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Old 11-23-2013, 02:43 AM   #1
Sriseru
 
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Default [OOC] The Fall - Transhuman Survival Game (Interest Check)

It is the 6th of August, the year is 3768.
You and several other people are passengers on board one of the vactrain capsules heading from Asia to North America. Although the trip has several stops along the road, this line tends to be fast with the longest trip usually lasting a little over two hours.
You might be an adult, a teenager, or a child, but you are nevertheless an ordinary citizen of Earth in the 38th Century; you live a complacent life of luxury where sickness, hunger, and death have been all but forgotten.
But this is the day everything changes, for August the 6th, 3768 is the last day in recorded history. Today, the world you have always known will disappear forever.
This is the day of the Fall.


I've been wanting to do a game like this for a long time. Basically this is a radical hard science fiction apocalypse/post-apocalypse campaign where your characters have to survive and endure the total collapse of civilization.

I attempted to run this on another forum, but it received very little interest. Most likely because that forum was mostly geared towards fantasy and the D20 system. Therefor, I decided to try and run it here. :D

However, I should note that I'm a novice GM and that I'm new to the GURPS system. Though, I've spent days reading the rules and a few sourcebooks so I feel confident that I have a sufficient grasp of the rules.

Anyways, here are some Q&A about the game I want to run:
Quote:
Originally Posted by Game Questions
1. What game system are you running?
GURPS 4th Edition.

2. What 'type' of game will it be? What is the setting for the game?
The game is set in my own homebrewed campaign setting which is a radical hard science fiction universe with a TL of 12, and which leans more towards realism rather than cinematic rules. You can read more about it below.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4 to 6 six players seems to be a good number. And because this is a game that's centered around survival, I'll be taking alternates, as permanent death is possible.

4. What's the gaming medium (PBP, chat, e-mail etc.)?
Play by Post on the SJ Games Forum.

5. What is the characters' starting status (i.e. experience and character points)?
You will play as mundane, genetically engineered people or bioroids with 100 starting points, and you may gain up to 50 points from disadvantages. However, at least 50 of your points must be spent on racial templates and/or biomodifications.

Also, note that the number of points you gain from your racial template's disadvantages do not count against your character's limit and may even exceed it. So for instance, if you gain 50 points from the disadvantages of your racial template, you can still gain 50 additional points from your character's individual disadvantages.

6. How much cash or other starting funds will the characters begin with?
You start the game with absolutely no money whatsoever.
You may not purchase gear or cybernetics because these will become useless, also weapons and armor cannot be acquired in the Solar Republic (read more about that below). You may have wireless, self-powered head-up displays or wireless direct neural interfaces, as well as some TL9+ personal belongings on you for free, but all of these things will be rendered useless near the beginning of the game.

7. Are there any particular types of characters that you want... or do not want?
You're ordinary people of this world. Basically, you're like the humans from WALL-E (except not as fat), the people in Logan's Run (except not as violent), or the Eloi from The Time Machine (except not as stupid).

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species?
You may choose among the racial templates and bio-modifications found in the Bio-Tech sourcebook.

The Bioroid meta-trait no longer makes you sterile; if your character is a bioroid, he/she/it can reproduce like normal creatures.

You may also create your own racial template by following the rules in Bio-Tech, but your template may not have any superscience and must first be approved by me. The Earth is full of different human-created species, everything from dragons (though they won't be able to fly on Earth, breathe fire, or be nearly as tough as mythical dragons), dinosaurs, uplifted animals, and even anthropomorphic animals, so let your imagination run wild.
If you do create a racial template, make a write-up of it separately from your character so that I and other players may use it.

9. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
We'll be using Invisible Castle's Dice Roller (unless you guys have a better alternative), enveloped by quote tags in the IC posts. However, I'll be making some secret rolls from time to time.
Also, whenever you make an attack roll, make sure to roll for damage in the same post, because that'll save time.

10. Are there any homebrewed or optional/variant rules that your Players should know about?
For the sake of simplicity, we'll be ignoring the rules in Chapter 12 of the GURPS rulebooks. I don't really want to deal with combat maps unless we have to.

That said, I will use the optional rules for "Bleeding" and "Accumulated Wounds" found in B420.
I will also use some homebrewed rules regarding infections and certain diseases. These will be detailed after these questions.

11. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Your background doesn't have to be too long, considering that everything you've ever known will be lost and your connection to family and friends will be severed near the beginning of the game.
That said, your background needs to lead up to the vactrain capsule. Where did you get on? Where are you going? Why?

12. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
The game will be mostly focused on roleplaying and on survival. The survival aspect could lead to combat and puzzle solving, depending on the situation.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
You'll be restricted to the Basic Set, Bio-Tech, and Ultra-Tech books.
All of you start out Illiterate, though you may know several spoken languages.

As I stated before, you may not purchase gear or cybernetics because these will become useless, also weapons and armor cannot be acquired in the Solar Republic. You may have wireless, self-powered head-up displays or wireless direct neural interfaces, as well as some TL9+ personal belongings on you for free, but all of these things will be rendered useless near the beginning of the game.

I will not allow all characters to have traits that make them virtually immune to starvation, thirst, disease, or sleep deprivation. High resistance is fine, but not immunity or anything close to it (in the case of starvation: the ability to eat anything). I am willing to allow one such character, or a few with only one immunity or pseudo-immunity per character (like one character who is immune to disease and another with Reduced Consumption).

Some disadvantages that are especially fitting for this setting are: Chummy, Confused, Cowardice, Fearfulness, Gluttony, Gullibility, Increased Consumption (usually coupled with Gluttony), Incurious, Laziness, Lecherousness, Pacifism, Phobias, and Squeamish.

Only the following skills are allowed: Acrobatics, Acting, Animal Handling, Aquabatics, Area Knowledge, Artist, Astronomy (Observational), Body Language, Carousing, Climbing, Connoisseur, Current Affairs, Dancing, Detect Lies, Diplomacy, Dreaming, Erotic Art, Fast-Talk, Gambling, Games, Geography, Gesture, Group Performance, Hobby Skill, Intimidation, Jumping, Leadership, Literature, Musical Composition, Musical Instrument, Performance, Poetry, Public Speaking, Running, Savoir-Faire, Sex Appeal, Singing, and Swimming.

Last edited by Sriseru; 11-25-2013 at 03:06 PM.
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Old 11-23-2013, 02:44 AM   #2
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Homebrewed Rules
Quote:
Dead Bodies
Dead bodies left exposed for too long can be hazardous to your health. Bodies in a water system that people drink out of can transmit gastro-enteritis or cholera, and mishandling corpses and not washing one's hands afterwards can also communicate these diseases when the person eats. A HT-5 roll must be made to avoid contracting such a disease, and 90% of those who do not contract the disease become carriers for 1d / 2 days. Those who come into contact with a carrier must also succeed a roll against HT-5, or contract the disease. Typical incubation is 1d days, and symptoms are extreme diarrhea, cramping, and dehydration. This inflicts 2 points of toxic damage, and the infected must make a roll against HT-2. Failure indicates a more serious case, which instead inflicts 1d of toxic damage as well as causes dehydration (B426).
Once the disease has been contracted, both the minor and serious forms of the sickness repeat their damage at hourly intervals for 30 cycles.


Infection
If a wound becomes infected (as per the rules on B444) the GM makes another, secret, HT+3 roll (applying any appropriate infection modifiers from B444) immediately afterwards. On a success, the infection remains an ordinary infection. On a failure the infection develops into a more severe disease of the flesh which remain secret to the players until symptoms begin to show, the GM rolls 3d and refer below for the possible additional effects:

3-6 Septicemia
Septicemia is the gradual rotting of flesh, due to infection by the bacteria that usually only set in after death. It requires a 1d / 2 day incubation period, after which it begins to progressively reduce the HP of the victim, one point a day. This damage is considered temporary, and lost HP can be recovered if the victim is cured. Each week that slow rot is left to spread, 1 point of the HP loss becomes permanent. When the permanent HP reaches zero or when enough HP is lost, the character dies.
Medical equipment is necessary to successfully treat septicemia.

