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| MAIN | BACKGROUND | CHARACTERS | TIMELINE | WORLDS | NPC'S |
This GURPS campaign combines Camelot, Mecha, Psionics, and Space and starts in 57 ASY.
The acceptable GCA files for this game are: vbasic.gdf, martart2.gdf, ma2style.gdf, psionics.gdf, ultratec.gdf, ultrtec2.gdf, compend1.gdf, biotech.gdf, mecha.gdf, sex.gdf, quirks.gdf, quirks2.gdf, and jflogres.gdf. All house rules for character creation can be found in the JFLogres.gdf file for GCA. Discuss with the GM the rules used for Mecha in this game.
Known races currently include Dana (psionic intelligences of the Deep Astral), Gnomoi (ancient allies of humanity), Humans, Jaril (giant humanoid engineers), Picti ("primitive" natives of the Logres Cluster), and Trow (an advanced race who do not settle planets, but travel through space in family groups). Only Gnomoi, Humans, Jaril, and Picti are available as PCs. Racial variants include human nobles and commoners, though other types are known. If you wish to play something outside the listed races and variants, speak with the GM to see if something can be arranged.
Stats of ST 8-2 [-30], DX 8+1 [-5], IQ 8 [-15], HT 8+1 [-5]. Advantages of Cool [1], Craft Bonus/3 [18], Reputation (Hospitality)/1 [5], and Strikers (Cutting Bite) [5]. Disadvantages of Addiction (Highly Addictive, $20 or less, Legal) [-5], Appearance: Ugly [-10], Attentive [-1], Code of Honor (Hospitality)/1 [-5], Dull [-6], Extra Sleep/5 [-15], Gluttony [-5], Humble [-1], Low Pain Threshold [-10], No Acceleration Tolerance [-10], No Interface Talent [-5], Not Ambidextrous [-10], Poor Reflexes [-15], Reduced Fatigue [-3], Reduced Hit Points [-2], Reduced Move/1 [-5], Reduced Speed (1/2) [-15], Slow Healing [-5], Staid [-1], Unalert [-5], and Unfit [-5]. The skill of Stealth @ DX+1 [4].
Addiction and Gluttony may be replaced with other form of hedonism without counting against the campaign disadvantage limit.
Stats of ST 8 [-15], DX 8 [-15], IQ 8 [-15], and HT 8 [-15]. Disadvantages of: Appearance Ugly [-10], Extra Sleep [-15], Low Pain Threshold [-10], No Acceleration Tolerance [-10], No Interface Talent [-5], Not Ambidextrous [-10], Not Versatile [-5], Poor Longevity [-15], Poor Reflexes [-15], Reduced Fatigue/1 [-3], Reduced Hit Points/1 [-2], Reduced Speed (1/2) [-15], Reduced Temperature Zone/2 [-2], Slow Healing [-5], Unalert [-5], and Unfit [-5].
These individuals had ancestors who were genetically engineered into a superior form of humanity. They are considered the base character type for the game with the "standard" human gaining the disadvantages of the Human Commoner subtype. To see the advantages accruing to a noble, simply read the opposite of the Human Commoner package. It requires 0 points to play a Human Noble.
Jerai are 10' tall humanoids with a talent for developing and maintaining devices. They cost -100 points to play. They have ST +4 [45], DX -2 [-15], IQ -1 [-10], and HT -2 [-15]. Their disadvanges include Appearance (Ugly) [-10], Extra Sleep/5 [-15], Gullibility [-10], Increased Life Suppot (Extra Food/1) [-10], Laziness [-10], Low Pain Threshold [-10], No Interface Talent [-5], Poor Longevity [-15], Poor Reflexes [-15], Reduced Temperature Zone/2 [-2], Truthfulness [-5], and Unfit [-5]. Skill bonuses of Electronics +1 [2], Engineer +2 [3], and Mechanic [+2]. Jerai may buy off No Interface Talent without an unusual background.
