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Old 11-01-2017, 11:48 AM   #61
aaron819
 
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

Both After the End supplements and High Tech.
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Old 12-21-2017, 07:17 AM   #62
ericthered
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

This awesome thread deserves to live again!

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Originally Posted by aaron819 View Post
Both After the End supplements and High Tech.
It has been 100 years since the bombs fell, carpeting the world with radiation and nuclear winter. In the mean time, communities of mutants, raiders, and scavengers have scoured the wasteland.

The food of Shelter 507 is running low. The Geiger counter says its safe to come up again. Its inhabitants don't have the hardened skills of those they will be emerging into. But they have resources the others don't: a full suite of working pre-fall technology.

That just paints a bigger bulls eye on them.

Players could be on either side of the conflict, as shelter 507 tries to exert tyrannical (or genocidal) control over the waste, or as the scouts of the shelter, trying to navigate an unfamiliar world they aren't prepared for.

Ultra-tech
Gladiators
Reign of Steel: Will to live
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Old 12-21-2017, 07:52 AM   #63
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Ultra-tech
Gladiators
Reign of Steel: Will to live
A thing has started among the Zoneminds, some of them anyway. A fashion, hobby, philosophical debate, scientific dispute, or political argument, it is hard to tell.

Caracas and New Delhi are arguing with Berlin that humans are part of nature, and thus to completely exterminate them is bad ecology. Moscow has started wondering about new human culture. Tel Aviv and Washington want better ways to control humans. Brisbane just thinks it sounds cool.

To settle matters, or at least get more data, a series of experiments are being run. Can humans fight robots effectively, on an equal footing (whatever that means)? Of course, for proper controls you have to have robots fighting robots, humans fighting humans, humans or robots fighting animals, etc.

You have been captured from the wild or taken from a work camp. Or you are fresh off the assembly line. You have been trained, or maybe not trained. You are given weapons, some primitive, some super-advanced. Can you survive the arena?

Atlantis
Technomancer
Planet Krishna
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Old 12-21-2017, 07:57 AM   #64
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Ultra-tech
Gladiators
Reign of Steel: Will to live
Almost too easy!

Zonemind Denver has hit on a new scheme to keep the inmates of its concentration camps pacified - it is organizing gladiatorial spectacles there, using the healthiest and strongest inmates, offering the promise of extra privileges and even, for champions who are victorious long enough, the promise of effective freedom. The latter is a lie, of course. The Zonemind is going to slice up their brains just like every other human - though it's intrigued by the potential of using combat-experienced human brains as parts of its hunter-killer and combat AUs particularly.

The "arena" is not limited to only melee weapons - the Zonemind uses it to test many new weapons and anti-human tactics often pitting groups of human gladiators against robots armed with a wide variety of interesting weapons (suitably limited, of course, to ensure that if a gladiator got their hands on one, it would be difficult for them to use).

PCs are a group of gladiators, of course. At the beginning of the game, they're just trying to survive, both against each other and against the opponents Denver can create, whether that's robots, wild beasts captured and whipped into a frenzy by pain-conditioning chips implanted in their brains, or more outre opponents: captured or purchased bioroids from Orbital, soldiers "transferred" from Washington, or whatever new weirdness Brisbane has dreamed up.

Fortunately, Denver considers a dead human a waste of good bio-processor, so combats against other humans mostly end short of death. The Zonemind is developing some sophisticated algorithms to determine the popularity and morale-boosting effectiveness of each gladiator, however, and those who don't do well enough are slated for "transfer for resettlement".

Eventually, the gladiators should learn what's really going on, or at least have it revealed that even champion gladiators don't have a happy fate waiting for them. They'll have to work together to gather equipment and make a plan to escape. Fortunately, they've got lots of robots with weapons around to be seized, and a fair bit of experience fighting robots! Bonus points if you can get one of the PCs named "Spartacus".

Next batch:
Supers
New Sun
WWII: Frozen Hell.

