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Rpgcs4.

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Gene’s Campaign Precis Scenario-a set of adventures for the P.C.s within a campaign
world, created by the G.M. Scenarios can last one session
INTRODUCTION or many sessions.
Session-one meeting of players, lasting anywhere between
hours and days.
Why Role-Play?
Newly-met companions become fast friends and
encounter wondrous peoples…Bold adventurers join wits to Settings
explore spectacular worlds, using strange powers and Campaigns by Genre
amazing devices…Heroes and heroines realize their destinies high fantasy-AD&D2 “VANISHED LANDS”
while solving complex intrigues and confronting chilling alternate history (“steampunk”)/fantasy-GURPS “GASLIGHT
evil… GRIMOIRE” (“G3”), GURPS “STEAMPUNK 2000”
This is why I role-play. Not only can we escape the espionage-UNITED NATIONS TASK FORCE
mundane world and enjoy socializing, but we can also comic book superheroes-GURPS SUPERS/D20 "MUTANTS
stimulate our imaginations and even learn about & MASTERMINDS" 2ND ED.: ”the S.J.I.”
ourselves and others through gaming. modern fantasy-GURPS “IMMORTALS”
I have been role-playing since my first Lego castle dimension/time travel-GURPS “VOYAGERS II”
and formally gaming since late 1982. I have played and cyberpunk-SHADOWRUN
Game Mastered in over 30 campaigns and dozens of space opera (science fantasy)-GURPS “VORTEX”
worlds. My voluminous files contain maps, journals,
and statistics of hundreds of other people’s characters,
and each is part of an interesting tale. Our adventures
History
are just beginning! Timeline
1968-Born in Manhattan, New York City.
1970-Moved to Kingsbridge Heights in the Bronx.
Terminology 1973-Younger brother Peter G.L.J.D. born.
For novices, and so that we have a common frame 1977-“STAR WARS” opened in theaters
of reference, here’s how I understand the following 1979-Moved to Yonkers, Westchester County.
words: 1982-Received J.R.R. Tolkien’s classic fantasy trilogy The
Campaign-the combination of a particular adventure setting Lord of the Rings as a graduation present from
and a group of characters over a specific period of time. grandfather; cowrote “The Zarkonian Bomb”; received
A campaign world exists in the G.M.’s notes and players’ Dungeons and Dragons from parents for Christmas.
imaginations, and may continue through different groups 1982 to 1986-Attended Archbishop Stepinac High School in
of players and characters. White Plains, New York.
Game Master (G.M.)-often the creator of a particular set of 1983-Began running the “VANISHED LANDS.”
campaigns, he or she is responsible for devising, 1986-Wrote original rules for “VORTEX” while visiting family
describing, and running scenarios for the P.C.s. In in the Philippines.
AD&D2, the term is Dungeon Master (D.M.). 1986 to 1990-Studied political science at the State University
Non-Player Characters (N.P.C.s)-the G.M.’s “extras,” they of New York at Binghamton. Played in numerous
provide a variety of fictional individuals for the P.C.s to campaigns with “Bellevue-Camelot” and “Falcon’s
meet, befriend, or fight. Nest.”
1988 to 1991-Collaborated in running Top Secret: SI,
Party-the group or team of P.C.s that travel through a
campaign universe and interacts with the G.M.’s SHADOWRUN, and D.C. HEROES.
scenarios. Player groups also are often described as 1990-Began dating Janice L. Manwiller.
parties, but groups common to several campaigns should 1990 to 1991-Was Project Coordinator for the New York
be described as a “player pool.” Public Interest Research Group, Inc. chapter at Queens
Player Characters (P.C.)-the imaginary persona created by College of the City University of New York.
each role-player who adventures within a given 1991 to 1993-Studied for M.A. in International Relations at
campaign. P.C.s usually work together and are quantified the George Washington University in Washington, D.C.
and described on Character Record Sheets. P.C.’s Converted to GURPS SUPERS.
backgrounds and (mis)adventures often are recorded in 1992 to 1997-Collaborated in running “VOYAGERS II.”
journal form. 1993 to 1999-Worked at the Bureau of National Affairs, Inc.
Role-Playing-the activity of pretending to be someone else, and recruited many capital area role-players.
for entertainment or training purposes. Role-playing 1995-Married Janice L.M. in Pennsylvania. My parents and
games may be of any genre (Fantasy, Science Fiction, et friends from college moved to Northern Virginia.
cetera), and are related to, but different from, board, card, 1998 to 1999-Began GURPS “GASLIGHT GRIMOIRE” (“G3”).
computer, and war games. 1999-Moved to Boston suburb of Somerville, Massachusetts.
Rules System-the statistical and storytelling architecture of 2000-Moved to Norwood. D&D 3rd Ed. released.
most games. They often require rolling of dice for 2003-Moved to Needham Heights, Mass.
random results of skill use and combat. I generally prefer
AD&D2 and GURPS because most of my players know Role-Player Cohorts
them and because they fit my campaigns. c. 1980 to 1986: A. Stepinac H.S. (the “Westchester
crew”)

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1986 to 1990: SUNY-Binghamton