All knights or mechwarriors are assumed to be nobles. The Knight's package is 95 points (40 without stats and skills) for: Stats of DX 12 [20], and IQ 12 [20]. Advantages of Claim to Hospitality (non-enemy nobles) [5], Courtesy Rank/4 [4], Legal Enforcement Powers [5], Regular Income/10 [10], Status/3 [15], and Wealth (Comfortable x15) [3]. Disadvantages of Duty (lord and land on 6-) [-2]. Skills of Astrogation (N-Space) 10 [0.5], Astrogation (Warp) 10 [0.5], Driving (Walker) 12 [2], Electronics Ops (Communications) 10 [0.5], Electronics Ops (Force Screens) 10 [0.5], Electronics Ops (Sensors) 12 [2], Electronics Ops (Stealth & ECM) 12 [2], Gunner (laser) 12 [0.5], Gunner (laser) 12 [0.5], Piloting (Space) 12 [2], Piloting (Warp) 12 [2], and Piloting (Winged) 12 [2].
| Social Rank | Monthly Cost of Living | Titles | Standard of Living |
|---|---|---|---|
| 8 | $200,000,000 | Emperor, Exarch | 400,000 hirelings, personal planet, more of Status/7. |
| 7 | $40,000,000 | High King, Warlord | 75,000 hirelings, personal moon or continent, more of Status/6. |
| 6 | $8,000,000 | Duke, King, Arch-Enchantress, Arch-Wizard, Primary | 15,000 hirelings, personal city, personal force of 50+ mecha, more of Status/5. |
| 5 | $2,000,000 | Count, High Lord, Prince, Pennath, Enchantress, Wizard, High Abbot | 2500 hirelings, personal town, estates across several systems, personal mecha force of 16+, otherwise as Status/4. |
| 4 | $400,000 | Baron, High Lady or Lord of the Lake, Abbot | 500 hirelings, multiple estates and interstellar vessels, personal military force (4+ active mecha), otherwise as Status/3. |
| 3 | $80,000 | Knight, Popular Noble, Lady or Lord of the Lake, Surintendant | 100 hirelings, planetary estate, space station, interstellar vessel, personal mecha, corporation, any luxuries. |
| 2 | $16,000 | Mercenary Noble, Governor, President, Rich Commoner, Maid or Bachelor of the Lake, Hermit | 20 hirelings, mansion or interstellar vessel, large business, interplanetary transport, any luxuries. |
| 1 | $3,000 | Wealthy Commoner, Half-Noble, Mayor, Child of the Lake, Guide | 4 hirelings, small business, 8 bedroom house, planetary transportation, major luxuries. |
| 0 | $600 | Commoner | 2 bedroom apartment, local transportation, minor luxuries. |
| -1 | $300 | Unskilled Labor, Servant, Bondsman | studio apartment |
| -2 | $0 | Labor Reserve, Unemployed, Stigmatized | Half room, community kitchen & bath. |
| -3 | $0 | Prisoner | Quarter room, public facilities. |
Starting Wealth is a very important part of the game and is divided much more finely than the normal GURPS rules. The multiple beside the degree of wealth below is the multiple of monthly income that a starting character recieves in goods or cash. Poverty: Dead Broke (x1/5) is -12 points, Poor (x1) is -7 points, Struggling (x2.5) is -5 points. Wealth: Average (x5) is 0 points, Comfortable (x10) is 2 points, Comfortable (x15) is 3 points, Comfortable (x20) is 4 points, Comfortable (x25) is 5 points, Wealthy (x30) is 6 points, Wealthy (x65) is 8 points, Very Wealthy (x100) is 10 points, Very Wealthy (x300) is 13 points, Filthy Rich (x50x10/level) is 15 points plus 8 per additional level.
The cost of a noble mecha and an interstellar vessel to support and transport it can be assumed to be $1 billion. At Status/3 or higher a custom mecha (which may be mortgaged) is assumed to be part of the standard of living for a military family, and thus does not need to be paid for in cash. At Status/2 or less a personal mech would need to be paid for in cash.
