!"
"Hey, the Secretary of the Treasury's name is mispelled on this twenty that guy tried to pay with before he ran off. Too bad for him -it'll be valuable!"
"A map of New Amsterdam? Where's that?"

Or the good old Heinlein one - let them find a book in English, but all the j's in the book are i's.

Something like that. :)
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Old 10-15-2009, 08:31 AM   #5
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Default Re: A Fallout'esque Post Apocalypse Campaign

I would agree that blindsiding your players could lead to some dissatisfaction. Make it apparent that there is a group behind some of the stuff that is going on (but not all of it...you've got to keep them guessing), and slowly educate them to the larger universe.

Would you mind posting the character sheet (or an outline) of the TOAD character? I'd be interested to see how he's built.
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Old 10-15-2009, 08:48 AM   #6
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Default Re: A Fallout'esque Post Apocalypse Campaign

@ Nightwatch: Good ideas, thanks. The thing is, it's already an alternate timeline. But I'll figure something out. :)

@GnomesofZurich: Thanks for the suggestion, I agree.
And of course I'll post it. :)

TOAD (Tactical Orbital Angel Droptrooper) Infantry – Biotech Specialist

ST12 (HP7) [12]; DX10; IQ12 (Will9, Per12) [25]; HT8 (FP15) [1]
Basic Speed: 5 [10]; Basic Move: 6
Appearance: Unattractive [-4] Unnatural Features (Eyes, “Tattoo”/Code/Number, Jaws, Artificial limbs) -5 [-5]

Advantages & Disadvantages:

Gigantism (Size Modifier +1, lets you buy ST cheaper and gives you Move+1, -2 to Disguise/Shadowing, +1 to hit you in combat)
0pts
You're 2,5 metres tall, and weigh 450 lb.

Tech-Level 10
20pts

Reputation +4 (Steel Circle)
10pts

Innate Attack (4d6 burn (2), 100/100 Range, Acc 6, RoF 15, Rcl 1, Shots 30 (5) [Low Signature, Emergencies Only, Limited Use 60shots/day])
22pts
You have a forearm-mounted automatic laser weapon.

Healing (Limited Use 3/day, 1min Preparation, 1hour Recharge, Costs Fatigue)
8pts
Your body produces biochemical medicine that can be applied on others (gauntlet mounted).

Ally (50%, Constantly there)
8pts
Steel Circle cultist that's fanatically devoted to you.

Flight (Cannot Hover, 30ft. Ceiling, Small Wings, Costs 1 Fatigue, 5 sec Recharge)
16pts
Jump-pack-style thing.

2 Extra Arms (No Physical Attack, ˝ ST)
4pts
Wings fold down to function as arms.

DR 30 (Semi-Ablative, Cannot Wear Armour, -3 Reaction Rolls)
30pts
Exoskeleton covering the whole body, including the head & face (not the eyes).

DR 10 (Semi-Ablative, Front Torso Only, Cannot Wear Armour)
10pts
Heavier breastplate.

Nictitating Membrane (DR11 Eyes, +11 HT eyes, Full Power in Emergencies Only, Temporary Disadvantage: No Peripheral Vision)
7pts
Twin visors covering the eyes. Can only activate one of them under routine conditions (DR5/+5HT), but if in danger, the other visor can be used also (giving DR11/+11HT). Using the visors restricts vision greatly.

Enhanced Move (Ground, Road Only, -2 DX, Costs Fatigue, must recharge for 3x the amount of time used)
4pts
Rollerblades that can be activated, but require internal repairs after use.

Sealed (Limited Use 1/day)
9pts
You drop from orbit. You better be sealed.

Less Sleep
8 pts
Only need 4 hours sleep/day

Telecommunication (Radio, Costs 2 Fatigue, 5sec Recharge)
8pts
You have a radio communicator inside your head/helmet.