1984 to 1988: “Bellevue-Camelot” For Player Characters
1988 to 1992: “Falcon’s Nest” 1. Step one—create a diversion! When in doubt in a tactical
situation, distract your opponents.
1990 to 1991: NYPIRG at Queens College-CUNY
2. Most Player Characters start out with little knowledge of the
1991 to 1993: G.W.U. in Washington, D.C. campaign setting. Curiosity and an open mind motivate
1993 to 1999: B.N.A., Inc. most travelers.
1993 to 1995: “The Paragon/Twilight” 3. Nothing happens unless the Game Master is aware of it.
1995 to 1997: “VOYAGERS II/Arth” P.C.s only sense through dialogue and the G.M.’s
1997 to 1999: “Full Circle/G3” descriptions.
1999 to 2001: “Karmic”/"the Liberators" 4. P.C.s are not aware of and should not discuss attributes,
2001 to 2003: "The Dragonslayers" Alignment/Ethics, or combat statistics. They should keep
2004 to 2005: "Mystical Harmony/Seekers of Lore" track of where they’ve been and whom they’ve met.
5. P.C.s are never motivated to gain more points. Greed is
common, but most adventurers seek acceptance into the
“Game Time” ranks of experienced heroes.
1982 to 650 B.C.E.-The AD&D2 “VANISHED LANDS.” 6. Unless the party is certain of others’ intentions, it is wise to
Current year: 1232 B.C.E.. ask first and fight later. Even soldiers avoid combat and
1789 to 1939 A.D./C.E.-GURPS “GASLIGHT GRIMOIRE” mystics prefer study to fighting.
(“G3”). Current year: 1890 A.D./C.E. 7. There is always someone bigger or stronger than you.
8. Parties should choose a name and a nominal leader.
1939 to 2050-GURPS SUPERS, UNITED NATIONS TASK FORCE,
Standard operating procedures (S.O.P.s) make routine
D20 "Mutants & Masterminds" 2nd Ed., and tasks quicker.
GURPS “STEAMPUNK 2000.” Current year: 2005. 9. Rational debate is good, but most personality conflicts
2050 to 2150-SHADOWRUN, GURPS “IMMORTALS.” Current aren’t.
year: 2089? 10. Do not test the will of the gods.
2150 to 2500-GURPS “VORTEX.” Current year: 2196.
2200 to 2800-GURPS “VOYAGERS II.” Current year: 2872 Sourcebooks
D&D3.5-Dungeons and Dragons Players’ Handbook,
Scheduling Edition 3.5, by TSR/Wizards of the Coast, Inc.
I generally prefer biweekly meetings of about six hours D.C. HEROES, Third Edition, by West End Games, Inc.
each plus a meal. Depending on the size and interest of the D20 "MUTANTS & MASTERMINDS" 2ND ED., BY GREEN RONIN
group, weekend sessions can be supplemented by solo
SHADOWRUN, Fourth Edition, by FFG, Inc.
adventures, one-shot scenarios, and play by e-mail. I also
encourage rotating hosting duties. GURPS-Generic Universal RolePlaying System, Basic
Set, Fourth Edition, by Steve Jackson Games
Incorporated.
Systems
Tech and Power Levels
Gene’s Rules “Tech Levels” (from GURPS Basic Set, page 185)
For Role-Players 0. Stone Age (1,000,000 to 10,000 B.C.E.)
1. Feed the Game Master—please bring munchies or money
1. Bronze Age (10,000 to 1,000 B.C.E.) “VANISHED LANDS”
for food to share.
begins
2. It’s only a game—it should be fun for everyone in it.
2. Iron Age (1,000 B.C.E. to 500 A.D./C.E.)
3. Distinguish between your “voice” and the Player
3. Medieval (500 to 1450)
Characters’ personae. Use the latter in the game.
4. Renaissance/Colonial (1450 to 1700)
4. Even if the P.C.s aren’t working together, role-players
5. Industrial Revolution (1700 to 1900) GURPS “GASLIGHT
always should cooperate.
5. Every P.C. is unique; personality is more important than GRIMOIRE” (“G3”), GURPS “STEAMPUNK 2000”
statistics. 6. World Wars I and II
6. The rules and sourcebooks are only guides; imagination is 7. Modern (1950 to 2050) UNITED NATIONS TASK FORCE and
more important than dice rolls. GURPS SUPERS begin
7. Creativity and patience are rewarded within the campaign 8. Spacefaring (2050 to 2150) SHADOWRUN, GURPS
rather than by mere power increases. “IMMORTALS”
8. While enthusiasm and humor are necessary, “cross talk” is 9. Starfaring (2150 to 2200) GURPS “VORTEX” begins
to be discouraged. 10. Antimatter (2200 to 2500) “BATTLESTAR GALACTICA”
9. Experience points are distributed between sessions, based 11. Force (2500 to ?) “STAR WARS”
on attendance, cooperation, notes, participation, and 12. Gravitic “Star Trek” (c. 2300)
imaginative role-playing. 13. Worldbuilding (full terraforming)
9. Please keep your P.C. records and notes up-to-date and 14. Dysonian (construction of worlds)
provide copies to the G.M. They will be shared with the 15. Matter Transmission (2850 to 3000) GURPS “VOYAGERS
rest of the party at the G.M.’s discretion. II”
10. G.M. rulings will be made as questions come up, but final
decisions will be made between sessions. CAMPAIGN

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Settings
Genre
Summary
Past Scenario Locations

History
Gaming Groups
c. 1980 to 1986: A. Stepinac H.S. (the “Westchester
crew”)
1986 to 1990: SUNY-Binghamton
1984 to 1988: “Bellevue-Camelot”
1988 to 1992: “Falcon’s Nest”
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: “The Paragon/Twilight”
1995 to 1997: “VOYAGERS II/Arth”
1997 to 1999: “Full Circle/G3”
1999 to ?: Boston
“Game Time”

Systems
Game Master Collaborators
Rules and Required Sourcebooks
Optional Texts
Tech and Power Levels
GURPS TL
Starting Character Point Levels
Available Species/Races

Variant Campaigns
Timeline
Rules
Tech and Power Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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c. 1950-Extraterrestrial genetic engineers modify castawaus to


D&D3.5 “VANISHED LANDS” be more humanoid and to be able to eat Terran food.
Certain subspecies escape and become the folk of myth.
Settings Extradimensional visitors are known as “gods” or
Genre: high fantasy “demons.” Alien livestock become the monsters of
legend. Hittites sack the city of Babylon.
Summary In one ancient world, strange majicks c. 1900-The peoples described above settle on the “plain of
five rivers,” in what is known later as Central Asia.
and demihuman races thrived in a region of Central
Following the example of indigenous humans, each race
Asia known as the “VANISHED LANDS.” Mythical forms several kingdoms. While the “demihumans” have
creatures and warring creatures tested the area’s longer life spans, Arcane Arts, and advanced technology
inhabitants, as travelers strove to become adventurers, (including steel during the Terran Bronze Age), a gradual
and adventurers strove to become heroes… decline of these abilities sets due to genetic drift and
The 1 million square miles of the lost continent isolation from galactic society. The cultures of the new
were named the “VANISHED LANDS” because of a nations adapt to exile and become involved with local
prophecy/legend about their disappearance at the dawn politics, as the survivors forget their origins. Sumer falls
of recorded history. to the Amorites and Indus River valley civilizations grow
at Harappa and Mohenjo-Daro (not far from the
“VANISHED LANDS”).
Past Scenario Locations 1500 to 1465-Player Character parties A through E explore
Bamor Mountains/Therud Forest-kingdoms of Gokuri around the city-state of Nadwi and the Gusorin
(Bakemono, Oni, and Nannuattan) and Zedu (Korubokuru and Confederation [also John F. and Reinaldo C., Jr.’s “Deathquest
Spirit Folk) I”]. Aryans invade India, beginning of New Kingdom
Halmed Desert-Ebir Sheikdom and Garku Nasit (Suthern period in Egypt, and bronze casting in China.
humans, Djinn, and Rakshasa) 1345 to 1260-Parties F through H hunt for artifacts.
Ivory Mountains-Zeda (Dwarves and Gnomes) and Zuromm Phoenicians begin trade with the “VANISHED LANDS.”
(Drow and Orcs) kingdoms c. 1300-Volcanic island of Thera explodes off of Crete,
Sea of Nagendwa/Zarendo Islands-Salhonif Island (humans and destroying the civilization of Atlantis. Refugees come to
Sea Peoples) the kingdom of Hifalendor.
Plains of Sathendo-kingdoms of Hifalendor (Hifalendorin 1286 to 1100-The “Golden Age” of the “VANISHED LANDS.”
humans and Centaurs) and Saganim (Saganim humans and 1259 to 1241-The adventures of Aldarion and Thalissa [John
Pernicon), Gusorin Confederation (Barbari humans and Z.G.’s AD&D2 Greyhawk], parties I through K. The Iron
Wolven), Principality of Silado (“Tong Sheng”; Asiatic Age begins and Moses and Joshua lead the Hebrews out
humans, Hengeyokai, and Shan Sao) of Egypt.
Wisalef Forest-Waletku Kingdom (Elves and Halflings) 1244 to 1240-The adventures of Faelonia during the Six
Kingdoms’ War, parties L through P [also Bill A.R.’s
History AD&D2 Oriental Adventures: Kara Tur and Dexter V.H.’s
The “VANISHED LANDS” is my oldest setting. While AD&D2 Dragonlance/Palladium Fantasy “Land of Lost
Souls”].
over 300 Player Characters have explored the
1238 to 1236-Parties Q through U go on many quests,
strongholds and wilderness, much remains to be culminating in the selection of the Champions of the
discovered… Elder Gods. [Also Stuart C.G.’s version.]
Gaming Groups 1235 to 1233-Parties V through X encounter Dragons and
1982-began playing Dungeons and Dragons Giants. “The Paragon” secures Memir/Morbaltek before
1983-began creating the “VANISHED LANDS” as Dungeon Master reuniting to fight the dreaded Flying Citadel…
1983 to 1986-Player Character parties A through E (A. 1232-"The Liberators" fight Orcish warlords and help retrieve
Stepinac H.S.); converted to AD&D2 artifacts in the northwestern borderlands, and "the
1986 to 1987-Parties F through H (SUNY-Binghamton Dragonslayers" fight Undead pirates and monsters on the
freshman floor, Hughes Hall) Sea of Nagendwa.
1987 to 1988-Parties I through K (“Bellevue-Camelot”) 1231-"Mystical Harmony/Seekers of Lore" fight Goblinoids
1988 to 1990-Parties L through P (“Falcon’s Nest”) and other Zuromm forces in the kingdom of Saganim
1990 to 1991-Parties Q through U (NYPIRG at Q.C.-CUNY) before venturing through time and space to the port of
1993 to 1995-Parties V through X (B.N.A./“The Paragon”) Gisar. Game present.
1995 to 1999-A and B Teams (John Z.G.’s AD&D2 Greyhawk) 1226 to 1205-Arlon and “A and B Teams” [John Z.G.’s AD&D2
2000-Dungeons and Dragons Third Edition released. Greyhawk]. Doric invasions of Greece (Hellas).
2000 to 2002-"The Liberators" (IDG/CW Boston) c. 1150-Short peace in all of the “VANISHED LANDS.” The
2002 to 2004-"The Dragonslayers" Trojan war; Chou dynasty in China.
2005-"Mystical Harmony/Seekers of Lore" c. 636-Wars break out all over the region, as kingdoms are
toppled by natural disasters. In keeping with prophecy,
“Game Time” the lands vanish, demihumans die off or go into hiding,
c. 1982 B.C.E.-Ru’ulok slower-than-light generation ship and the human inhabitants disperse. The shape of the
crashes, marooning crew and slaves on ancient Earth. known worlds changes as heroes and their homes are
The Chaldean city of Ur is sacked, ending the first true forgotten...
human urban settlement. Minoan Crete flourishes. c. 700 B.C.E. to 700 A.D./C.E.-The great religions are founded.

