The Explorers Club (Campaign Planning Form): Difference between revisions
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'''Disadvantage limit: ''' -50 | '''Disadvantage limit: ''' -50 | ||
'''Quirks:''' Up to -5 points. ''Do not count against Disadvantage limit''. | |||
'''Especially useful character types: ''' Archaeologist, Daredevil, Explorer, Inventor, Investigator, Pilot, Scientist, Soldier of Fortune. ''(These are merely suggestions. Be creative.)'' | '''Especially useful character types: ''' Archaeologist, Daredevil, Explorer, Inventor, Investigator, Pilot, Scientist, Soldier of Fortune. ''(These are merely suggestions. Be creative.)'' |
Revision as of 00:57, 14 January 2022
Welcome to the Roaring 20s. The Jazz Age. A period of social and cultural dynamism, revolutionary upheaval, and thrilling adventure. The Great War ended in 1918, but its effects can still be felt everywhere.
Jazz music blossomed, the Flapper redefined modern womanhood, Art Deco peaked, and the world felt peace (for a time). The nascent League of Nations inspired international diplomacy rather than warfare; in the United States, fears of anarchist violence and communist influence began to rise, bringing government investigations and persecution of some individuals in the labor movement and elsewhere. The era was further distinguished by numerous inventions and discoveries, unprecedented industrial growth, accelerated consumer demand and aspirations, and significant changes in lifestyle. Luxurious air travel and ocean liners expanded the experiences of those who could afford it, while transcontinental railroads and bus lines serviced the remaining majority. It was the best of times for many, as economic opportunity grew and increasing industrialization promised financial security for more and more Americans. But growing shadows loomed in the background and underneath the veneer of optimism and prosperity.
Introduction
Campaign name:
Genre:
Realism Level (Grittily Realistic, Realistic, Cinematic, Over-the-Top): Cinematic.
General theme of campaign: A globetrotting team of adventurers faces challenges and threats from a variety of sources.
Campaign Background
Campaign’s base city, nation, empire, or planet: Chicago, USA
Starting year: 1925
Society/government type: Representative Democracy
Control Rating: 4
- Exceptions to general CR: None.
Tech level: 6
- Exceptions to general TL: None.
Are there multiple planes of existence? Who knows?
Brief description of important neighboring powers, political/economic situation, etc.: Prohibition in the United States become the law of the land on January 17, 1920, and continued throughout the decade. As a result, organized crime turned to smuggling and bootlegging of liquor, leading to a nationwide "crime wave" reported vigorously and exploitatively by most newspapers. In 1920, women were granted the right to vote in the US, shifting electoral demographics and assuring them future influence on national politics that continues to worry many men. In the 1924 US Presidential election, with the nation still mourning the 1923 death of President Warren G. Harding, Republican Vice President Calvin Coolidge easily defeated Democrat John W. Davis. The liberal vote was split and further weakened by the candidacy of Progressive Robert M. LaFollette, who advocated for the introduction of policies (such as the nationalization of railroads and increased taxes on the wealthy) deemed "socialist" by his detractors. In the eyes of many, the election represented a marked high-tide of conservatism in American politics. In Europe, the continuing economic troubles of the Weimar Republic in Germany and the rise of Benito Mussolini in Italy have begun to give rise to uncertainties about peace on the continent. The League of Nations (which the US continues to refuse to join) failure to intervene with or prevent many local conflicts is increasing fears that another global war may be less than a decade away.
Timeline of Significant Historical Events:
Suggested or required reading for players: GURPS Cliffhangers provides excellent information on the historic events and geographic settings that are central to this adventuring era, as well as relevant advice for character creation and roleplaying. Inspiration for the campaign is drawn from a variety of sources, including but not limited to the Doc Savage stories and novels, the Indiana Jones series of movies, the pulp magazines of the 1930s and 1940s, and of course the cliffhanger serials of the campaign era.
Character Creation
Starting point value allowed for PCs: 175
Disadvantage limit: -50
Quirks: Up to -5 points. Do not count against Disadvantage limit.
Especially useful character types: Archaeologist, Daredevil, Explorer, Inventor, Investigator, Pilot, Scientist, Soldier of Fortune. (These are merely suggestions. Be creative.)
- Professional Templates: See GURPS Cliffhangers (3rd edition) for ideas and inspiration.
PC races allowed: Human.
- Racial Templates: N/A
Attributes
Attribute | Min | Max | Attribute | Min | Max | |
---|---|---|---|---|---|---|
ST | 10 | 18 | HP | 10 | 18 | |
DX | 10 | 18 | Will | 10 | 18 | |
IQ | 10 | 18 | Per | 10 | 18 | |
HT | 10 | 18 | FP | 10 | 18 |
Social Traits
Status levels (Min/Max): 0
Starting wealth: $10,000 (Average).
Starting Wealth levels allowed: 0 (Average) or 1 (Comfortable).
Languages: English, French, German, Russian, Spanish, as well as others appropriate to a character’s educational level and experiences.
Cultural Familiarities: As languages, plus Japanese, Chinese, Tibetan, and others appropriate to the educational level and experience of the character.
Social Stigma:
Social Regard:
Rank (Type):
Advantages & Disadvantages
Required Advantages: Claim to Hospitality (The Explorers Club) [10]; Patron (Dr. Patronius) (Frequency: 9 or less; Multimillionaire with extensive social or political power) [15].
Suggested Advantages: Ambidexterity; Combat Reflexes; Cultural Adaptability [10]; Cultural Familiarity (various); Daredevil; Eidetic Memory; Fit; Hard to Kill; Hard to Subdue; High Pain Threshold; Intuition; Luck; Reputation; Resistant (Disease, Poison, etc.); Serendipity; Social Regard;
Prohibited Advantages:
Required Disadvantages:
Prohibited Disadvantages: Pacifism (Total nonviolence).
Suggested Disadvantages: Addiction (Tobacco) [-5]; Curious; Flashbacks (for war veterans); Greed; Guilt Complex; Impulsiveness; Overconfidence; Phobia; Post-Combat Shakes; Reputation; Selfless; Sense of Duty; Trademark; Weirdness Magnet.
Allies, Contacts & Patrons
Appropriate Allies (and base value): Allies for player characters are not allowed.
Appropriate Contacts (and base value): Speak with GM regarding possible contacts or contact groups.
Appropriate Enemies (and base value): Personal enemies should not exceed -10 points in cost.
Appropriate Patrons (and base value): The GM will provide a Patron for the adventurers. Additional personal patrons are not allowed.
Skills
Available Specialities:
Available Wildcard Skills:
Prohibited Skills:
Prohibited Techniques:
Magic
Are PC mages allowed (Y/N)? No.
Psionics
Are PC psis allowed (Y/N)? No.
Gadgeteering
Are PC gadgeteers allowed? Yes.
Unusual Background Cost: None.
Legal or social restrictions on gadgeteering: None.
Other Information for Gadgeteers: See The Rules of Invention for a summary of GURPS rules regarding invention and gadgeteering.
Rulebooks and Other References
Character Creation
GURPS Basic Set (4th edition); GURPS Gun-Fu; GURPS Martial Arts (4th edition); GURPS Power-Ups 2: Perks; GURPS Power-Ups 3: Talents.
Equipment
GURPS Basic Set (4th edition); GURPS High-Tech (4th edition); GURPS High-Tech: Pulp Guns.
Other
GURPS Cliffhangers (2nd edition).