09-16-2010, 01:40 PM | #1 |
Join Date: Jan 2010
Location: The Western Harbour
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[OOC] Worlds of Fire
Introduction
There is a war. An enemy that cannot be reasoned with is fighting for its survival. But its survival means the extinction of 90% of the Humans in the multiverse. You, and those beside you, are all that stands between the Blazen and a Humanity that may never know how close it came to armagedon. Current Players Lamech - John Lazarus - Magical investigator and troubleshooter EricTheRed - Michael - Telepath pfharlock - Sourn There are currently places available House Rules Clarifications on some GURPS rules as they are applied in this game: House Rules Player Characters Player characters are built to the following criteria:
The Front Line The Front Line is the area on the edge of the Blazen's conglomerate universe. Because of the nature of the war, certain restrictions are placed on those who visit the Front Line:
Points may still be spent on advantages relating to restricted situations (Jumper (Time) for instance), however these will not function most of the time. Suggested Character Backgrounds: Recruit You were picked out for your useful skills, and asked to join up in the fight against the Blazen. Maybe you were a world-jumper who found your way into the area around the Front Line and demonstrated some kind of impressive skill. Maybe you were native to a universe on the Front Line and recruited for your assistance to the CI team. Recruits have already proved themselves to some degree and tend to go in at a higher level of operations than Foundlings as they are already useful. Foundling Foundlings have a lot to prove; rescued from situations because of circumstances rather than because of their skills, Foundlings have normally lost their entire world or have some reason to try to get away from what they faced in their own world. They don't necessarily have useful skills and tend to require a lot of training in order to make themselves useful. Tech Level and Equipment Economics The Western Harbour does not operate in a cash economy; the idea of using money when the Harbour has access to a dozen types of Universal Constructor, pattern replicators, and various types of exotic manufactory, trying to put an actual value on physical goods is somewhat hopeless, particularly with the vast difference in cultures and backgrounds that are present. Requisitions That being said, you cannot simply requisition whatever equipment you want. Credit is extended based a flat rate plus bonuses depending on success at missions. Credit is allocated along with XP at the end of missions; new characters can assume that their credit equals their starting wealth as per normal rules. Prices for equipment are set as per TL8 (multiply up or down accordingly). Equipment standards Characters are, as a rule, not allowed access to equipment from a higher TL than their own (characters may buy up their TL to gain access to new equipment). All equipment can be assumed to be one level of quality higher than standard at no added cost. MALF is ignored for equipment unless players specifically wish to include it; MALF and quality are used to define resale price and the like for the most part. Content Language: English Subtitles: Klingon/ Centauri for the hard of hearing Surround Sound by You Imagination® Colour: PAL Running Time: The same length as that piece of string Widescreen Format: Full Surround 3D Violence: Infrequent, fantastic Sex/ Nudity: By reference (mostly in part 1) Theme/ Content: World-jumping (feel free to be a tourist)
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"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting." Last edited by Totem; 10-23-2014 at 01:56 PM. |
09-16-2010, 01:41 PM | #2 |
Join Date: Jan 2010
Location: The Western Harbour
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Re: [OOC] Worlds of Fire
New Advantages
Heightened Perceptual Awareness (15 points) Those who travel between worlds often get very good at spotting the things that are out of place. To some people this is an innate skill, to others it has been learnt the hard way. When confronted by such things as Perceptual Filters, magical illusions, advanced tech, psi powers, or general weirdness, someone with Heightened Perceptual Awareness can make an IQ check to recognise that they are confronting something that is not entirely real or is out of place. If they have an appropriate skill to match this then a further check against this skill can recognise the weirdness for what it is. New Skills Additional Options Those who travel between universes tend to pick up some knowledge of what such travel involves and how to understand it. The additional option of Higher Dimensional exists for the following skills:
Equipment The equipment list has been moved to the following locations: Page 1 Character Ideas/ Thoughts Added following a request for character concept suggestions. Individuals Inidividuals who world-jump tend to have some reason for doing so beyond mere employment. Common reasons include:
Those jumping between worlds on their own tend to be very adaptable to circumstances, and find ways of setting themselves up quickly in a world. This might be by marketable skills (healing powers or knowledge tend to be a favorite in low TL worlds) or by shadier means (anyone who has read the Time Traveller's Wife will know that the ability to pick the lock on a shop door, beat the owner senseless and steal his clothes in less than three minutes can be an essential survival trait). Depending on their means of travel they may acquire allies who travel with them, or may be forced to travel alone, relying on their own skill and wits to live. They may find periods of calmness in each world where they set themselves up before moving on again, either through boredom or necessity. Examples:
Organisations Those working for an organisation tend to find moving around both easier and harder. A world-jumping organisation can provide training for those wishing to blend in with their surroundings, can provide intelligence on the target world, and can give resources that an individual on the move would lack. On the other hand such an organisation will most likely have an agenda; merchants or slavers dealing in 'exotics', companies looking to find untapped resources, conquest (covert or overt), knowledge (science, medicine, etc), or more benignly as tourist operators, traders or 'guardian angels' helping those in need. Examples (more exotic ones probably): Infinity Patrol/ Centrum (see the Basic Set Campaign book, I won't go into more detail here)
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"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting." Last edited by Totem; 11-16-2011 at 01:57 PM. |
09-17-2010, 01:03 PM | #3 |
Join Date: Jan 2007
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Re: [OOC] Worlds of Fire
I'm interested in playing.