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Systems
Game Master Collaborators Reinaldo Class, Jr.; Variant Campaigns-GURPS “VANISHED LANDS”
John Flynn; John Z. Gianopoulos; Bill A. Recker; Dexter V. Rules
Hailey, Sr.; Stuart C. Gerchick; Steve Merr; Jon W. Pate For GURPS versions of D&D3.5 races, see “G3,” below
and GURPS Fantasy Folk, 2nd Ed.
Rules and Required Sourcebooks Power Levels
D&D3.5 Players’ Handbook Starting Character Points: 155, including –50
Disadvantages and –5 Quirks, plus Racial Packages
Optional Texts Tech Levels
GURPS Basic Set; Conan; Fantasy Bestiary; Fantasy Folk, 2nd
Ed.; Grimoire; Low Tech; Magic, 2nd Ed.; Psionics; Notable Player Characters
Religion; Warriors; Wizards
Player, Character Name-gender, nationality,
RoleMaster, by Iron Crown Enterprises/Hero Games
species/race, title/occupation, companions.
Gene D., Aldarion Telcontar-male Grey Elf Ranger, husband
Tech and Power Levels of Dark Elf Thalissa [John Z.G.] and general of Waletku.
GURPS TL 0 to 4, mostly 2 Peter G.L.J. Demaitre, Shea-male Grey Elf Acrobat/Assassin,
husband of Faelonia [Dexter V.H.].
Dexter V. Hailey, Sr., Faelonia Telcontar-female Dark Elf
Starting Character Power Levels
(Drow) Ranger, ambassador.
I generally prefer D&D3.5 Player Characters to Nick F.J. Trombino, Shin Nakagawa-male Hengeyokai Ninja,
begin at First Level with no experience points. That protégé of Ke Tan Ito [Bill A.R.].
way, they earn their knowledge of the world and other John J. Gomez, Balaim Bearclaw-male Mountain Dwarf
skills. P.C.s joining an existing party must be one level Ranger/Cleric, student of Ogre master smith Crunch…
below the lowest previous member. I also encourage [Corbin A.Y.], co-ruler of Morbaltek.
players to choose different types from each other, and Player, Character Name-gender, nationality, species/race,
recommend single-classed P.C.s because of the variety title/occupation, companions.
of options. Many classes and subclasses/kits are
available:
Warrior-Barbarian, Bushi, Fighter, Kensai, and Ranger
Knight-Cavalier, Paladin, and Samurai
Priest-Cleric, Druid, Sjukenja, and Sohei
Specialist Priest-Dom, Doa, and by deity/national
pantheon (requires D.M. approval)
Rogue-Acrobat, Assassin/Ninja (requires D.M. approval),
Bard, Thief, and Yakuza
Wizard-Mage and Wu Jen
Specialist Magic User-Abjurer, Conjurer, Diviner, Enchanter,
Illusionist, Invoker, Necromancer (requires D.M. approval), and
Transmuter
Other (requires D.M. approval)-Gadgeteer, Monk, Psionicist, and
Sage

Available Species/Races
Dwarves-Hill, Mountain (Deep), Korubokuru (Eastern),
Sundered (Gully and River), and Gray (Duergar)
Elves-Sylvan (Wood), Grey (Faerie), High (Quelanthi), Spirit
Folk (Bamboo, River, Sea), Dark (Drow and
Nannuattan), Wild (Grugach), and Valley (Ethalgo S.)
Halflings-Harfoot (Hobbit), Faldine (Kender), Woldan
(Warrow), and Shan Sao (Eastern)
Humans-Barbari, Eastern, Hifalendorin, Saganim, Suthern,
and Zarendo Islander
Gnomes-Surface (Forest and Hill), Deep (Svirfneblin),
Tinker (Minoi), Mad (Gray)

Minor Races-Beast-kin (including Aarakocra, Centaurs, and


Minotaurs), Changelings (including Deryni, Torloc, and
Hengeyokai), Enchanted and Fey Folk, Otherworldly
Beings, Goblinoids, Ogre-kin (including Orcs), Reptile-
kin, Dragons and Giants, Insect-kin, Old Ones, Sea
Peoples, Steeds (magical), and Undead

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GURPS “GASLIGHT GRIMOIRE” (“G3”) Systems


