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Old 08-07-2023, 03:23 PM   #361
Mysterious Dark Lord v3.2
 
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Default Re: New Fantasy Setting Seeds.

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Originally Posted by johndallman View Post
There's a more practical way to do this. Pick people in their fifties or early sixties. Send them back to when they were in their late twenties. Have them build a time machine, and recruit another generation of agents who are getting old. Repeat for staging posts backwards into history.
It wasn't mentioned whether or not the agency in question has any choice about the ages of their agents. If anyone could do it, then agents of appropriate ages would be chosen.

Do the Time Agents have a particular Advantage to allow the trip? Do they have this Advantage their entire life or does it activate only at a particular point or under the proper stimulus? Does it go away?

If a particular Advantage is required for time travel, then the Time Agents will be something of a grab-bag. Especially if the Advantage can't be detected until it activates. Instead of a well-trained team of professional Agents, you'll get a group of press-ganged civilians with (hopefully) useful skills.

If the Advantage only works for persons of a particular age group, then the zone of operation for Time Agents will be a narrow band.
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Old 08-07-2023, 06:07 PM   #362
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Default Re: New Fantasy Setting Seeds.

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Originally Posted by Mysterious Dark Lord v3.2 View Post
It wasn't mentioned whether or not the agency in question has any choice about the ages of their agents. If anyone could do it, then agents of appropriate ages would be chosen.

Do the Time Agents have a particular Advantage to allow the trip? Do they have this Advantage their entire life or does it activate only at a particular point or under the proper stimulus? Does it go away?

If a particular Advantage is required for time travel, then the Time Agents will be something of a grab-bag. Especially if the Advantage can't be detected until it activates. Instead of a well-trained team of professional Agents, you'll get a group of press-ganged civilians with (hopefully) useful skills.

If the Advantage only works for persons of a particular age group, then the zone of operation for Time Agents will be a narrow band.
Actually, the whole thing is fairly new and poorly understood. So people are experimenting as they go along.
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Old 08-09-2023, 05:41 PM   #363
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Default Re: New Fantasy Setting Seeds.

Faraway Near

Where are we?

Just over the border. Our world is very near. Once you learn how you can look over the border.

"Our world!" That's crazy talk. We can't have left the Earth.

Not so much left the Earth as our part of it. We're in the borderlands.


"Borderlands?" Border to what?

The lands of the dead, Faerie, Elfhame, the realms of the gods. Some places people could get to are closed off now. They've either lost or gave up their connection to our world.

Why did you bring me here?

Ask the men you murdered. They're right behind you.



The walls of the world are thinner than people think. The borderlands are as close as a heartbeat and further than the stars. Living mortals can learn to cross the border. This brings many advantages. Crossing the border can let people travel unseen, unknown, and quickly. Once over the border you can travel to many different worlds. You can speak to the dead and to that which never lived.

Some people feel the border must be controlled. They bitterly resent unauthorized crossings. Their power comes from exclusive control. Some call themselves guardians, others admit they're in it for the money...or power.

Basically, the PCs accidentally strayed across the border. Now their eyes are opened, it's like they swallowed the red pill without being asked if they wanted the danger. Now the PCs are either resources to be controlled or threats to be eliminated. They can no longer hide but their new enemies are well hidden.
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Old 08-11-2023, 07:14 PM   #364
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Default Re: New Fantasy Setting Seeds.

The Torchbearers

You each were chosen for a strength that never fails you and a flaw that lets you bring the power of this burning light into you. You must make your vices serve your virtues. If you fail to do this, the fires that grant you power will incinerate you.

You've been given power and many responsibilities. Worse no one asked if you wanted the power and its burdens. You can see that which is hidden to others. You can read minds. All the memories, knowledge, insights and wisdom of all your past lives are open to you. The more you focus on any live and its knowledge, the clearer it is to you. You can walk unseen and cloud the minds of men. You understand that you will become more powerful as you go along.

The thing you want to know is how to get off this ride or at least to survive long enough to get back to sanity.

Basically, think of groups like the Green Lanterns or the Lensmen. You have been given a magical relic. A jewel that they placed on your forehead. Ordinary people can't even see the jewel. You can see through the jewel like a new eye. Your new eye shows you the truth of the world, a truth you can't unlearn.

The PCs are the involuntary champions of the light. Now survive and save the world.

The PCs are all chosen for a useful virtue that never fails them and a destructive vice that goes with it. Picture a truly fearless person that is hopelessly impulsive or reckless. The courage is a strength, but only if it doesn't get them killed. Similarly, someone who has empathy and compassion that never fails but refuses to be firm with people is also helpless. The PCs must not only fight the monsters around them they must fight the monster within them.
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Old 08-12-2023, 09:10 AM   #365
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Default Re: New Fantasy Setting Seeds.

