Campaign Panning Form &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; GM: Mami (mah’mee) Date: 12/02/2019 &nbsp; &nbsp; Campaign Name: &nbsp; Dark Earth &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; Starting Year: 2064&nbsp;&nbsp; Rate game time passes: 1-week &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Genre: Dystopic (and Science Fiction*) Realistic or Cinematic? &nbsp; Realistic&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Are there Multiple Planes of existence? &nbsp; Yes General Theme of Campaign: The world has regressed technically, supernatural abilities have surfaced, new sentient creatures roam the earth, as well as “monsters.”&nbsp; Your goal is to survive in this setting, explore/ discover, make the world a better place. &nbsp; Campaign Background Campaign’s base: &nbsp; The F (Frontier); Campaign will begin with players all having to be located at Peaksville (what was formerly known as Incline Village, NV).&nbsp; Where the party goes form there is up to them.&nbsp; Players are not limited in creating characters from the F, they can choose to be from almost any area of North America (except if from the NCR they will have to be one of the following a military deserter, an exile, or an escaped slave) Society/ government type: &nbsp; Anarchy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Control Rating: CR 0 (No actual laws) Exceptions to general CR: &nbsp; The CR of a community or country fluctuates, though within the “F” the ratings typically range from 0-3. Tech Level: &nbsp; 5&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Exceptions to general TL: &nbsp; Some people have some TL 8 Familiarities from post-outage era items.&nbsp; This is not common in most areas of humanity as the TL has regressed to TL 5 due to loss of electricity (and nuclear power) during the beginning of the “New Dark Ages.”&nbsp; Some people have learned through relics and knowledge passed down by a loved on or teacher, but this is uncommon especially in the Frontiers. Brief description of important neighboring powers, political/ economic situations, etc .: · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The F, or Frontier: &nbsp; The lands consist of parts of old British Columbia, Idaho, California, Nevada, Utah, Arizona, Colorado, New Mexico, Kansas, Oklahoma .&nbsp; When thinking of the F think of it being like what one would expect in the west of the USA when pioneers and cowboys were popular.&nbsp; The more civilized areas of New America and Texas are more akin to life in the Victorian age.&nbsp; The difference being their military has most of the pre-outage weapons and armor.&nbsp; Different communities in the Frontier may conduct trade with close neighbors, but distant travel is only for the brave so not much is known about the rest of the world in Peaksville besides the following: &nbsp; · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Texas is a nation that covers some parts of the old State of Texas and parts of neighboring lands of the old country of Mexico .&nbsp; Their northern and eastern borders stop at the old Colorado River, west to old Peco River, and as far south to as the old Mexican State of Coahuila. West to the Sierra El Burro and South to the Rio San Rodrigo.&nbsp; They are a Christian State with the Capital New Rome, which was once called Corpus Christi.&nbsp; They export food grown from farms and cattle Mainly to New America, importing weapons in exchange. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NCR (New California Republic):&nbsp; They claim the lands of North America west of the Sierra Nevada Mountain Range.&nbsp; This includes old Alaska, Baha California, and Baja California Sur, also old Parts of Yukon, British Columbia, Washington, Oregon, and California Has no official dealing with people in the Frontier.&nbsp; What goes on in the NCR is not known.&nbsp; What some claim is that they have seen flying lions and occasionally dragons in the old regions of California, Washington, Nevada, Utah, and Arizona.&nbsp; Loud booms are sometimes heard in these states coming from the sky, which is usually followed by streaks of “clouds” like dust in the air that streaks in a direction then disappeared (normally only seen during the day).&nbsp; There are also reports of winged soldiers sometimes seen riding the flying animals or non-winged soldiers seen usually from a distance.&nbsp; These are rare occurrences. Each soldier appears to be wearing some sort of armored suits of protection that no one has found any recorded information in pre-outage times. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; FNA or Free Natives of America: &nbsp; Their lands consisting of parts of old Canada and the United States (Alberta, Saskatchewan, Montana, Wyoming, North Dakota, South Dakota, Nebraska, Minnesota, Iowa and Wisconsin) .These are peaceful people to respectful travelers and will trade leathers, cloth, and furs to nearby Frontier settlements mainly for extra food stores, firearms, and ammo.&nbsp; They also sometimes have shamans who provide healing services for food and shelter while traveling outside of their nation.&nbsp; Not all Native Americans moved to the FNA a few reservations still exist as independents in old Nevada, Utah, Arizona, New Mexico, Texas and Oklahoma. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The Wilds:&nbsp; consist of Northwest Territory, Nunavut, Manitoba, Sonora, Chihuaua, Sinaloa, Durango, Zacatecas, Nuevo Leon, San Luis Potosi, and all parts further south in Mexico, &nbsp;Illinois, Michigan, Indiana, Missouri, Arkansas, Louisiana, Mississippi, Alabama, Florida, Parts of Kentucky, Parts of Tennessee, and Parts of Georgia. &nbsp; These areas a now man’s land where plenty of myths say are mainly deserted filled with wild animals and other unknown creatures including plenty of magical creatures.&nbsp; Not many humans are known to live in most of theses areas.&nbsp; Those few communities that do are said to be as wild as the land itself.&nbsp; While the NA claim most of these areas, they don’t have a strong presence in the area. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NA or New America: &nbsp; Consist of old Ohio, West Virginia, North Carolina, South Carolina, Pennsylvania, New York, Maryland, Delaware, Vermont, New Hampshire, Massachusetts, Rhode Island, Connecticut, Maine, parts of Kentucky, parts of Tennessee and parts of Georgia.&nbsp; Not Much is Known about them beyond they claim to have the right to lands they don’t possess, stating pre-outage history.&nbsp; They have working Steam engines that they use to connect their states and they even use them on the old Subway systems.&nbsp; They have their hands busy with the wilds and are busy looking for allies amongst the nation of Texas. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The Red Leaf or Canada:&nbsp; Not much is known about the areas of Ontario, Quebec, New Brunswick, Nova Scotia, Prince Edward Island, Newfoundland and Labrador.&nbsp; Rumors say they are filled with people who speak French rival the NA in power and are busy fighting off werewolves, giant creatures, and other foul things who occasionally steal and eat them. Suggested or required reading for players: &nbsp; GURPS 4e Quick-Start rules available at <a href="http://www.sjgames.com" rel="nofollow">www.sjgames.com</a> or players GURPS 4e Basic Set Characters.&nbsp; Note Players do not need to purchase any books to participate, the GM will ensure all players understand what is going on, but the Quick-Start Rules which may be about 30 pages is free and a required read for new players to GURPS 4e.&nbsp; (Be sure to get the correct edition.) Other GURPS books that may prove useful: GURPS 4e : High Tech, Ultra Tech, Bio Tech, Magic, Psionic Powers, Thaumatology, Low Tech, Space, Cyberpunk, and Martial Arts.&nbsp; PDFs available at <a href="http://www.drivethrurpg.com" rel="nofollow">www.drivethrurpg.com</a> Non-GURPS book: &nbsp; Stargate by Pauline Gedge, The 12 th Planet by Zecharia Sitchin, The Walking Dead by Robert Kirkman, Stranger Things Volume 1 by Jody Houser, Stefano Martino &amp; Keith Champagne &nbsp; Information for PCs Starting Point Value Allowed for PCs: (Heroic) 150 points with up to 75 disadvantage points &nbsp; Especially useful character types: &nbsp; Anti-hero, Criminal, Techs, Law Enforcement, Military, Medical, Scientist, Occultist, Investigative, Survivor, Outdoors, Political, and Farmer. Especially useless character types: Comical (made for laughs), Loners/ Anti-social, and Impulsive. &nbsp; &nbsp; Especially appropriate professions :&nbsp; Mechanic, Doctor, Geologist, Park Ranger, Government Agent, Detective, Soldier, Psychic, Actor, Journalist, Marshal, thief, “Survivor,” etc. &nbsp; Especially inappropriate professions: &nbsp; While each character should not be able to do everything, every character should have at least some sort of specialization that will prove helpful to others. &nbsp; PC Races allowed: &nbsp; Human (is the typical choice) no mater where their character originates from.