Game Master Collaborators Tim M. Ballew
Settings Rules and Required Sourcebooks
Genre alternate history (“steampunk”)/fantasy GURPS Basic Set, Fourth Edition
Optional Texts
AD&D2 Ravenloft: Masque of the Red Death
Summary--In one reality, the strange majicks and Castle Falkenstein, by R. Talsorian Games, Inc.
demihuman races of the [AD&D2] “VANISHED LANDS” Deadlands: The Weird West, by Pinnacle Entertainment
never disappeared, instead spreading over the globe. By Group
the Steam Age, human history had unfolded much as in GURPS Character Assistant, Version 2.12
our universe, but adventurers faced different challenges GURPS Cliffhangers; Espionage; Fantasy Folk, 2nd Ed.;
as nationalism, science, and mysticism competed… Grimoire; High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd
Ed.; Martial Arts, 2nd Ed.; Old West; Psionics;
Swashbucklers, 2nd Ed.; Vehicles, 2nd Ed.; Wizards
Past Scenario Locations Space 1889, by Game Designers Workshop
Boston, Smoky Mountains of Tennessee, Oklahoma Territory,
New Orleans, Gulf of Mexico, Yucatan Peninsula,
Mexico City, San Diego, Honolulu Tech and Power Levels
China, Egypt, and Greater Britain? GURPS TL 5 to 6

History Starting Character Point Levels


Gaming Groups 155, including –50 points of Disadvantages and –5
1995 to 1997: Tim M.B.’s GURPS “Arth” Quirks; Racial Packages
1997 to 1999: “G3”
1999 to ?: Boston Available Species/Races
Beast-kin-Bear Men, Centaurs, Leonines (Sphinx), Lynx
Men (Neko), Minotaurs, Satyrs (Fauns), Tiger Men
“Game Time”
(Rakshasa), Winged Folk, Woodkin (Logomorphs-small
1790 A.D./C.E.-United States Constitution is signed.
humanoid animals), and Wolven
c. 1790 to 1864-end of the Age of Sail/swashbuckler era
Dwarves-Korubokuru, Steel, and Stone
1803 to 1815-Louisiana Purchase, Napoleonic Wars
1860 to 1864-U.S. Civil War Elves-Blue, Crystal, and Sylvan
c. 1864 to 1939-“Steam Age”/cliffhanging pulp era Gnomes-Clay and Cog
1890 Halflings-Fildoon and Shan Sao
January-A group of would-be adventurers meets at the Boston Humans-by Nineteenth Century nationality
Cartographers’ Association and narrowly avoids a train
wreck in the Smoky Mountains of Tennessee (“Terror on Minor Races:
the Tracks”). Changelings-Lycanthropes and Shadow Folk (Espers)
February-The party fights Undead in the ghost town of Constructs-Automatons, Electricals, and Oozes
Golgotha. They then rescue a Kiowa princess from the Fey Folk-see Elves, Ellyhon and Sprites
nefarious eclipse cult in the Mesas of Mystery. After Extraplanar Entities-Elementals, Githyanki/Mummies, “Heralds of
resting at Fort Smith in the Oklahoma Territory, the the Powers,” Hippo Men (Giff), Sidhe, and “Unholy Ones”
heroes explore New Orleans in the midst of Mardi Gras Goblinoids-Bakemono, Goblins, and Hobgoblins
festivities and intrigues. Ogre-kin-Oni, Ugrik (Orcs), and Ulog (Trolls)
March-After some casualties, the travelers continue on to Serpent-kin-Gargoyles, Reptile Men, and Dragons (several types)
Cuidad del Carmen, Mexico, encountering a mechanical Giants-several types, by culture and habitat
sea monster on the way. They race other archaeological Hill Peoples-see Dwarves, Gnomes, and Halflings; Abominable
expeditions to the Lost City of El Zuntikal, where they Snowmen and Sasquatch
find Mayan humans living alongside demihumans, Shelled Folk-Arachnoids and Locust Folk (Pernicon)
Myconids, a Dragon Lord, and dinosaurs! Old Ones-Deep Ones (Beholders and Illithoi) and Tree Folk
April-Armed with ancient secrets to combat the Brethren of Sea Peoples-Dolphens, Fish Men, Naiads, Shark Men
the Eternal Night, the motley crew uncovers a cell of the Steeds, magical-Giant Eagles, Exalted Horses, Griffons, Kirin, and
cult in Veracruz and goes to Mexico City and San Diego, Pegasi
California. They surmise that the “secret masters” are the Undead-Ghosts, Kindred (Vampires), Liches, Revenants, and
dreaded Illithoi, or Mind Flayers. Skeletons
May to June-The infamous Captain Nemo helps the group go
to Hawaii. At an uncharted archipelago, the team finally Variant Campaigns-GURPS “STEAMPUNK 2000!”
thwarts the plot of the eclipse cult by entering and With slight modifications, “G3” can be updated to
destroying their hidden stronghold. the present day, juxtaposing Steam Age gadgetry,
1914 to 1918-The Great War fantasy skullduggery, and a more modern setting. To
1929-Stock Market Crash, the Great Depression begins balance out the increased influence of technology,
1939-World War II begins
greater attention would be paid to non-human and
“furry” races.

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Timeline
1939 to 1945-World War II
1945-Rather than ending the parallel universe, magic
and demihuman races continue to coexist with
technology, which develops without the vacuum
tube.
1945 to 1989-the Cold War…
1948 to 1952-Korean War.
1969-Construction begins on Moonbase Alpha. Life
discovered on Mars.
1974-U.S. President Richard M. Nixon resigns after
Watergate scandal reveals his cohorts used
necromancy to discredit political rivals.
Rules
GURPS Technomancer
Tech and Power Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS SUPERS: “The S.J.I.” 1997-After disbanding for a time, “Twilight” reunites to fight
the Undead Sabbat.
Settings 1999-Another group of metahumans gathers in Cavalier
Genre comic book superheroes County, New York to investigate serial murders and the
Summary disappearance of the “Hudson Valley Vigilantes,” a
1940s era superteam. Some call themselves “Evil’s
In one world, metahumans are just becoming publicly
Bane.”
accepted. Costumed heroes and vigilantes battle 2005-In response to bank robberies, robot hoversleds and a
superpowered villains in secret conflicts, hoping to rocket attack, and metahuman-hunting Sentinels and alien
master their strange abilities and help their world… Collectors, the "Drake's 7" gather in New England.