7-10 Gangrene
Gangrene has a 1d hour incubation period, and is a rapid disease. Wounds so infected tend to turn green after infection. Every minute after infection has set in, roll 4d. On a 4 infected blood has reached the heart, and the person will die in 3d hours. The best mundane way to prevent gangrenous blood from reaching the heart is by amputating the affected area. This stops the rolls. Tying off the infected area of the body tightly can delay the rolling for 2dx10 minutes.
The safest way to amputate a character is through surgery (B424), but if this is not an option it may be necessary to attack the appendage with a sharp object until it is dismembered (B421). Amputation usually only works on limbs, as cutting out chunks of torso or head flesh is impractical. Note that sometimes the damage of the amputation has sent a body into shock, and killed the patient anyway.

11-14 Neural Necrosis
Neural Necrosis has a 1d / 2 day incubation period, and manifests as a general numbing of the area of the wound, which gradually spreads each day. In essence, the nerves in the region are dying, and thus sensation in the body part is lost. A character with neural necrosis gains the Ham-Fisted and Numb disadvantages, but they are limited to the afflicted portion of the body. Worse, wounds to this portion of the body are unsensed, and can be allowed to bleed freely, or promote new infections. Assume that it takes a week for this infection to spread to all neighboring regions of the body. Save for advanced medical technology there is no cure for nerve damage.

15-18 Tetanus
Tetanus occurs when a wound is infected with impurities, and the impurities hit the bloodstream. The incubation period for tetanus is 3d days, and its results are muscular rigidity, usually in the jaw first. The reason tetanus effects the jaw first is due to deposits of minerals in the muscles of the face. These react to the impurities of the tetanus infection, and cause the jaw muscles to contract uncontrollably, keeping the jaw locked shut. In some cases this can lead to starvation or suffocation, depending on the person’s general health. Tetanus is progressive, and can't be cured without proper medical equipment. Older ‘remedies’ invariably involved the breaking of the jaw, in order to allow nourishment into the body. Living with tetanus is nearly unbearable, as eventually all muscles in the body will seize up, including the heart. Untreated, tetanus cause death in 3d+10 days.
Character Advancement
Quote:
As a general rule, each in-game day you will be awarded 1 point for finding food and water, 1 point for good roleplaying, as well as 1 extra point whenever you make a significant story-based accomplishment. You can be awarded a maximum of 3 points per day, and you will not receive these points until the end of the in-game day.

This system is in place to motivate you to end each day.
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Old 11-23-2013, 02:48 AM   #3
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History - From the 21st to the 23rd Century
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21st Century
In the early 21st century, the Information Revolution which had begun in the end of the 20th century, began to have a far-reaching impact on society. Since anyone's voice could be heard and evidence spread worldwide, tyrannical regimes were toppled, and governments and corporations became increasingly regulated by common people.

The capability for anyone and everyone to record and spread anything made crime and corruption almost impossible to go undetected. As a result, both freedom and security improved dramatically.

Personal computers disappeared and were replaced by cloud computing as disposable internet-connected smart-technology became integrated with everyday life, allowing everyone access to high computing power without having to pay for any centralized hardware.

Although corporations grew and became more powerful, they found themselves competing with a crowdfunded market, and this in turn quickened the abandonment of mass production in favor of mass customization.

The evolution of artificial intelligence and the desire for profit led several corporations to develop expert systems to advice, or in some cases, to run the companies. Meanwhile, a growing fraction of modern militaries began to consist of remote-controlled and artificially intelligent robots.

Advanced probes sent to Europa and Titan discovered microbial extremeophile life, proving that life is common in the universe and will arise whenever possible.

In most western as well as many Asian nations, population growth stabilized, while in other regions, most notably Africa, the population continued to grow. Eventually, Africa housed a larger population than any other continent, leading it to became the largest consumer in the global economy. As a result, foreign investors and international corporations seeking bigger profits in an expanding market began to fuel the growing economy, facilitating the rise of several African nations as the chief economies on Earth.

The creation of fusion power plants enabled vertical farming to become commercially successful. So much so, that they quickly out-competed traditional farms, eventually forcing farmers to sell off their lands and move into the growing cities, and thus radically increasing urbanization. By the end of the century, humans no longer practiced agriculture, in their place were highly efficient vertical farms run by AIs and robots.

Medical treatments such as regenerative medicine, in vitro grown organ and tissue transplantation, and cell therapy became routine, enabling the average lifespan to grow longer. Meanwhile, somatic and germ-line gene therapy helped eradicate many forms of genetic disease, including some forms of cancer.