&nbsp; There are non-humans on earth (all are races created by the GM, these racial templates may modify certain non-physical disadvantages which must be approved).&nbsp; Players cannot create their own races but are free to choose to play one of the Racial Templates provided by the GM.&nbsp; Note, the Disadvantages of a template does not count towards a character’s Disadvantages limit. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NCR:&nbsp; though a player may play an exile or deserter of the NCR a former Wolfen Lord, Nevahri (Arkern sub-species), Fallen (which is a wingless Nevahri), Nevahri Tenna (similar to an elf), Kaeshen, Black Ork, or Shadow Goblin; I will soon update with point cost) · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The Wilds:&nbsp; &nbsp;players can create a Wolfen from the Canada region (who are not related to the NCR; they are enemies), finally Players can create Orks (note: note the same as a Black Ork), Half-Orks, Goblins (note: not the same as a Shadow Goblin), or Hobgoblins (which are not a part of the NCR).&nbsp; Finally, a player can create a Feane. Starting Wealth: $5,000&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Starting Wealth Levels Allowed :&nbsp; Dead Broke- Multimillionaire Level 1 Starting Status Level Allowed: &nbsp; 0-2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Starting TLs allowed: 5/8 (8 only as a Familiarity to use pre-outage tech, such devices cannot be manufactured with what is currently available.) Languages Available: &nbsp; Any Known Earth Languages (though English is the common tongue of the starting area; characters who come from the NCR outsiders must take Gahakai as their native tongue.&nbsp; Only Human characters from the wild may learn Oark, Goblyn, Fanthi or Lunish. Cultural Familiarities Available: &nbsp; Appropriate Nation/Region or Race character was raised or lived in for any long period of time.&nbsp; NCR, NA, F, Wild, and/ or Texas.&nbsp; Only those humans who have lived in the wild will be able to learn of the cultures who have at least lived there. Required Advantages: &nbsp; None Required Disadvantages: None Required Skills: &nbsp; None &nbsp; &nbsp; &nbsp; Especially Appropriate Advantages: &nbsp; Acute Senses 2 levels or less, Ambidexterity, Artificer, Charisma 2 levels or less, Combat Reflexes, Common Sense, Extra Attack, Fit, Healer, Outdoorsman, Single Minded, Talent, Temperature Tolerance, and Voice. &nbsp; Especially Inappropriate Advantages: (Note: there are exceptions for some racial templates) 360 degree vision, Absolute Timing, Acute Senses 3 levels or higher, Affliction, Altered Time Rate, Amphibious, Appearance: Monstrous or worse, Arm DX, Arm ST, Binding, Blessed, Brachiator, Breath-Holding, Catfall, Chameleon, Channeling, Charisma 3 levels or higher, Clairsentience, Claws, Clinging, Compartmentalized Mind, Construction Attack, Cybernetics, Damage Resistance, Dark Vision, Destiny, Detect, Digital Mind, Discriminatory Hearing/ Smell/ Taste, Doesn’t Breath/ Eat or Drink/ Sleep, Dominance, Duplication, Elastic Skin, Empathy, Enhanced Defenses, Enhanced Move, Enhanced Time Sense, Enhanced Tracking, Extended Lifespan, Extra Arms, Extra Head, Extra Legs, Extra Life, Extra Mouth, Fearlessness 3 levels or above, Filter Lungs, Flight, Gadgetter, Gizmos, Growth, Gunslinger, Hard to Kill 3 levels or more, Hard to Subdue 3 levels or more, Healing, Hermaphromorph, High Manual Dexterity 3 levels or more, High TL, Higher Purpose, Hyperspectral Vision, Illuminated, Improved G-Tolerance, Infravision, Injury Tolerance, Innate Attack, Insubstantiality, Intuitive Mathematician, Invisibility, Jumper, Legal Immunity: Bardic Immunity, Lifting ST, Luck: Extraordinary or Ridiculous, Magery 1 or more, Magic Resistance 3 levels or more, Mana Damper, Mana Enhancer, Metabolism Control, Microscopic Vision, Mimicry, Mind Control, Mind Probe, Mind Reading, Mind Shield, Mind Link, Modular Abilities, Neutralize, Nictitating Membrane, Night Vision 3 levels or more, Obscure, Oracle, Parabolic Hearing, Payload, Penetrating Vision, Peripheral Vision, Permeation, Plant Empathy, Possession, Power Investiture, Precognition, Pressure Support, Protected Senses, Psi Static, Psychometry, Puppet, Racial memory, Radiation Tolerance, Rapier Wit, Reawakened, Recovery, Reduce Consumption 3 levels or more, Regeneration, Regrowth, Resistant above ordinary human, Scanning Sense, Sealed, See Invisible, Sensitive Touch, Serendipity 2 levels or more, Shadow form, Shapeshifting, Shrinking, Shyness: Mild, Silence, Slippery, Snatcher, Speak Underwater, Speak with Animals, Speak with Plants, Special Rapport, Spines, Stretching, Striker, Striking ST, Subsonic Hearing, Subsonic Speech, Super Climbing, Super Jump, Super Luck, Supernatural Durability, Teeth: Sharp or Fangs, Telecommunication, Telekinesis, Telescopic Vision, Temperature Control, Temporal Inertia, Terrain Adaptation, Terror, Trained by a Master, Tunneling, Ultrahearing, Ultrasonic Speech, Ultravision, Unaging, Universal Digestion, Unkillable, Vacuum Support, Vampiric Bite, Vibration Sense, Visualization, Walk on Air, Walk on Liquid, Warp, Weapon Master, and Wild Talent.