04-30-2016, 12:36 PM | #41 | |
Join Date: Dec 2006
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Re: You are allowed three random GURPS supplements. What's your campaign?
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2. In mankind's fallen future the robots rule, but there are certain caves that even the zone-minds avoid, if you can brave the horrors within you can claim one of artifacts at its depth- things that even the zone-minds fear.. Brave the depths, claim the MacGuffin, get back out, then the real adventure begins- trying to figure out why the MacGuffin can scare a zone mind, and how to exploit it for the good of mankind! Horror Ritual Path Magic Powers- The Weird |
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05-01-2016, 11:21 PM | #42 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: You are allowed three random GURPS supplements. What's your campaign?
The fight against the Lodges proved a terrible distraction; a superb act of misdirection by the Mayombe. They embedded themselves at the heart of every major civilization, slowly drove the cities mad, fed on the psychic energies released, and used it to warp reality, itself.
Now, the last of the Voudon and the few sane mages that remain desperately defend the Havens, located in the sparsely populated regions between the howling madness of the Mayombe city-states. Fortunately, the Mayombe fight amongst themselves as much as they fight against the resisters, and that creates opportunities. Opportunities to snip away, slowly, at the areas of Mayombe control, rescue those best able to survive the madness and the horror, and with them strengthen the Havens. The war for the mind of humanity that shapes reality won't be short, but with the help of the Legba and the last of the mages, there's hope. Low Tech Robots Magic
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
05-02-2016, 01:12 AM | #43 |
Join Date: Oct 2006
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Re: You are allowed three random GURPS supplements. What's your campaign?
On the distant colony world Proserpine, human technology reached unprecedented heights. In the Great City built around and out of the original generation ship, philosopher scientists created tools and weapons able to reshape reality itself. In their hubris, they reached too far, altering the fundamental nature of reality for light days arounds their sun. The technology and ecology of the colony failed. Strange creatures crawled forth from rips in space, or evolved in pockets of highly compressed time. The human population was reduced to subsistence farming. Centuries have passed. Humanity has begun to build again. Crude stone forts give way to the arch and the flying buttress. Crossbows and steel blades give warriors an edge against the monstrous beasts and Unmen from beyond settled lands.
Unguessed by the population, the damage done by their ancestors has begun to heal. Many ancient tools awaken, some waiting to be discovered, others already in the hands of the Unmen. In a long buried ruin, power once again flows. The metallic servitors stir. They are ready to continue their assigned mission, to protect and educate their owner's descendants, a group that now includes every living human on the planet. Armed with their MANA engines and modular spell banks, the robots must bring the light of technology and magic to humanity, and use them to fight off humanity's adversaries. Horror Infinite Worlds Martial Arts |
05-02-2016, 11:38 AM | #44 |
Join Date: Jun 2006
Location: On the road again...
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Re: You are allowed three random GURPS supplements. What's your campaign?
Didn't we do this already?
Infinity has discovered a world where gunpowder was never invented; however, it's also a world where advanced electronics also don't work, and as near as they can tell the only "magic" may be various internalized body-strengthening and body-lightening techniques. However, the martial arts are necessary to ward against things that shouldn't exist and breed fear into peoples' hearts. In a world where vampires, werewolves, and things like the Slenderman exist, Infinity's agents must seek enlightenment or succumb to the darkness. Stare into the abyss, and the abyss stares back. Infinity will learn fast that they must seek the light, or become part of the darkness. China Spaceships 2: Traders, Liners, and Transports Old West
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
05-02-2016, 12:38 PM | #45 |
Join Date: Feb 2011
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Re: You are allowed three random GURPS supplements. What's your campaign?
A fleet of alien spacecraft, abandoned since time immemorial, strikes the Pacific Ocean at pretty dang high velocities circa 1866; China seizes a tsunami-ravaged Japan. Both the east and west shores of the Pacific find curiously intact vessels floating ashore -- none of them armed.
Soon an agreement is hashed out - 35% of the recovered vessels are granted to the US, 35% to China, 10% to Russia, 20% to other Pacific powers. It's 1890 and boom towns are starting up around the cosmos as humans explore the star maps and planet charts left behind on the alien computers. This period could extend dramatically as the nearly-magical alien tech causes earthly technology to stagnate. --- Cyberpunk After-The-End Alpha Centauri Last edited by PTTG; 05-03-2016 at 11:46 PM. |
05-02-2016, 01:14 PM | #46 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: You are allowed three random GURPS supplements. What's your campaign?
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05-02-2016, 04:11 PM | #47 |
Join Date: Oct 2015
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Re: You are allowed three random GURPS supplements. What's your campaign?
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05-12-2016, 12:18 AM | #48 |
Join Date: May 2015
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Re: You are allowed three random GURPS supplements. What's your campaign?
GURPS Cabal
GURPS Space (4e) GURPS Powers |
05-12-2016, 02:35 AM | #49 |
Join Date: May 2008
Location: Colorado
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Re: You are allowed three random GURPS supplements. What's your campaign?
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05-12-2016, 09:10 AM | #50 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: You are allowed three random GURPS supplements. What's your campaign?
I don't have alpha centauri the sourcebook, I've just played the game. didn't really dig the setting.
This can actually be viewed as fairly generic alpha centauri: members of the cybernetic collective are exploring alien ruins and trying to see what they can use.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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