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09-17-2010, 02:21 PM | #4 |
Join Date: Aug 2009
Location: OK
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Re: [OOC] Worlds of Fire
Okay, I really want to play a guy from one of those post-apocalyptic type worlds. The kind where most of the technology has faded away. So all they have left is the stuff that's easy to work with. Primitive cars and machines. Black powder for weapons.
So, he'd walk around dressed in leather and chains covered in grease with a couple of crude-looking revolvers strapped to him. Looks like he just crawled out of hell's junkyard. That sound cool? Last edited by ErhnamDJ; 09-18-2010 at 10:40 AM. |
09-17-2010, 02:21 PM | #5 |
Join Date: Dec 2004
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Re: [OOC] Worlds of Fire
Interesting, but I'm having trouble coming up with a character concept that would reply to an unknown call for help.
Maybe toss out some suggestions about why a character might be out there, I've got two: A retrieval specialist, sent by government or business to get ideas and artifacts from various worlds.(Can't see responding to a random call for help) A drifter, arrives and attaches himself as a flunky to whoever seems important and approachable on that world(Maybe with some offer of a reward) |
09-17-2010, 11:45 PM | #6 |
Join Date: Jun 2010
Location: California
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Re: [OOC] Worlds of Fire
Definitely interested, but are ALL time/world jumping abilities "free"? If not, what exactly is covered?
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09-18-2010, 04:13 AM | #7 |
Join Date: Jul 2010
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Re: [OOC] Worlds of Fire
Please sign me in! I am working on a character from an alternative WWII (post-apocalyptic) setting if that is fine with you.
Thanks |
09-18-2010, 05:27 AM | #8 | |||
Join Date: Jan 2010
Location: The Western Harbour
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Re: [OOC] Worlds of Fire
Quote:
Blending in was mentioned as well, though given that (at least where the story starts) people aren't actually looking for other people carrying weapons, a decent coat to stop the revolvers being too obvious would be fine. Otherwise this sounds good. Quote:
On the organisation side of things it's entirely plausible that the message was sent to the organisation instead, asking for your character by name. As mentioned it's an area beyond their experience (they might not have even known that it was possible to travel in that 'direction') so the chance to explore somewhere new might be the insentive for them to send someone. They might also send someone to keep an eye on things (an Ally), or a rival group might send someone (an Enemy). For someone travelling on their own it might be a case of assisting them with their travels (if they're jumping blind for instance, Sliders style, these directions might be the first coherent jump that they've ever made and they might not want to miss the chance of learning more). If they have some specific rewards in mind, then list those on the character sheet. Ultimately it's up to you why your character is there; personal reward (be it material or knowledge), corporate obligation, avoiding boredom, or simple monkey curiosity, it depends on the character and their personal style. Both ideas mentioned above are good ones. EDIT: Check above for some sample character/ organisation concepts. Quote:
Partly setting the cost as free is because these abilities cannot be activated without GM consultation (on the other hand I can't set them off without your permission, and you'd have to be trying something pretty complicated for me to actually refuse to let you use them), but also because I'm leaving the style of travel open as well; someone spending 100 points on Jumper (World) as a psi power might feel a bit put-out by someone else having spent $20 on a pretty looking trinket in a TL3 market which turned out to be a world-jumping engine that got misplaced. If using your world-jumping tech/ whatever relies on a specific skill (such as Symbol Drawing (Higher Dimensional) for creating gateways) then that can be purchased for free if necessary for the purposes of travel. Being aware that your ability to use it may be limited, list the means of travel separately on the character sheet (with an effective points cost that's not included in the grand total) and... Well, I can't think of any reason for refusing an ability, provided that no one appears to be abusing the chance. This only affects your means of travel; snatcher and similar tricks are not included in it (list specifics if you want a final clarification). Post-apocalyptic seems to be popular... The plot thickens...