Past Scenario Locations Systems


History Game Master Collaborators Stuart C. Gerchick,
Gaming Groups Steve M. Rothandler
1987 to 1988-First played Marvel Superheroes and “1,000
Point” with “Bethany S./Eve T.” in “X-the Next Rules and Required Sourcebooks
Generation.” GURPS Basic Set, 3rd Ed., Revised; Compendium I;
1988 to 1990-CoGame Mastered D.C. Heroes with Stuart
SUPERS, 2nd Ed., Revised
C.G. and Top Secret: SI with Dexter V.H., Sr. Devised
the “S.J.I.” and “U.N. Task Force.”
1991-Ran one-shots of D.C. Heroes in Queens. Optional Texts
1991 to 1993-“Visor and the Seer” (see below); converted to Champions, by Iron Crown Enterprises/Hero Games
GURPS Supers. D.C. HEROES, Third Edition, West End Games
1993-“Batman: the Animated Series” premiered on GURPS Character Assistant, Version 2.12
television. GURPS Atomic Horror; Cliffhangers; Espionage; Grimoire;
1993 to 1995: “Twilight” High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd Ed.;
1996: Ran “Twilight” reunion one-shots. Martial Arts, 2nd Ed.; Psionics; Special Ops, 2nd Ed.;
1999 to 2000: Ran the GURPS Supers: EMPIRE CITY play by Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles,
e-mail game. 2nd Ed.; Wizards
2006: D20 "Mutants & Masterminds" 2nd Ed.: "Drake's 7" Marvel Superheroes, 2nd Ed. and “Saga” Rules, TSR/WotC,
Inc.
D20 "Mutants & Masterminds" 2nd Ed., Green Ronin
“Game Time”
c. 1920 to 1950 A.D./C.E.-Early metahumans work covertly as
urban vigilantes, soldiers of fortune, and spies. Tech and Power Levels
c. 1950 A.D./C.E.-The last descendants of the Ru’ulok slaver GURPS TL 6 to 8, mostly 7
are detected and picked up by alien scout ships. Alien
experiments and industrial accidents result in metahuman Starting GURPS Character Point Levels
manifestations. The Cold War begins and the “Golden
Age” of Science Fiction.
100, including –40 Disadvantages and –5 Quirks, for
1988-“X-the Next Generation” secret mutant teams. most “normal” humans
1989-The Societe de Justice Internationale founded outside of 155, including –50 Disadvantages and –5 Quirks, for
Paris, France, by secret order of the United Nations starting adventurers.
Security Council. The Cold War ends. Tim Burton’s 300, including –75 Disadvantages and –5 Quirks and
fictionalized documentary film “Batman” is popular. +25 Unusual Background, for starting superheroes.
c. 1991-Total metahuman population of Earth=150. 700, including –100 Disadvantages and –10 Quirks and
1992-New York City recognized as having the most mutants +100 Unusual Background, for powerful
per capita.
metahumans (such as “Twilight”).
1994-American anti-mutant hysteria sparked by mysterious
murders. Visor and the Seer become the first publicly- D20"M&M"2e: Power Level 8 (120 points)
known costumed heroes on the West Coast (“Bones Must
Die,” “The Liberation of Birkomax 5,” and “Bay City Available Species/Races
Gangwars”). Evil metahuman groups form. Alien exiles (see GURPS “VORTEX’)
1995-An ill-fated S.J.I. team extracts an agent from Eastern Beings from alternate universes (see GURPS “GASLIGHT
Europe in GURPS Operation Endgame and battles other GRIMOIRE” and GURPS “STEAMPUNK 2000”)
mutants in Washington state. After “Operation Loose Immortals (see GURPS “IMMORTALS”)
Ends” in South Asia, the team quits the S.J.I. and
“Normal” humans (99% of the population at this time)
becomes known as “Twilight.” A base is built in New
York City as more vigilantes are recruited and new Metahumans/mutants (most common origin)
enemies are encountered. Mystic (magic user, martial artist, Psionicist, religious hero)
1996-“Twilight” saves New York City from psychopaths, Time/dimension travelers (see GURPS “VOYAGERS II”)
terrorists, and alien despots. A younger group of would- Victims of industrial/scientific accidents (common origin)
be heroes meets in New Orleans and prevents a political
assassination in San Diego. Variant Campaigns-“UNITED NATIONS TASK FORCE”

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Genre: espionage

Timeline
Past Scenario Locations: Antarctica, Eastern Europe
1988 to 1989-Collaborated in running Top Secret: SI.

Rules
Game Master Collaborator: Dexter V. Hailey, Sr.

Required Sourcebooks
GURPS Basic Set, 3rd Ed., Revised; Compendium I;
Espionage

Optional
Top Secret: SI 2nd Ed., TSR Inc.
GURPS Character Assistant, Version 2.12
GURPS Cliffhangers; Cyberpunk; High Tech, 3rd Ed.; Martial
Arts, 2nd Ed.; Operation Endgame; Psionics; Special Ops,
2nd Ed.; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2;
Vehicles, 2nd Ed.

Tech and Power Levels


GURPS TL: 6 to 8, mostly 7

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Gene D., Nightfall-male American metahuman with the power
of blending (Psionic invisibility), onetime member of “X-
the Next Generation.”
Mark Miller, Possession-female exiled Demoness, shape-
shifting agent for the S.J.I.
John Ewing, Jr., Will Runkman-male American metahuman
with telekinesis, former thief working with invulnerable
martial artist Steve Li Quan [Nick F.J.T.] in Queens, New
York City.
Erik B. Lutwin, Esq., Visor (Lar/Doug McDonnell)-male
Laransan (Psionic humanoid alien) exile with hoversled
and power suit; partner to the Seer [Steve M.R.];
Immortal member of the elite Laransan patrol with
Jarrow/”Glenn Danzig” [Joshua H.].
Steve M. Rothander, Esq., The Seer (Marc Davenport)-male
Canadian metahuman, with the powers of flight, force
projection, and gadgeteering; partner to Laransan exile
Visor [Erik B.L.]; and current leader of the S.J.I.
Tim M.B., Moon Dancer-female European Vampiress, leader
of “Twilight” and “Guardians of the Night.”
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS “VOYAGERS II” October (November 1994)-Voyagers investigate the


oppression of an alternate Birkomax 5 by warped
metahumans.
Settings 2868 to 2869-Adventures of Jim J.D’B.’s GURPS “Borrowed
Genre time/dimension travel Time.” Also, one-shot scenario: Jon W.P.’s AD&D2
Summary The infinite alternate realities of the Forgotten Realms; Gene D.’s AD&D2 “Vanished
Lands,” GURPS “GASLIGHT GRIMOIRE,” GURPS Supers:
multiverse beckon to those brave enough, or powerful
“Temporal Gambits (3),” and GURPS “VORTEX”; Steve
and foolhardy enough, to venture past the boundaries of
M.R./Jack P.M.’s GURPS Star Trek: “the Tempest”;
comprehension. Varied times and worlds hold stunning Jim J.D’B.’s space opera…
secrets and appalling foes… 2870 to 2872-new PBEM…
Past Scenario Locations
Systems
History Game Master Collaborators Carlo Rosignoli;
Gaming Groups Dexter V. Hailey, Sr.; Stuart C. Gerchick; Steve M.
1982 to 1983-Bill B. and Eric B. run “The Five Rothandler, Esq.; Erik B. Lutwin, Esq.; Jon W. Pate; Tim M.
Doctors” scenario for the Doctor Who RPG. Ballew; Jim J. DiBenedetto
1986 to 1990: SUNY-Binghamton
1984 to 1988: “Bellevue-Camelot” Rules and Required Sourcebooks
1988 to 1992: “Falcon’s Nest” GURPS Basic Set, 3rd Ed., Revised; Compendium I;
1991 to 1993: Erik B.L. runs “Death to Cylon: Time Travel
Galactica 2015/Time Knights: Adventures in the
Dimension Corps” and Steve M.R. runs GURPS Optional Texts
“VOYAGERS II” for the first time GURPS Character Assistant, Version 2.12
1995 to 1997: “VOYAGERS II” GURPS BioTech; Black Ops; Cyberpunk; Espionage; Fantasy
1997-Jim J.D’B.’s GURPS “Borrowed Time”; Folk, 2nd Ed.; High Tech, 3rd Ed.; Illuminati University
“Stargate: SG1” premieres on U.S. television. (IOU); Magic, 2nd Ed.; Martial Arts, 2nd Ed.; Psionics;
2000: Steve M.R.’s role-play by e-mail Robots; Space, 2nd Ed.; Technomancer; Timeline; Ultra
Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd
Ed.
“Game Time” GURPS historical and fiction sourcebooks
2015 A.D./C.E.-In an alternate universe, transdimensional
conflict and the return of Yennai warriors change one
Terran Solar System… Tech and Power Levels
2865-The Scepter of Might is recovered by agents of the GURPS TL 0 to 15, mostly 10
Dimensional Corps; Hourglass Imperium agents
encountered. Starting Character Point Levels 155,
2866, March (c. 2077 local time)-New recruits sent to Denver, including –50 Disadvantages and –5 Quirks and 10
Colorado, in a Cthorr-infested Earth (c.f. GURPS War
points of required Skills
Against the Cthorr).
November (December 1588)-Team investigated alien
abductions of colonists and natives from a Roanoke Available Species/Races
Island and retrieved fellow team.
December (December 1994)-Voyagers foil Hourglass Variant Campaigns-GURPS “IMMORTALS”
Imperium’s political interference in a tense Boston Timeline
abortion controversy.
2867, January-Two groups sent to the “Vanished Lands”
(1233 B.C.E.) and to Viet Nam (4 July Rules
1968)/“Riverworld.” Types of Immortals
February-Team A made noninterference treaty with Ke Tan Avatars and Champions (includes “Highlander”-style)
Ito at his Astral citadel, then closed a dimensional gate. It Extradimensional Entities (c.f. GURPS “VOYAGERS II” and
then turned a Luke Skywalker from the Dark Side of the “VORTEX”)
Force at the end of a galactic civil war. Team B was
Laransans (only those alien exiles with the Blood of
killed pursuing a senior Voyager in Viet Nam, then raced
Lagonus, as per Erik B.L.)
against Hourglass operatives to build armies in
Riverworld (c.f. GURPS Riverworld). Long-lived races from alternate universes (c.f. the
July (January 2010)-Voyagers sent to a decayed city of Detroit “VANISHED LANDS” and “G3”)
to find Tarolyn Winters in her dreams, and save her. Metahumans/mutants (c.f. GURPS Supers: “the S.J.I.”)
August (537)-“Operation Avalon:” Joint party retrieved and Mystics, including certain magic users, martial artists, and
escorted Artorius (“King Arthur”) from a post-Roman Psionicists
Britain to late Terra’s “hour of greatest need”… Undead-Ghosts, Liches, Mummies, Revenants, Vampires
(Kindred), and Wraiths (c.f. White Wolf’s “World of
Darkness”)