&nbsp; Perks:&nbsp; Accessory, Fur, Sanitized Metabolism, and Shtick. &nbsp; Especially Appropriate Disadvantages: Alcoholism, Appearance: Ugly or Hideous, Bad Back, Bad Grip, Bad Sight, Bad Temper, Bully, Callous, Charitable, Chummy, Curious, Delusions, Dependents, Epilepsy, Greed, Intolerance, Light Sleeper, Low Self-Image, On the Edge, Overconfidence, Phobias, Post-Combat Shakes, Selfless, Sense of Duty, Stubbornness, Stuttering, Truthfulness, and Xenophilia &nbsp; Especially Inappropriate Disadvantages:&nbsp; Bestial, Cold-Blooded, Cursed, Draining, Dread, Electrical, Fragile, Frightens Animal, G-Intolerance, Horizontal, Increased Life Support, Infectious Attack, Invertebrate, Lifebane, Maintenance, No Fine Manipulators, No Legs, No Manipulators, Nocturnal, Reprogrammable, Self-Destruct, Semi-Upright, Shadow Form, Slave Mentality, Short Lifespan, Sleepy, Slow Eater, Space Sickness, Stress Atavism, Supernatural Features, Time Sickness, Uncontrollable Appetite, Unhealing, Unique, Unnatural Features, Unusual Biochemistry, Vulnerability, Weak Bite, Weakness, and Weirdness Magnet. &nbsp; Especially Appropriate Skills: &nbsp; Animal Handling, Anthropology, Archaeology, Area Knowledge, Artillery, Astronomy, Bioengineering,&nbsp; Biology, Boating, Brawling, Camouflage, Carpentry, Chemistry, Climbing, Computer Hacking, Computer Operation, Computer Programming, Diplomacy, Diagnosis, Driving, Electrician, Electronics Operation, Electronics Repair, Engineer, Expert Skill, Fast-Talk, Filch, First Aid, Farming, Fishing, Gardening, Geography, Geology, Gunner, Guns, Hiking, Intelligence Analysis, Judo, Karate, Leadership, Naturalist, Navigation, Physics, Professional Skill, Psychology, Riding: Horse, Shadowing, Sociology, Soldier, Stealth, Strategy, Streetwise, Survival, Swimming, Teaching, Tracking, and Urban Survival. &nbsp; Especially Inappropriate Skills: &nbsp; Airshipman, Blind Fighting, Breaking Blow, Body Control, Captivate, Enthrallment, Flying Leap, Immovable Stance, Innate Attack, Invisibility Art, Kiai, Light Walk, Power Blow, Pressure Points, Pressure Secrets, Push, Space, Weird Science, and Zen Archery. &nbsp; Appropriate Patrons :&nbsp; Employer or Mentor &nbsp; Appropriate Enemies: &nbsp; Someone for personal reasons, Police, Government, rival gang, etc. Special Abilities Allowed for PCs Exotic/ Supernatural Traits:&nbsp; Anti-Psi, Astral Projection, Ergokinesis, ESP, Magery level 0 (only), Magic Resistance 2 levels or lower, Medium, Probability Alteration, Psychic Healing, Psychic Vampirism, Psychokinesis, Spirit Empathy, Telepathy, Teleportation, True Faith, and Unusual Background &nbsp; Cinematic Skills:&nbsp; None &nbsp; Are PC mages allowed? Yes&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; General Mana Level:&nbsp; Normal Mana Do areas of higher mana exist? Yes Are any of the spells in Chapter 5 off limits? All Gate Spells Are PC psis allowed?&nbsp; Yes&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Are any of the Powers from Chapter 6 off limits?&nbsp; No Are PC gadgeteers allowed?&nbsp; Yes&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Are there special limits on gadgeteering? Limited to a TL 5 Unusual Background cost(s): for these abilities:&nbsp; Unusual Background Arcane Nature [40], Unusual Background:&nbsp; Psychic Nature [30], Unusual Background: Spiritualist Nature: [20]; Note if your character has any of these backgrounds the character must have be at no older than 57 years of age (if alive during the pre-outage period.&nbsp; A human does not develop these abilities if they we over 12 years of age when the global outage occurred.&nbsp; Characters from the post-outage era must be at least 12 to begin showing signs that the character has a supernatural gift.&nbsp; If this ability is not developed before they complete puberty the character will never develop their potential.&nbsp; Keep this in mind when thinking about your character’s starting age. &nbsp; Legal or social restrictions on these abilities:&nbsp; Varies by locale (see Mundane Background disadvantage). &nbsp; &nbsp;