Proud (uncorrupted human) & Dislikes (scum) & Alcohol Intolerance & Horrible Hangovers & Sexless
5pts

Striker (Jaws, Thr+1 imp (2), Cannot Parry, Front Arc Only)
6pts
You have a nasty set of jaws that can bite pretty hard...

---

Unhealing (Partial) & Maintenance (1 Mechanic, twice daily)
-20 pt & -20pts
To use Surgery or First Aid on you, one needs to have the Bioengineering (Biotech) skill. Your exoskeleton is in poor shape after all those 300 years in orbit.

Amnesia & Nightmares
-10pts & -5pts
You don't remember jack ****. ...and what you do remember is kinda scary.

Cannot Float & No Sense of Taste/Smell
-1pt & -5pts
You're mainly made of metal...

Killjoy & No Sense of Humour
-15pts & -10pts
Feels no pleasure. What? It ain¨t funny...

Delusions (Severe) & Megalomania & Obsession (Major)
-15pts & -10pts & -10pts
You are an angel! You were sent from the skies to accomplish some great task. For which great task have you fallen to this earth, what is your divine mission?

Dead Broke
-25pts
You ain't got no money.

Sense of Duty (United States)
-10pts
Everything you have been taught has been for the good of your country. You must protect it, and its population. When you realized what happened to your country (apocalypse, lack of a nation), you decided that criminals, bandits, thugs and raiders did not deserve your protection.

Skills:

Bioengineering (Biotech)/TL10 +2 [12pts]
Parachuting/TL10 +1 [2pts]
Mechanic (Cyborg)/TL10 +2 [8pts]
Beam Weapons (Pistols)TL10 +3 [8pts]
Aerobatics +2 [12pts]
Soldier/TL10 +1 [4pts]
Tactics +1 [8pts]
Intimidation +2 [8pts]


That's about it.
Oh, and his background story that I wrote in fifteen minutes...
Quote:
You are a strong, endurant and intelligent being. Your large body is mostly composed of metal and strong alloys, protecting you from harm, although you have the remains of a human body underneath. This enhanced body allows you to move faster than normal people, and you have various means of boosting that speed, either with jumpwings (that fold down and become a set of small arms when needed) or retractable wheels. Only the upper part of your face is visible, the lower jaw having been replaced with a larger, mechanical set of jaws. Your eyes are milky white, you have a code tattooed on your face and your body (TOAD#229 BS#2), and your legs are wholly artificial below the thighs. The visible part of your face (indeed the only visible part of your entire “real” body) can be covered by either one or two visors, depending on the circumstances, which also allows your body to be completely sealed from gases, water, and such. Your artificial head also houses a radio, although it has been slightly damaged, and is somewhat slow. On your right forearm is mounted a fully automatic short ranged laser weapon. It is powered by implanted energy cells, which in turn are recharged by solar cells. Your right hand also houses a biochemical medical device that allows you to administer first aid and various medical help.
Your enhanced metabolism allows you to sleep for only four hours per night with no ill effects (and thanks to your endurance, you can go much longer without any sleep at all).
You do not heal naturally at all, due to a lack of internal functions, and your outer shell requires daily maintenance and repairs to stay fully operational. Since your crash, you have lost any idea of whom you are and what you have done before, although sometimes, during the night, you have weird dreams about your previous life.