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Tech and Power Levels


Immortal P.C.s must be created in multiple versions
representing different stages of their lives:
“Normal” human- 100 points, including –40
Disadvantages and –5 Quirks
“Young” Immortal- 300 points, including –75
Disadvantages, -10 Quirks, and the Immortality
package of choice (about 100 points, varies by type,
plus Unusual Background Advantage)
“Experienced” Immortal- 500 points, including –100
Disadvantages (usually including powerful
Enemies), -15 Quirks, Immortality Package, and
numerous new Advantages and Skills
“Survivor”- 700 points, including –125 Disadvantages,
-20 Quirks, Immortality Package, and Status and
Powers befitting a Survivor

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.
Gene D., Jack Danforth-male American human, former
superspy.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Greg E. Pearson, Mandukar T’Sahen-female Romulan [c.f.
“Star Trek”] Tal Shi’ar operative.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.
Player, Character Name-gender, nationality, species/race,
title/occupation, companions.

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GURPS “VORTEX” -Wars result in the devastation of large parts of the Middle East and
South Asia; terrorists destroy cities in other parts of the world.
Settings Nation-states decline in relative power as megacorporations and
Genre space opera (science fantasy) regional governments rise in influence; the United Nations
collapses.
Summary In one future, humanity has begun to -EcoCrises I and II—environmental degradation from human
colonize the Sol system, but environmental degradation, activities results in global climate change, mass extinction, and
population pressures, and internecine warfare remain. famine. Fossil fuel reserves begin to be depleted, eventually
leading to technological breakthroughs in “cold” fusion and
The simultaneous discovery of ancient mystical powers “warm” superconductivity; aerodynes begin to replace
and open and official First Contact with alien societies “conventional” aircraft.
threatens Terra’s very survival. Some unlikely heroes -Terran population reaches 15 billion, cities become megalopoli.
rise to the challenges… Earth’s oceans and the Moon are colonized, “L-5” orbital cities
begin to be constructed in response to population and industrial
pressures, and humans explore Mars.
Past Scenario Locations -100 G.E. Laransu is devastated by a Zarkonian attack. First
Sol System-Late Terra (United Earth Authority), L-5 Orbital interplanetary wars in the Sol system win partial independence
Cities, Lunar Free State, Mars Confederation, the for Lunar, Martian colonies. The Kharvamid Alliance is founded
by Trinoids, Nethians, and a few Laransans.
Asteroid Belt, Outer Colonies -100 to -50 G.E.-EcoCrisis III, regional conflicts, and megacorporate
Neutral/Nonaligned Space-Alpha Centauri, Tesmih, Algol covert activities are restrained with the creation of the United
364b, Oasis Station Earth Authority.
Kharvamid Alliance/Fleet-Thurbast C03b/Velthis Major, -Continent-states arise on Earth; the Sol system’s population
Oromekl 6 approaches 20 billion. “L-5” orbital cities grow, Mars is
colonized.
Zarkonian Imperium/Armada-Ru’okkal -85 G.E.-First Interplanetary War: Lunar Free State rebells against
Terran colonial powers, becoming a quasi-independent corporate
History state.
>>The History of "Vortex" and related speculative fiction -75 G.E.-Ecoterrorists disrupt research undersea and on Mars as
-1968: Gene D. born; Do Androids Dream of Electric Sheep? terraforming begins. The outer Sol system is explored by
published; Planet of the Apes and 2001: A Space Odyssey humans, Venus is colonized.
premiered. -50 G.E. Synths gain limited rights after several rounds of civil unrest.
-1969: Original "Star Trek" television series canceled. -30 G.E.-Second Interplanetary War: Mars Confederation rebels
-1977: "Star Wars" opened in theaters. against megacorporations, gains limited independence and a seat
-1978: "Battlestar Galactica" premiered on television. on the United Earth Council.
-1980: "Sundiver," the first book in David Brin's "Uplift" series, -20 G.E. Jason Delmar is born near the North Eastern
published. American Megalopolis.
-1982 to 1983: Played "Dungeons & Dragons" and "Star Frontiers" -10 G.E. Covert and unofficial contact between Galactic
and co-wrote "The Zarkonian Bomb," an amateur movie script, agents and the Sol system. The Zarkonian Armada
with Carlo R., Bill B., Jon B., and Ray C. resumes its expansion into the Orion Arm. The latest
-c. 1984: Began writing "The Adventures of Jason Delmar" short wave of interstellar civilizations is immediately
stories.
-1986: Wrote original "Vortex" role-playing rules while visiting
threatened: Aquarians/Polarians and Terrans.
family in the Philippines. Playtested with Peter D. and David I.S. -4 G.E. Archaeologists discover ancient evidence of mystic
in Yonkers and Binghamton, N.Y., respectively. and extraterrestrial influence in the ruins of the
-1987 to 1989: Co-ran "Shadowrun" with Ken P.S. “Vanished Lands.” The United Ecumenical Movement is
-1991: Ran "Visor and the Seer" and collaborated in Steve M.R.'s formed to consider the implications.
"Voyagers II" using "Vortex" rules before converting GURPS. -3 G.E. The end of the “Long Hiding:” true mystic powers are
-1992: Influential author Isaac Asimov died. revived by the U.E.M.
-1995: "Space: Above and Beyond" premiered. 1 to 3 May –1 G.E. (circa 2194 A.D./C.E.) “Trump Island Run:” A
-1996 to 1997: Game Mastered "Vortex: Collateral Damage party of specialists and mercenaries is recruited in Lisbon to
Incorporated/Full Circle" using GURPS 3e "Space" in Virginia. retrieve a computer core from a mysterious enclave of attenuated
-1997: "The Fifth Element" and "Stargate SG1" premiered. “near” humans in the North Eastern American Megalopolis.
-1998: "Farscape" premiered on U.S. television. 4 May to 8 June –1 G.E. “Training:” After analyzing the genetic data
-1999: Ran GURPS 3e "Space: Vortex" via e-mail and for Randy from the computer core, the group purchases an old warehouse
K.M. and Rob A.R. near Boston. in the Newark section of the N.E.A.M. as a base of operations.
-2002: "Firefly" premiered; D20 Traveller (T20) published. The team reports, trains, and buys equipment.
-2005: The BBC revives "Doctor Who." 9 to 11 June –1 G.E. “Submarine Piracy:” On the way to an
-2008: Cubicle 7 published FATE 3e "Starblazer Adventures" (SBA). archaeological dig in Central Asia, the group and civilians
-2010: Began running two "Vortex" teams using SBA. aboard a transport submarine are briefly taken captive by the
naval forces of Greater China. They ingeniously manage to
“Game Time” escape.
Circa -140 to -40 G.E. (Terran Galactic Era)-The Archaic Era gives 12 to 21 June –1 G.E. “The VANISHED LANDS:” The party races rival
way to the Cyberpunk era [see SHADOWRUN below]: Small, expeditions and avoids ancient perils while exploring the 4,000
idealistic metahuman groups are supplanted by more common year-old subterranean ruins of the city of Hesolin. In the
Cyborg mercenary organizations. “Near” humans granted some meantime, open and official First Contact is announced
civil rights. between the Sol system and galactic societies.
-The development of bionics, Virtual Reality, and true neural 22 June to 23 August –1 G.E. “Guardians of the Night:” Upon
interfaces results in the growth of cyberware and C-space. True returning to its base, the party is contacted by a metahuman
Artificial Intelligences arise and advances in genetic engineering vigilante group and municipal inspectors.
lead to “Andies” and “Synths.” Secret orders of Mystics
consolidate through the “hidden war.”