By the late 21st century, routine medical procedures became so good at cellular and molecular repair that they actually healed the physiological deterioration caused by aging, meaning that no one with access to modern medicine could grow old. This had radical consequences on society, not only did the population skyrocket, but it resulted in an "age gap", with the old and powerful on one side and the young and disposable on the other.

Countless young people were denied employment by the vastly more experienced elder folk, and as a result turned to entertainment and hedonistic pursuits to escape reality.

Another product of medical technology was in vitro grown meat, or fauxflesh as it would come to be known, which eventually became commercially available and made the slaughtering of animals for food socially unacceptable.

The development of technological and biological augmentation fueled the morphological freedom movement which seemed to have appeared during the Information Revolution. As the idea of morphological freedom spread, augmentations became more commonplace. However, radical modifications were still not socially acceptable and all genetic alterations which deviated from baseline human DNA by more than 2% were prohibited by international laws.

While weak AI systems became better and cheaper and were implemented on virtually all repetitive tasks, strong AIs - machines that could think like people - didn't appear until the late 21st century. Eventually, even sapient machines became cheap and commonplace.

The combination of strong AI and nanotechnology allowed for a revolution in the fields of medicine, genetic engineering, and artificial life.

Total VR emerged, but despite the prediction of video games, television, and movies becoming obsolete, the three older mediums remained strong despite their drop in popularity.

The Arctic became completely ice-free all year round during midcentury, and as a result of the melting ice shelves, sea levels had risen by 1.4 meters by the end of the 21st century. As a result, the flow of ocean and air currents were altered around the planet, leading global weather to become much more severe.

Due to climate change, lower Manhattan, the Nile Delta, Mekong Delta, Yangtze Delta, Yellow River Delta, and the majority of Bangladesh became permanently flooded, Mexico's west coast, the east coast of the US, the Caribbean, Madagascar, Australia's north-western and north-eastern coasts, the Philippines, Vietnam, Cambodia, Laos, Hong Kong, Taiwan, China's east coast, Japan, and the majority of Korea became ravaged by frequent hurricanes to the point where the economies in those areas collapsed, while several parts of the world became increasingly more arid. Not only that, but many smaller islands, especially those of the Caribbean and the Pacific, became completely submerged. This all led to millions of people being forced to either become climate refugees or turn to crime or war to survive.

Terrorism and crime not only became more common world-wide, but their intensity increased as nuclear and biological weapons became easier to manufacture. This led to the extinction of several species of flora and fauna, as well as the introduction (either accidental or intentional) of new species.

Climate change, war, the evolving economy, the clash of ideologies, as well as the age gap, lead to the increasing support for space colonization.

22nd Century
By the early 22nd century, several government, corporate, and crowdfunded colonies had been established on Luna and Mars, while sleeper ships had been sent to colonize distant exoplanets.

Medical technology improved to the point where common medical procedures involved cellular and molecular repair, resulting in universal immortality.

Revolutions in the fields of genetic engineering and artificial life gave way to the exotic pet boom, as several corporations began to offer affordable, customizable pets.

Radical genetic engineering and cybernetic augmentation became more acceptable, as did bioroids, leading humanity to diverge into several species, uplift numerous animal species, as well as to create countless new daughter species. The term "Terran" was adopted to refer to all sapient species of Earth descent.

As technology, especially AI, developed, humans deferred any task which was viewed as dangerous, demeaning, or boring, to machines. This lead humanity to create strong AIs to do more sophisticated tasks.

AI robots and bioroids designed specifically for war came to make up the entirety of the fighting force of the military, while the concept of soldiers became viewed as barbaric and an unethical endangerment of life.

AI was not very popular in service occupations where human interaction was required, so bioroids were created to perform many of these functions instead. These bioroids were designed to enjoy their work and be content with their place in life, which unfortunately led them to not be considered as people by most.

Inexpensive AI coupled with the popularity of neural implants led reading and writing to become increasingly obsolete as information could be obtained faster through speech, the exchange of sensory recordings, and by downloading knowledge into neural interfaces. Eventually, reading and writing was only practiced by a few obscure subcultures.