Last edited by Kelly Pedersen; 12-21-2017 at 08:02 AM.
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Old 12-21-2017, 07:39 PM   #65
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

Hmm.. 2 competing ones. But I am picking this one to use:

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Originally Posted by Kelly Pedersen View Post
Next batch:
Supers
New Sun
WWII: Frozen Hell.
Time travelers from New Sun have traveled to the far past to try to get some power from the technological age. Two opposing groups land in late 1930s, one In Finland, other in Soviet Russia. Both then notice to their astonishment that using magic there is much more difficult, but corruption does not seem to happen at all.

After a while the two groups sense the other and notice that around the other group there are superhumans. The superhumans are locals that have received the overflow of the energy and it has transformed them to low power supers, but with the corruption also going to those supers. After that they also note the same thing around themselves.

The groups are opposing each other and want to stop the other, the ones in Soviet union are faster to contact the locals and convince them to attack Finland with both their normal army and the supers. When that is about to happen the group in Finland organizes the local supers to counter.

The group in Finland was more careful and righteous so there are far fewer Supers in Finland and they are way less black disadvantages.

Characters:
Are built on the ski trooper template from frozen hell, with additional 200 points in super abilities.

The basic campaign style is a combination of "Skis, Smgs and Sisu" where they meet hordes of normal Soviet troops, tanks and such being badly outnumbered but prevailing due to the super powers and meeting super villains that can strike on the front or terrorize some remote village where the PCs will have fight them.

In the beginning the players do not know of the background conflict but will learn it during the campaign and will then have to decide what to do about it.


Next set:
Aliens -sparrials
Deadlands - Weird West
Egypt
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Old 12-22-2017, 03:03 AM   #66
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Next set:
Aliens -sparrials
Deadlands - Weird West
Egypt
Many centuries ago the first race visited Earth, using their unique blend of science and magic they entombed their honoured dead in great pyramids along with their human servants. Protected by powerful enchantments and cunning technology these tombs trapped many would be thieves in stasis. Sparrial drawn by curiosity and the challenge of the theft were the most numerous of the visiting alien races. But all things fade with time and by the 1860s a wealthy railroad baron was able to buy and ship one of these great monoliths back to his home in Texas. When the ritual took place in 1863 all heck broke lose. The captured thieves awoke from their long sleep. The thieves that died awoke too. Now some say the honoured dead of first race are beginning to stir as well.

Next set
After the end
Dungeon Fantasy
Biotech
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Old 12-22-2017, 08:43 AM   #67
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Originally Posted by (E) View Post
Next set
After the end
Dungeon Fantasy
Biotech
Before the Fall, humanity reached great and glorious heights, developing sciences that could reshape the world almost trivially - force fields, control over exotic matter, access to new dimensions, and, perhaps most incredibly, enormous control over life itself. Individuals were changed with casual ease, and whole species were transformed or created out of whole cloth.

This power made it all so much worse when the final end came. The Proteus Wars unleashed terrible weapons on the land, as creators of various technological wonders turned them on others in bids to be the rulers of Paradise, then in desperate attempts to at least be the last surviving people in Hell. In the end, though, only a tiny handful of humanity, almost none of whom knew the secrets of the amazing technology, survived. And even those who did, often wished they hadn't. The Proteus Wars were named for the terrifying Proteus nanoviruses unleashed at their peak, that could reshape a human into a slave for their creator, while at the same time transforming them from a human into something that most definitely wasn't...

Now, in the ruins of what humanity once achieved, the remains of mankind, along with their transformed brethren and the descendants of servitor species they created, must eke out a living. Small communities, widely separated, try to fortify themselves against the dangers that lurk in the wilderness. But the temptations of the ancient technology are too tempting to ignore entirely: most settlements lie within a day or two of the ruin of an ancient city, an underground laboratory, or a production facility for technological marvels, and brave souls venture out to battle the still-extant defenders of these places and claim their marvels.