The first thing you remember is dusty air filling your lungs as you plummet from the skies down towards an arid wasteland below you. Suddenly, the O2 cannister separates from you, and you breathe the acrid and polluted air of the earth. From there on, you don't remember any smells or tastes. In the short time it takes you to crash-dive downwards, you try to figure out how you're going to survive this mess, and it's only at less than 100 feet above the ground that you remember to activate a set of small wings on your back, braking your fall just enough to not kill you on impact.
***
The next thing you see is a group of red-robed and hooded figures surrounding your bed, inside a sombre stone building. They are discussing something, and pointing excitedly at you. One of them presents himself to you as Logus Marcus Silvius of the Steel Circle brotherhood. He tells you that your fall from the heavens has happened at the same time as the death of their Leader, Arch-Magus Lotharius. On his deathbed, Lotharius apparently told his friends to look to the skies for salvation. An hour later, he was dead, and several flaming trails were seen on the sky, crashlanding at various locations. Expeditions were sent out to retrieve them, but most of them were several days away. You were found first by Silvius and his team, and brought back to their camp. Here, they did their best to repair your injuries. You realize that these people see you as the solution to their problem – the Steel Circle brotherhood is the only group of people that are uncorrupted by the dangers of radiation and mutation, and thus it is their destiny to save what “pure” humans they can. Problem is, the Steel Circle is getting smaller and smaller, while the mutants and corrupted are increasing in numbers and strength every day. A solution must be found, and Lotharius said that it would be found in the skies. Silvius informs you that you will have to figure out what he meant, so that you can save the uncorrupted! After several days in their compound, word from the other expeditions start to come in, and apparently only very few of the other teams have been successful, and the few who found anything only found the shattered remains of beings similar to you. It is clear that whatever Lotharius was talking about, you will be the one to accomplish his vision.
***
Two weeks later, as you get ready to leave to set out on quest, Silvius approaches you and tells you that they have picked up a signal coming from the north that was sent into the sky at the same time as Lotharius' death and your arrival. He says that you should start by investigating there, and that he will accompany you if you would accept it – he has requisitioned a transport for the journey.
Glad you're interested. :)
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Old 10-15-2009, 12:20 PM   #7
Ragitsu
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Default Re: A Fallout'esque Post Apocalypse Campaign

Hm. Why does a jump pack cost Fatigue to operate?
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Old 10-15-2009, 12:45 PM   #8
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Default Re: A Fallout'esque Post Apocalypse Campaign

Quote:
Originally Posted by Tema69 View Post
@ Nightwatch: Good ideas, thanks. The thing is, it's already an alternate timeline. But I'll figure something out. :)
Sure thing. Something similar ought to be possible, though - think in terms of something that doesn't quite match history as known, and figure out ahead of time what roll would be required. For example,

- Vision to notice that the face on the money has a mustache instead of being clean-shaven,

- History skill to realize what was said/written isn't how things actually developed,

- Language or Linguistics to realize the word/grammar/etc. isn't what it should be. Something like that.
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Old 10-15-2009, 01:04 PM   #9
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Default Re: A Fallout'esque Post Apocalypse Campaign

@Ragitsu: Hey mate, good to see you in my thread. :)
A lot of his stuff costs FP because it supposedly drains his energy and transforms it into power for the jumppack. It was the players idea, to combine biological and technological aspects into a single theme. Thus, a lot of his abilities are powered by FP.

@Nightwatch: Sure thing about the money. I used the Fallout currency of Bottlecaps for the campaign. I already included a hint by saying that the bottlecaps found in the BBEG's (who had been tricked/convinved to attack the bunker to gain access to the nuke) HQ/lair were all supershiny, clean, and didn't have any logos on them. Supposedly, the Centran agents had them made back home.
Problem is, the PCs didn't really seem to mind...
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Old 10-15-2009, 01:10 PM   #10
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Default Re: A Fallout'esque Post Apocalypse Campaign

Quote:
Originally Posted by Tema69 View Post
@Nightwatch: Sure thing about the money. I used the Fallout currency of Bottlecaps for the campaign. I already included a hint by saying that the bottlecaps found in the BBEG's (who had been tricked/convinved to attack the bunker to gain access to the nuke) HQ/lair were all supershiny, clean, and didn't have any logos on them. Supposedly, the Centran agents had them made back home.
Problem is, the PCs didn't really seem to mind...
Sounds good to me! And if the players do complain down the road, it's their own fault they didn't pay attention to the clues! (If it does happen, I know how they feel, I've banged my head before when I found out what was really going on while I was obliviously playing.) :)
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