Campaign
Panning Form GM: Mami (mah’mee) Date: 12/02/2019 Campaign Name: Dark
Earth Starting
Year: 2064 Rate game time passes: 1-week Genre: Dystopic (and Science Fiction*) Realistic or Cinematic?
Realistic Are
there Multiple Planes of existence?
Yes General Theme of Campaign: The world has regressed technically, supernatural
abilities have surfaced, new sentient creatures roam the earth, as well as “monsters.” Your goal is to survive in this setting, explore/
discover, make the world a better place. Campaign Background Campaign’s base: The
F (Frontier); Campaign will begin with players all having to be located at Peaksville
(what was formerly known as Incline Village, NV). Where the party goes form there is up to
them. 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: Anarchy Control Rating: CR 0 (No actual laws) Exceptions to general CR: The
CR of a community or country fluctuates, though within the “F” the ratings typically
range from 0-3. Tech Level: 5 Exceptions to general TL: Some
people have some TL 8 Familiarities from post-outage era items. 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.”
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 .: ·
The
F, or Frontier: The lands consist of parts of old British
Columbia, Idaho, California, Nevada, Utah, Arizona, Colorado, New Mexico, Kansas,
Oklahoma . 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. The more civilized
areas of New America and Texas are more akin to life in the Victorian age. The difference being their military has most
of the pre-outage weapons and armor.
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: ·
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 . 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. They are a
Christian State with the Capital New Rome, which was once called Corpus Christi. They export food grown from farms and cattle Mainly
to New America, importing weapons in exchange. ·
NCR
(New California Republic): They claim
the lands of North America west of the Sierra Nevada Mountain Range. 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. What goes on in the NCR is not known. What some claim is that they have seen flying
lions and occasionally dragons in the old regions of California, Washington, Nevada,
Utah, and Arizona. 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). There
are also reports of winged soldiers sometimes seen riding the flying animals or
non-winged soldiers seen usually from a distance. 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. ·
FNA
or Free Natives of America: 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. They also sometimes have shamans who provide
healing services for food and shelter while traveling outside of their nation. 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. ·
The
Wilds: consist of Northwest Territory,
Nunavut, Manitoba, Sonora, Chihuaua, Sinaloa, Durango, Zacatecas, Nuevo Leon,
San Luis Potosi, and all parts further south in Mexico, Illinois, Michigan, Indiana, Missouri,
Arkansas, Louisiana, Mississippi, Alabama, Florida, Parts of Kentucky, Parts of
Tennessee, and Parts of Georgia. 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. Not
many humans are known to live in most of theses areas. Those few communities that do are said to be as
wild as the land itself. While the NA
claim most of these areas, they don’t have a strong presence in the area. ·
NA
or New America: 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.
Not Much is Known about them beyond they claim to have the right to
lands they don’t possess, stating pre-outage history. They have working Steam engines that they use
to connect their states and they even use them on the old Subway systems. They have their hands busy with the wilds and
are busy looking for allies amongst the nation of Texas. ·
The
Red Leaf or Canada: Not much is known
about the areas of Ontario, Quebec, New Brunswick, Nova Scotia, Prince Edward
Island, Newfoundland and Labrador. 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: 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. 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. (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. PDFs
available at <a href="http://www.drivethrurpg.com" rel="nofollow">www.drivethrurpg.com</a> Non-GURPS book:
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 & Keith Champagne Information for PCs Starting Point Value Allowed for PCs: (Heroic)
150 points with up to 75 disadvantage points Especially useful character types: 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. Especially appropriate professions :
Mechanic, Doctor, Geologist, Park Ranger, Government Agent, Detective,
Soldier, Psychic, Actor, Journalist, Marshal, thief, “Survivor,” etc. Especially inappropriate professions: 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. PC Races allowed:
Human (is the typical choice) no mater where their character originates
from. 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).
Players cannot create their own races but are free to choose to play one
of the Racial Templates provided by the GM.
Note, the Disadvantages of a template does not count towards a character’s
Disadvantages limit. ·
NCR: 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) ·
The
Wilds: 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). Finally, a player can create a Feane. Starting Wealth: $5,000 Starting Wealth Levels Allowed : Dead Broke- Multimillionaire Level 1 Starting Status Level Allowed:
0-2 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:
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. Only Human characters
from the wild may learn Oark, Goblyn, Fanthi or Lunish. Cultural Familiarities Available: Appropriate
Nation/Region or Race character was raised or lived in for any long period of
time. NCR, NA, F, Wild, and/ or Texas. 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: None
Required Disadvantages: None Required Skills:
None Especially Appropriate Advantages:
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. 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.
Perks: Accessory, Fur, Sanitized
Metabolism, and Shtick. 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 Especially Inappropriate
Disadvantages: 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. Especially Appropriate Skills: Animal
Handling, Anthropology, Archaeology, Area Knowledge, Artillery, Astronomy,
Bioengineering, 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. Especially Inappropriate Skills:
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. Appropriate Patrons :
Employer or Mentor Appropriate Enemies:
Someone for personal reasons, Police, Government, rival gang, etc. Special Abilities Allowed
for PCs Exotic/
Supernatural Traits: 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 Cinematic
Skills: None Are PC mages
allowed? Yes General
Mana Level: 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? Yes Are any of the Powers from Chapter 6 off limits? No Are PC
gadgeteers allowed? Yes Are there special limits on
gadgeteering? Limited to a TL 5 Unusual
Background cost(s): for these abilities:
Unusual Background Arcane Nature [40], Unusual Background: 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. A human does not develop
these abilities if they we over 12 years of age when the global outage occurred. Characters from the post-outage era must be
at least 12 to begin showing signs that the character has a supernatural gift. If this ability is not developed before they complete
puberty the character will never develop their potential. Keep this in mind when thinking about your
character’s starting age. Legal or social
restrictions on these abilities: Varies
by locale (see Mundane Background disadvantage).