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Originally Posted by Mysterious Dark Lord v3.2 View Post
Instead of a well-trained team of professional Agents, you'll get a group of press-ganged civilians with (hopefully) useful skills.
Well probably not [civilians]. Most governments keep very good track of their troops until they actually die (or after - the US has a pretty good registry of veteran's graves), which is a large enough pool you should be able to find somebody in it, unless the required traits aren't so rare you likely can't find a civilian either. Presumably a lot of these guys are still vulnerable to the appeal their country needs them for this. That it needs them 60 years in the past and will make them 20 again when it sends them is an additional draw if anything.
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Old 08-16-2023, 05:28 PM   #366
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The City of Magicians!

These people can do what!

Cast magical spells. I think they came here from Earth a few thousand years ago.

Did they use a "teleport spell" or did Doctor Who give them a lift?

The character is called the Doctor not "Doctor Who" and I don't know how they got here. But DNA analysis shows they're humans from ancient Africa. They are from the Garamantes people. They DNA proves it.

That's not possible.

Possible or not, it simply is.


Basically, your bold Golden Age Sci Fi explorers have found a city of human wizards. Well
the city is ruled by Wizards.

Headquarters wants your bold explorers to over diplomatic relations with a city that hasn't known about outsiders since Ceasar Augustus was on the throne.

Note: The Garamantes are real. They're not well known and they left few records.
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Old 08-17-2023, 12:36 PM   #367
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Default Re: New Fantasy Setting Seeds.

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Originally Posted by Astromancer View Post
Faraway Near

Where are we?

(SNIP)

Basically, the PCs accidentally strayed across the border. Now their eyes are opened, it's like they swallowed the red pill without being asked if they wanted the danger. Now the PCs are either resources to be controlled or threats to be eliminated. They can no longer hide but their new enemies are well hidden.
Perhaps not surprisingly, I'd play in this one.
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Old 08-17-2023, 12:45 PM   #368
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Default Re: New Fantasy Setting Seeds.

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Perhaps not surprisingly, I'd play in this one.
Yeah, same here. Maybe one of these days we'll get Astromancer to run on one of the PbP sites.
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Old 08-17-2023, 01:34 PM   #369
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Default Re: New Fantasy Setting Seeds.

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Presumably a lot of these guys are still vulnerable to the appeal their country needs them for this.
Naturally, you'll need to bring the offer to them while they're out chopping firewood. "I left that life behind, you hear me?"

More seriously, if the intent of the campaign is that the PC's will be inhabiting their bodies back when they were children, you may want to set it so the machine can only send the agents back to when they were children, maybe with some mumbling about brain plasticity. And in that case, considering how little mobility children have, you would ultimately need to choose people who were in the right places at the right times at the right ages, which can justify having operatives that are less ideal in other ways. Or alternatively, have the event they're going back to change be long enough ago that basically everyone who was an adult at the time is either dead or too addled by age to rely on (killing Hitler was brought up as an example, and while there are undoubtedly some veterans of WWII who are still of sound mind and would love a chance to go back and punch Hitler until his face caved in, the number of such are dwindling and they may well no longer be around at the time when the campaign has the time-travel breakthrough; also I think most of the survivors served near the end of the war, and what you'd want is someone of military age before Hitler ever came to power; someone who was 17 in 1930 would be 110 today).
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Old 08-17-2023, 06:49 PM   #370
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Default Re: New Fantasy Setting Seeds.

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Originally Posted by Varyon View Post
More seriously, if the intent of the campaign is that the PC's will be inhabiting their bodies back when they were children, you may want to set it so the machine can only send the agents back to when they were children, maybe with some mumbling about brain plasticity. And in that case, considering how little mobility children have, you would ultimately need to choose people who were in the right places at the right times at the right ages, which can justify having operatives that are less ideal in other ways. Or alternatively, have the event they're going back to change be long enough ago that basically everyone who was an adult at the time is either dead or too addled by age to rely on (killing Hitler was brought up as an example, and while there are undoubtedly some veterans of WWII who are still of sound mind and would love a chance to go back and punch Hitler until his face caved in, the number of such are dwindling and they may well no longer be around at the time when the campaign has the time-travel breakthrough; also I think most of the survivors served near the end of the war, and what you'd want is someone of military age before Hitler ever came to power; someone who was 17 in 1930 would be 110 today).
Or they go back to age 6-8 and you fast forward, with some opportunity to use their knowledge to build resources because they know upcoming events. Anonymous letters might let you affect some things.
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