Body Identity gives a character the ability to operate a mech whose configuration doesn't match his own body. Body Identity costs one point per body configuration and is often accompanied by a social stigma.
Regular Income gives a character an automatic income of 10% of the Monthly Cost of Living for his status. Regular Income costs 1 point per level.
Particularly appropriate advantages in this game include Code of Honor (Chivalric, Gentleman's, Modified Chivalric, or Samurai), Fanaticism (The Lake, Logres, Lord, or Preservationism), Dependents, Duty, and Sense of Duty.
Social Stigma (Clone) is a minority group social stigma worth -10.
Social Stigma (Modified) is a minority group social stigma worth -10. It applies to those who deliberately sought out cybernetic or biotech body modifications, and to those whose abilities from those sources exceed the human norm.
Social Stigma (Impovrished Noble) is a second class stigma worth -5. It applies to characters of Status/3+ who do not have sufficient automatic income to support themselves (Regular Income less than 10).
Social Stigma (Fringer) is a barbarian social stigma worth -15. It applies to anyone whose physical appearance or behavior displays a fringer heritage. (This may be replaced with a Reputation/-3 (Fringer) if appropriate.)
| Armoury | Armor, Biological, Chemical, Fusion, Laser, Projectile, Nanotech, Neural, Particle, Psi, Pulse, Sonic |
|---|---|
| Astrogation | Jump, N-Space, Warp |
| Beam Weapons | Fusion, Laser, Neural, Particle, Psi, Pulse, Sonic |
| Driving | Flexibody, Flexibody Remote, Tracked, Tracked Remote, Walker, Walker Remote, Wheeled, Wheeled Remote |
| Electronics | Auto-Visual, Communications, Computers, Cybernetics, Data Storage, Force Screens, Fusion Weapons, Laser Weapons, Neural Weapons, Particle Weapons, Psychotronics, Pulse Weapons, Security, Sensors, Sonic Weapons, Stealth & ECM, Storage & Delivery |
| Electronics Ops | Audio-Visual, Communications, Force Screens, Psychotronics, Security, Sensors, Stealth & ECM |
| Engineer | Antimatter Drives, Antimatter Power, Combat, Contragravity, FTL Jump, FTL Micro-Warp, FTL Warp, Fusion Drives, Fusion Power, Hydro-Pneumo, Life Support, Mining, Missile, Nano-, NPU, Reactionless, Robotic, Structural |
| Gunner | Cannon, Fusion, Laser, Missile, Neural, Particle, Psi, Pulse, Sonic |
| Guns | Launcher, Projectile |
| Hidden Lore | Aliens, Astral, Bio-Psi, Bio-Tech, Prophecy, Psionics, Psychotronics |
| Language | Byarshay Gnomoi, Gaeric Human, Common Human, Gerremn Human, Jestil Jaril, Pic Picti, Val-Hriad Trow |
| Mechanic | Antimatter Drive, Antimatter Power, Contragravity, Cybernetics, FTL Jump, FTL Micro-Warp, FTL Warp, Fusion Drive, Fusion Power, Hydro-Pneumo, Life Support, NPU, Reactionless, Robotic, Structural |
| Piloting | Contragrav, Brick, Brick Remote, Near Orbit, Near Orbit Remote, Rotor, Rotor Remote, Space, Space Remote, Warp, Warp Remote, Winged, Winged Remote |
| Script | Arghin Gerremn, Devesu Val-Hriad, Eslak Pic, Supra Common |
| Softechnics | Bio-Psi, Grafts, Pseudolife, Symbionts |
Mecha get penalties to IQ, DX, and skills ofm their pilot under the following circumstances.
These penalties are all cumulative, but the maximum penalty is -5.
An Energy Blast is usable in close combat only with each level doing 1d(10) damage. When an energy blast strikes it does explosive damage of 1 point per die of the energy blast.
An Energy Blade does 1d(5) damage per level and has a reach of 1 hex per 2.5 dice of damage.
| MAIN | BACKGROUND | CHARACTERS | TIMELINE | WORLDS | NPC'S |
| This page © 2003 by Jeff
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