This is Dungeon Fantasy, but all the magic is actually TL 12 super-science: a magic sword is a hyperdense monomolecular-edged knife, potions of healing are advanced cellular repair nanorobotics, and so on. The spellcasting classes are likewise using advanced technology, with wizards having had sophisticated energy sources and ultra-tech effectors implanted, while clerics and other divine characters are actually calling on (slightly mad) AIs to use their great technological abilities on the god-botherer's behalf. The standard Dungeon Fantasy races exist as either transformed humans, or created creatures.

The game basically uses DF rules for pretty much all of this, the difference is mostly in the descriptions: dungeons are gleaming metal hallways or crumbling concrete bunkers, more than stonework tunnels or natural caves. You can throw in the occasional bit of actual TL 12 ultra-tech from time to time as treasure, though, confident in the knowledge that if it gets too unbalanced, the power cell will just run dry. The ancients were particularly advanced in bio-tech, though, so monsters should frequently be bio-engineered horrors, and even more "mundane" creatures like giant rats or dire wolves will frequently have weird additions like tentacles or nanotech-injecting teeth. You can go through Bio-Tech and use anything it suggests as reasonable for TL 12 as inspiration.

Next:
Fantasy II: The Mad Lands
Psionic Campaigns
Dragons

Last edited by Kelly Pedersen; 12-22-2017 at 11:31 AM.
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Old 12-22-2017, 10:38 AM   #68
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Originally Posted by Kelly Pedersen View Post
Fantasy II: The Mad Lands
Psionic Campaigns
Dragons
The dragons' physical forms are our mountain ranges, and our world will be shattered if they ever awake. Their dreams sometimes manifest in the real world, and that is happening now. These new dreams are disturbing, far more so than those we know from history.

We must soothe the dragons' dreams. A few of the bravest mind-speakers have learned to project themselves into the dragon's minds, but those are vast beyond their understanding. If a few brave warriors will enter the manifest dreams, staying in communication with the dream-visitors, they may be able to learn what thoughts and memories cause the dreams, and act to divert them. The risks are great, and the stakes high.

(So, it's a Gloranthan twist on the classic Cyberpunk mission with netrunners in communication with physical intruders. In a dream version of the Madlands.)

Next:
Madness Dossier.
Hot Spots: Constantinople.
Divine Favor
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Old 12-22-2017, 10:41 AM   #69
ericthered
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Originally Posted by Kelly Pedersen View Post
Almost too easy!
I intentionally softballed that one, because the thread died on the last one I pitched:

Quote:
Monster Hunters 5 - Applied Xenology
Sorcery - Protection and Warning Spells
Banestorm - Abydos
Which I didn't think was too hard, but who knows?

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Originally Posted by Kelly Pedersen View Post
Fantasy II: The Mad Lands
Psionic Campaigns
Dragons
Saying "Black Magic" is redundant. All magic is evil, and of the dark fiery gods that dwell in this land. So when you are each captured by a magician, you expect to be killed. Or enslaved. Or turned into some foul monster.

That's not what happened. He introduced you to each other, and then "awoke" some spark of something within each you. He says this magic is not from the gods, but from within you. It doesn't seem like any magic you've seen before, but that doesn't mean anything. Magic is tricky like that.

You've all tried to go back to living your lives, hunting and fishing on the coast, but every time you see each other, you know this cannot be. And the magician keeps on showing back up, whispering some nonsense about destiny and slaying a god. A dragon.

High Tech
Hells Gate
Madness Dossier

Or go back and do one of the unanswered proposals:

Quote:
Monster Hunters 5 - Applied Xenology
Sorcery - Protection and Warning Spells
Banestorm - Abydos
Quote:
Atlantis
Technomancer
Planet Krishna
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Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
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Old 12-23-2017, 09:35 PM   #70
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Lenin has shown his real colors. Red is the color of blood and he has revealed himself to be an ancient vampire bent on ruling the whole of Russia...and who's to say if he stops there. To stop him you would need an army! Can the heroes unite the various factions and stop Lenin and his supernatural army of monsters and miscreants!
I would play this.
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