Industry changed as nanotechnology enabled products to be grown rather than built. Super-strong composite materials become much cheaper, while portable power cells grow more powerful, and nuclear fusion reactors grow smaller.

The infrastructure of Earth developed to the point where only AIs could support them, and as the vast majority of Terrans grew increasingly complacent, they slowly turned over all governance to the AIs.

At the end of the 22nd century, the governments of Earth, Luna and Mars had been completely overturned to AIs and bioroids, and in an effort to make governing more efficient, all states were merged and made into one: the Solar Republic.

Meanwhile, some of the sleeper ships which had been sent at the turn of the 22nd century finally arrived to their destinations and began colonization. The colonists encountered complex life on the virgin planets, thus proving that extraterrestrial life will evolve into complex forms when environmental conditions allow for it.

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Old 11-23-2013, 02:49 AM   #4
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History - From the 23st to the 38th Century
Quote:
23rd Century - 27th Century
The beginning of the 23rd century saw the rise of mature molecular nanotechnology, capable of inexpensively fabricating most products with atomic-level precision.

The growing Terran population made it necessary to abandon vertical agriculture in favor of molecularly assembled foodstuffs. This marked the end of agriculture in the Sol System.

More advanced products became available, consisting of exotic materials which were created by altering their subatomic structures. Some of these products included hyperdense materials.

Antimatter became cheaper and much more available, leading it to be used as rocket fuel and as a means of compact energy storage.

More powerful beam weapons became available, such as portable particle beams and X-ray lasers. In addition, stronger and smarter armor were developed, made from diamondoid composites and exotic alloys.

Medicine became completely dominated by nanotechnology and AIs, eventually rendering the entire medical profession into a thing of the past.

As biotechnology, AI, and nanotechnology improved, it became possible to design and produce fully functional biological organisms through simple, user-friendly interfaces. This led to the creation of even more species and the diversification of Terrans. Many of these new species were based on extinct animals and mythological creatures.

Terran colonists encounter several sapient alien hunter-gatherer species, but no signs of any alien civilizations. The colonists proceed to either uplift or settle away from these species. Unfortunately, as the colonies grew, the native species were either forcibly relocated or assimilated.

The Solar Republic expanded throughout the Sol System thanks to advancements in space and terraforming technologies.

As the extrasolar colonies develop, many choose to not become dependent on AIs.

Meanwhile, as time went on in the Solar Republic, the more experienced elder folk slowly disappeared as they came to chose to either merge with technology to combat their old age or to commit suicide in an effort to find peace.

27th Century - 38th Century
Technology matured significantly, leading AIs, uploads, and cyborgs to reach a level of understanding of the universe that was beyond the comprehension of other Terrans.

The progress of the Terran machines resulted in living metal, gamma-ray lasers, self-replicating nanomachine swarms, simple pills capable of swiftly performing any medical procedure imaginable, antimatter reactors small enough to fit in a pocket, and power generated through mass to energy conversion.

The Solar Republic constructed the first Terran megastructure around Sol: a Dyson sphere consisting of a swarm of countless robotic satellites. The purpose for this structure was partially to generate massive quantities of antimatter. This antimatter, in turn, was intended to help power a network of stargates so that the Solar Republic could connect itself and the numerous extrasolar Terran colonies.

The creation of a stargate network was an undertaking that took centuries, but once completed it bridged all Terran civilizations. All was not well, however.

Centuries of isolation had led the Terran colonies to develop wildly diverging ideologies, resulting in several diplomatic and military conflicts between the civilizations.

Because of these tensions, the different Terran civilizations built up significant arsenals of devastating and sophisticated weapons.

As the Terrans continued to expand throughout the stars, the conflicting natures of the different civilizations reached a boiling point which finally sparked the Great Star War.

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Old 11-23-2013, 02:49 AM   #5
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Life on Earth in the 38th Century
Quote:
Under the direction of the AI rulers of the Solar Republic, Earth has become a prosperous and peaceful utopia.

Humans are but a minority among countless sapient Terran species. Protected and cared for by their AI rulers, the people of Earth live in constant luxury with virtually every desire satisfied. Poverty and injuries are rare, and now a matter of choice rather than chance.

Physical illness have faded into obscurity by most people as they are constantly kept healthy by surrounding and internal nanomachines. There is no medical profession, no knowledge of first aid. The general consensus is that the machines will take care of your health.