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24 to 28 August –1 G.E. “L-5 Orbital City:” The company travels Olvar-arboreal mammal-like pranksters and mystics
“up” via Niven Spaceport to Shepard 2 to participate in the First
Ru’ulok-heavy-gravity reptilian merchants
Contact conferences and intrigues.
29 August to 28 October –1 G.E. “Lunar Free State:” “Collater Trinoids-trilateral amphibian terraformers
Damage Incorporated” regroups and begins preparing to fight Other Species
the Zarkonian Armada. “Andies”-androids, Artificial Intelligences, and Robots (Terran
29 October to 14 November –1 G.E. “The Martian Outback:” “C.D.I.” human clients)
meets United Ecumenical Movement contacts, United Earth Aquarians/Polarians-amphibious humanoids (conquered by the
Authority troops, and Zarkonian agents. Zarkonian Imperium)
15 November to 1 February –1 G.E. (years do not correspond to Audiblos-“space whales” and “space sharks!”
conventional calendar dates) “Ship Design:” “C.D.I.” renames
Cestolar-short, hairy humanoids (Olvar clients)
itself “Full Circle” after personnel changes and purchases the
Privateer Trade Ship Venture from Kharvamid advisors in the “Dragons”-giant winged reptiles (Ru’ulok clients)
Asteroid Belt. Encegulans-slug-like invertebrate slavers
2 February to 20 May –1 G.E. “Shakedown Cruise:” The P.T.S. Extradimensional Entities-“Demons” and Pangavi [see also
Venture delivers its first cargoes to the homeworld of the Olvar, GURPS “VOYAGERS II”]
as galactic political unrest spreads. “Griffons”-semi-sentient flying steeds (Olvar clients)
20 May to 26 August –1 G.E. “Interstellar Trade:” The Venture goes Laransans-telepathic humanoids (attacked by Zarkonian Armada)
to Nethian space, then returns home with a fleet as the Zarkonian [created by Erik B.L.]
Armada attacks the Sol system. Ma’ari-pale diminutive humanoid telepaths and wanderers [created
27 August to 7 September 0 G.E. “Evacuation of the Sol System:” by Jenna R.P.]
Terra and its colonies are devastated by the Zarkonian Meorr-blue-furred feline berserkers [created by Dave F.R-B.]
Armada. Billions perish as the Kharvamid Fleet is routed Metaderpods-genetically-engineered tools/pets (Trinoid clients)
with millions of refugees. “Full Circle” barely evades “Near” humans-cyborgs and mutants/metahumans (see GURPS
crossfire and helps evacuate Martian colonists to a world Supers: “the S.J.I.”)
conquered by the Gustrall.
Nolath-arachnoid telepathic engineers
8 September to 10 October 0 G.E. “Oasis Station:” After another
round of membership changes, “Full Circle” gathers information “Synths”-synthetic humanoids, genetically-engineered animals
and gear in neutral space, freeing slaves from the loathsome (Terran human clients)
Encegulans on the way… Xenoids-alien robots (Nethian and Trinoid clients)
5 G.E.-the Zarkonian Armada begins xenoforming of Earth... Zarkonians-methane-breathing crustaceans, galactic conquerors
6 to 9 G.E.-Jason in exile... Zurmiz Krott (“Stalkers”)-armored assassins, may resemble other
10 G.E.-Novoter... species (Zarkonian clients)
20 G.E.-Beyond Nara...
Variant Campaigns-original “VORTEX,”
Systems SHADOWRUN
Game Master Collaborators Peter G.L.J. Demaitre, Genre: cyberpunk/fantasy
Jon Bochnik, Bill Bochnik, Carlo Rosignoli, David I. Game Master Collaborators: Ken P. Stanford
Schwartz, Steve M. Rothandler, David A. Hacker Timeline
Past Scenario Locations: Trump Island
Rules and Required Sourcebooks
GURPS Basic Set, 3rd Ed., Revised; Compendium I; Rules
Space, 2nd Ed. Required Sourcebooks:
SHADOWRUN Third Edition, FASA Games Inc.
Optional Texts GURPS Basic Set, 3rd Ed., Revised
GURPS Character Assistant, Version 2.12 Compendium I
GURPS BioTech; Cyberpunk; Espionage; Fantasy Folk, 2nd Cyberpunk, 2nd Ed.
Ed.; Magic, 2nd Ed.; Martial Arts, 2nd Ed. Mecha
Psionics; Special Ops, 2nd Ed.; Religion; Robots; SUPERS, optional:
2nd Ed., Revised; Technomancer; Terradyne; Traveller GURPS Character Assistant, Version 2.12
Far Trader GURPS Autoduel; BioTech; CthuluPunk; Cyberworld;
First In Espionage; Fantasy Folk, 2nd Ed.; Grimoire; Magic, 2nd Ed.;
Star Mercs Martial Arts, 2nd Ed.; Special Ops, 2nd Ed.; Technomancer;
Ultra Tech, 2nd Ed., Revised, and Ultra Tech; Uplift; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd
Vehicles, 2nd Ed. Ed.; War Against the Cthorr; Wizards
SHADOWRUN, FASA Games Inc.

