Weird Wild West: Difference between revisions

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'''Campaign name:'''  Weird Wild West
'''Campaign name:'''  Weird Wild West


'''Starting year:''' 1877
'''Starting year:''' 1877
   
   
'''Genre:''' Steampunk Weird West
'''Genre:''' Steampunk Weird West
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'''Realistic or cinematic?'''  [[Grittematic™]]
'''Realistic or cinematic?'''  [[Grittematic™]]


'''General theme of campaign:'''  Investigating mysteries, stopping mad scientists
'''General theme of campaign:'''  Investigating mysteries, stopping mad scientists, and destroying their monstrous creations.


'''Are there multiple planes of existence?'''  No
'''Are there multiple planes of existence?'''  No
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[[Category: Resources]]
[[Category: Campaigns]]

Latest revision as of 21:32, 21 July 2016

Campaign Background

Campaign name: Weird Wild West

Starting year: 1877

Genre: Steampunk Weird West

Realistic or cinematic? Grittematic™

General theme of campaign: Investigating mysteries, stopping mad scientists, and destroying their monstrous creations.

Are there multiple planes of existence? No

Campaign World: Earth

Campaign’s base city, nation, empire, or planet: Chicago, Illinois, USA, Earth

Society/government type: Democratic Republic

Control Rating: CR3

Tech level: TL5+1

General mana level: None

Brief description of important neighboring powers, political/economic situation, etc.:

Information for PCs

Starting point value allowed for PCs: 175

Disadvantage limit (including Quirks): -75

PC races allowed: Human

Especially appropriate professions: Player characters are freelance adventurers who are hired on a contract basis to perform a variety of tasks requiring discretion and secrecy.

Starting Wealth: $5,000

Starting Wealth levels allowed:

Starting Status levels allowed:

Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

Especially appropriate Advantages:

Especially appropriate Disadvantages:

Especially appropriate Skills:

Disallowed advantages, disadvantages, and skills: Allies and Contacts are not available for starting characters but may be developed in game.

Appropriate Patrons, Allies or Contacts: Patron (Secret) [0]. The mysterious benefactor who assigns missions.

Special Abilities Allowed for PCs

Exotic/supernatural traits:

Cinematic skills:

Are PC mages allowed? No.

Are PC psis allowed? No.

Are PC gadgeteers allowed? Yes.

Are there special limits on gadgeteering? No.

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Rulebooks and Resources

GURPS 4th Edition Basic Set (required). For character building. Unless otherwise noted, players are limited to this set for character construction.

GURPS 4th Edition High-Tech (optional). Contains reference information for TL5 and TL6 technologies.

GURPS High-Tech: Adventure Guns (optional). Supplement to GURP High-Tech that features more details on firearms of the era.

GURPS Steampunk (background). 3rd edition world book contains background material for the campaign, information about science and technology, and descriptions of the steampunk world.

GURPS Steamtech (background). 3rd edition gear book full of wonderful devices. Possibly a source of inspiration or amusement for gadgeteers.

See also