There are now 37 billion organic people living on Earth, and not just on land, but in underwater cities as well. In order to sustain such a large population, agriculture was discontinued centuries ago in favor of molecularly assembled foodstuffs.

Nowadays, the dangers of starvation and thirst have nearly been forgotten as food can be produced on the spot with foodfacs which can produce any food imaginable from organic compounds that are fed to them via the domestic nanofacs, which in turn are supplied by the feedstock grid.

Science has progressed to the point where it's beyond the level of comprehension of organics without the aid of radical cybernetic augmentations. This in turn has led to a general acceptance of ignorance.

As most knowledge can be obtained by simply asking the cloud or by downloading it into the brain via direct neural interfaces, reading and writing were deemed unnecessary and obsolete over one and a half millennia ago. Since then, reading and writing have been lost by the organic people of Earth.

Crime and violence on Earth are virtually non-existent as there's little cause to commit such things and more or less impossible to get away with them. Not only is violence seen as barbaric by most, but there are no personal weapons available on Earth.

People on Earth now live complacent lives where nothing is ever demanded of them. Most spend their lives surrounded by entertainment, some even become entertainers themselves, and a few even become artists. Yet they are still so naive that some aren't aware that there's a war going on, and most who do know don't even care.
Phew... So with all of that out of the way, is there anyone interested in playing? :3

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Old 11-23-2013, 03:09 PM   #6
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Default Re: [OOC] The Fall - Transhuman Survival Game (Interest Check)

define survival more Please. I enjoy survival initiated role playing. I don't enjoy Nitti gritty details management. particularly in play by post. which are you leaning towards?
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Old 11-23-2013, 04:15 PM   #7
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Default Re: [OOC] The Fall - Transhuman Survival Game (Interest Check)

This looks interesting, I think I'll throw my hat in....
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Old 11-23-2013, 07:29 PM   #8
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Default Re: [OOC] The Fall - Transhuman Survival Game (Interest Check)

I'm interested and have an idea for an uplifted tiger who is a talented talker.
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Old 11-24-2013, 02:39 AM   #9
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Default Re: [OOC] The Fall - Transhuman Survival Game (Interest Check)

Quote:
Originally Posted by ericthered View Post
define survival more Please. I enjoy survival initiated role playing. I don't enjoy Nitti gritty details management. particularly in play by post. which are you leaning towards?
Well, the survival aspects are basically:
1. You need to find food, water, and shelter.
2. You need to keep yourselves from getting sick or injured.
3. If someone gets injured or sick, then you need to care for them until they get better.
4. You have to deal with desperate people who will attempt to take your stuff.
5. Figuring out how to escape any dangerous situation you might find yourselves in.

This will require a bit of details management, but I don't think it'll be so much so as to make it cumbersome.

Quote:
Originally Posted by Poonbahbah
I'm interested and have an idea for an uplifted tiger who is a talented talker.
Sounds good. :)
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Old 11-25-2013, 01:25 PM   #10
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Default Re: [OOC] The Fall - Transhuman Survival Game (Interest Check)

Will you be counting racial disadvantages towards the character cap of -50? I've seen in the gurps dungeon fantasy series they don't but if you do then I will have to go with a different character.

Edit: Because the Racial Template I've come up with already has -70 in disadvantages and looks like this so far...

Uplifted Tiger
[67]
Attribute Modifiers: ST+7[35] -10% SM -40% No Fine Manipulators; DX+3 [36] -40% NFM; HT+1 [10]
Secondary Characteristic Modifiers: SM +1; Basic Move+4 [20]
Advantages: Extra Legs [5]; Combat Reflexes [15]; Night Vision 5 [5]; Sharp Claws [5]; DR 1 (Tough Skin) [3]
Perks: Fur [1]; Sharp Teeth [1]; Temperature Tolerance 1 [1]
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Stress Atavism (Mild (12)) [-10]; Increased Consumption [-10]; Restricted Diet (Fresh Meat) [-10]
Quirks: Feature (Eats 18 meals every three days) [0]

I got most of this from looking at tigers on page 456 of campaigns.
While I would like to play him I don't have my heart set on him and could come up with something else.
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