Tech and Power Levels Tech and Power Levels


GURPS TL: 7 to 9, mostly 8
GURPS TL 8 to 11, mostly 10
Starting Character Point Level: 200, including –60
Starting Character Point Levels Disadvantages and –10 Quirks
Available Species/Races
Gustrall-antlered flightless orange-furred warriors Notable Player Characters
Humans-Terran, Martian, and Spacer Player, Character Name-gender, nationality,
Nethians-blue-shelled insectoid explorers species/race, title/occupation, companions.

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Gene D., Jason C.S. Delmar-male Terran human, Player, Character Name-gender, nationality, species/race,
adventurer. title/occupation, companions.
Player, Character Name-gender, nationality, species/race, Player, Character Name-gender, nationality, species/race,
title/occupation, companions. title/occupation, companions.
Player, Character Name-gender, nationality, species/race, Player, Character Name-gender, nationality, species/race,
title/occupation, companions. title/occupation, companions.
Player, Character Name-gender, nationality, species/race, Player, Character Name-gender, nationality, species/race,
title/occupation, companions. title/occupation, companions.
Player, Character Name-gender, nationality, species/race, Player, Character Name-gender, nationality, species/race,
title/occupation, companions. title/occupation, companions.
Player, Character Name-gender, nationality, species/race, Player, Character Name-gender, nationality, species/race,
title/occupation, companions. title/occupation, companions.
Player, Character Name-gender, nationality, species/race, Player, Character Name-gender, nationality, species/race,
title/occupation, companions. title/occupation, companions.

CAMPAIGN

Settings
Genre
Summary
Past Scenario Locations

History
Gaming Groups
c. 1980 to 1986: A. Stepinac H.S. (the “Westchester
crew”)
1986 to 1990: SUNY-Binghamton
1984 to 1988: “Bellevue-Camelot”
1988 to 1992: “Falcon’s Nest”
1990 to 1991: NYPIRG at Queens College-CUNY
1991 to 1993: G.W.U. in Washington, D.C.
1993 to 1999: B.N.A., Inc.
1993 to 1995: “The Paragon/Twilight”
1995 to 1997: “VOYAGERS II/Arth”
1997 to 1999: “Full Circle/G3”
1999 to ?: Boston
“Game Time”

Systems
Game Master Collaborators
Rules and Required Sourcebooks
Optional Texts
Tech and Power Levels
GURPS TL
Starting Character Point Levels
Available Species/Races

Variant Campaigns
Timeline
Rules
Tech and Power Levels

Notable Player Characters


Player, Character Name-gender, nationality,
species/race, title/occupation, companions.

page 14
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Conversions QUESTIONNAIRE
AD&D2 GURPS Original “VORTEX”
Genre: fantasy any space opera
Player Information
Attributes (range, human average) Full Name:________________________________
3-18, 10 1-20, 10 1-20, 10
Strength (Str) Strength (ST) Prowess (Pro) _________________________________________
Dexterity (Dex) Dexterity (DX) Agility (Agi)
Constitution (Con) Intelligence (IQ) Intellect (Int) Today’s Date:______________________________
Intelligence (Int) Health (HT) Respect (Res)
Wisdom (Wis) Aura (Aur) Address:__________________________________
Charisma (Cha) Ads, Disads, Quirks
Comliness (Com) _________________________________________
Str ST Pro
Dex DX Agi
_________________________________________
Con HT Pro _________________________________________
Int IQ Int
Wis mental Advantages Aur Telephone Number: (______)_______--__________
Cha social Advantages Res
Com HT/Advantages Res E-mail:___________________________________

Alignment Code of Honor Ethics _________________________________________


Lawful Good (c.f. Disadvantages) Justice
Neutral Good (c.f. also Quirks) Altruism Birth Date/Age: ____________________/________
Chaotic Good Freedom
Lawful Neutral Order
“True” Neutral Balance Role-Playing Experience
Chaotic Neutral Anarchy
Lawful Evil Might Years of Gaming:_________________________
Neutral Evil Selfishness
Chaotic Evil Void Rules Systems Known: D&D, GURPS (circle),

Advancement _________________________________________
Proficiencies 1d20 Skills 3d6 Skills % _________________________________________
Class Levels Character Points Occupational Levels
1 (novice) <100 1 _________________________________________
2 100 2
3 (experienced-) 150 (-adventurer) 3 _________________________________________
4 200 4
5 (cinematic hero) 250 5 _________________________________________
6 300 6
7 (metahuman) 350 7 _________________________________________
8 400 8 Are you a Game Master? If so, for which games:
9 450 9
10 (superheroic) 500 10 D&D:____________________________________
11 550 11
12 600 12 ________________________________________
13 650 13
14 700 14 GURPS/Other:______________________________
15 (great hero) 750 (-or villain) 15
16 800 16 _________________________________________
17 850 17
18 900 18 _________________________________________
19 950 19 _________________________________________
20+ (godlike) 1,000+ 20+
_________________________________________
Combat
Initiative 1d10 by Move score Action Roll _________________________________________
To Hit Roll 1d20 Attack-by Skill Attack Roll
Saving Throws 1d20 Defense-by Skill Defense Roll Self-Based Statistics
Damage, by weapon Damage, by weapon Damage
Hit Points-by Level Hit Points-HT, Adv. Wound Points Dungeons and Dragons, Edition 3.5/D20
(D&D3.5) tm Wizards of the Coast, Inc.
Magic, Psionics Magic, Psionics Arcane Arts

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Strength (Str): _________


Dexterity (Dex): _________
Constitution (Con) : _________
Intelligence (Int) : _________
Wisdom (Wis) : _________
Charisma (Cha) : _________
Comliness (Com) : _________

Alignment (Align):___________________________
Favorite Fantasy Race:________________________
Favorite Occupational Class:___________________
Generic Universal Role-Playing System (GURPS)
Basic Set, Fourth Edition, tm Steve Jackson Games Inc.

Strength (ST): _________


Dexterity (DX) : _________
Intelligence (IQ) : _________
Health (HT): _________

Nationality:________________________________
Highest Education:___________________________
Current Job:_______________________________
Favorite Book:______________________________
Favorite Film:______________________________
Favorite Genre:_____________________________
Favorite Music:_____________________________
Companion/Spouse:__________________________

Campaign Interest (circle and underline favorite)


D&D3.5 “VANISHED LANDS” (high fantasy)
GURPS 4e “GASLIGHT GRIMOIRE” (“G3";
steampunk/fantasy)
D20 Mutants & Masterminds 2nd Ed.:
"Drake's Port" (comic book superheroes)
GURPS 4e “VOYAGERS II” (dimension travel)
SHADOWRUN 4th Ed. (cyberpunk)
D20 STAR WARS: Saga Edition (Dexter V.H.'s
space opera)
GURPS “VORTEX” (space opera)
Other:____________________________________
_________________________________________
_________________________________________
Availability to Play:__________________________

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