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"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting." Last edited by Totem; 09-18-2010 at 11:46 AM. |
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09-18-2010, 12:49 PM | #9 |
Join Date: Aug 2009
Location: OK
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Re: [OOC] Worlds of Fire
Name: Douglas Trask
Attributes [155] ST 12 [20] DX 13 [60] IQ 11 [20] HT 12 [20] HP 12 Will 12 [5] Per 14 [15] FP 12 Basic Lift 29 Damage 1d-1/1d+2 Basic Speed 7 [15] Basic Move 7 Social Background TL: 6 Cultural Familiarities: Western-Sorta Languages: English Advantages [56] Combat Reflexes [15] Cultural Adaptability [10] Cutting-Edge Training (Armoury skill is TL7) [1] Fit [5] Gunslinger (Revolvers Only, -60%) [10] Hard to Kill 1 [2] Hard to Subdue 1 [2] Jumper (Psi, Requires 5 FP) [0] Payload 10 (External, -50%) [5] (Allows him to carry twenty-nine pounds outside his body that don't count as encumbrance) Social Chameleon [5] Weapon Bond (Colt Walker) [1] Disadvantages [-45] Low TL 2 [-10] Loner [-5] Motion Sickness [-10] Sense of Duty (Adventuring Companions) [-5] Phobia (Oceans) (15) [-5] Wealth (Struggling) [-10] Quirks [-5] Distinctive Features: Big beard, Bald head Careful Minor Code of Honor (Keeps his word) Minor Addiction (Caffeine) Lactose Intolerance Skills [59] Acrobatics (H) DX 13 [4] Armoury (Small Arms)/TL7 (A) IQ-1 10 [1] Body Language (A) Per-1 13 [1] Brawling (E) DX 13 [1] Carpentry (E) IQ 11 [1] Chemistry/TL6 (H) IQ-2 9 [1] Climbing (A) DX-1 12 [1] Detect Lies (H) Per-2 12 [1] Escape (H) DX-2 11 [1] Fast-Draw (Grenade) (E) DX 13 [1] Fast-Draw (Pistol) (E) DX+2 15 [4] Fast-Talk (A) IQ+2 13 [8] First-Aid/TL6 (E) IQ 11 [1] Forced Entry (E) DX 13 [1] Guns/TL6 (Pistol) (E) DX+4 17 [12] Holdout (A) IQ+1 12 [4] Knife (E) DX 13 [1] Machinist/TL6 (A) IQ-1 10 [1] Mechanic/TL6 (A) IQ-1 10 [1] Observation (A) Per-1 13 [1] Scrounging (E) Per 14 [1] Search (A) Per-1 13 [1] Smith/TL6 (Iron) (A) IQ-1 10 [1] Stealth (A) DX+1 14 [4] Survival (Desert) (A) Per-1 13 [1] Throwing (A) DX 13 [2] Wrestling (A) DX 13 [2] Equipment x2 Colt Walker (TL 7 version that doesn't explode!) Fine (Accurate) 3 Acc - Very Fine (Reliable) 17 Malf. (roll twice) - 2d+2 pi+ - range 110/ 1,200 - $1650 each - Bulk -4 - Weight 4.7/0.15 Bulletproof Vest - Torso - 6 DR - $750 - Weight 8 Steel-Toed boots - Feet - 6/2 DR - $100 - Weight 4 - +1 to kicking damage Sunglasses - Eyes - 1 DR - $10 Duster (+4 to Holdout) - $50 - Weight 5 Balanced, Fine Long Knife - $1680 - Weight 1.5 Multi-Function Knife - $25 Multi-Tool $50 - Weight .5 Duct Tape (69 yards) $1 - Weight 2 Belt - $10 Collapsible Cup - $3 Grooming Kit - $25 - Weight .5 Mirror - $5 Pocket Watch - $100 Sewing Kit - $1 Binoculars (TL6 - 6x magnification) - $150 - Weight 3 Compass - $25 Canteen - $10 - Weight 3 Small Backpack - $60 - Weight 3 Rope, 1/2" (10 yards) - $10 - Weight 2.2 Fishing Kit - $5 Black powder (1 lb in steel can) - $5 - Weight 3 Bullet-molding equipment - $25 - Weight 1 Cigarette Light - $10 Matches - $1.50 Personal basics - $5 - Weight 1 Small Pouch - $3 Water Purification Tablets - $5 Belt Holster x2 - $50 - Weight 1 MK III Grenade (x6) - 8d+2 cr ex - $120 - Weight 6 Small First Aid Kit (bandages, one dose of morphine, and two doses of sulfa) - $10 - Weight 1 $3,000 worth of gold (should be almost three ounces) Stats [155] Ads [56] Disads [45] Quirks [5] Skills [59] = Total [220] Background Douglas is from a world that slipped into darkness, after the technological age passed. The sky burned bright. All was a desert. The few who survived drifted through the ruins, used what little they could find. Douglas found a machine. It bored into his brain, changed him. he can move across worlds. But if he so much as moves on a train or in a car, he becomes ill. He's searched across the worlds. Most are empty. None have answers. Last edited by ErhnamDJ; 12-02-2010 at 12:23 AM. |
09-21-2010, 02:57 PM | #10 |
Join Date: Jan 2010
Location: The Western Harbour
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Re: [OOC] Worlds of Fire
Updated various bits in the setting and information part of the thread, including some sample characters. Any further requests for ideas/ suggestions please post.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting." |
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pbp, world-jumping, worlds of fire |
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