Introduction
About two or three generations ago, the old world suffered a terrible plague that forced people to seek an extreme lockdown. Fortunately for humanity, one of their disaster preparations was a huge network of underground Shelters all across the nation. Your ancestors fled to one of these Shelters and escaped death from the RW11 Virus.
Up until a day ago, you lived your whole life in Shelter 44, an advanced and safe lockdown bunker in the state of Vermont. But the Overseer of the Shelter has declared you outcast, and has banished you to the outside after a grace period of 48 hours, never to return. With only a small amount of supplies "graciously" given to you, you are forced to travel the wastelands. This is your story.
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This will be a Play-by-Post GURPS After the End campaign. Required books are just the Basic Set, and AtE 1 & 2. If you have a book you'd like to use, tell me about it first before you start creating a character. Make sure you keep an eye on the thread to keep the game alive! I'll probably be doing most of the dice rolls, as not all of the modifiers will be obvious to you or your character.
A little rules change (since this is a PbP campaign); as per Powers page 108, certain abilities like Luck and Serendipity that operate on real time will instead use game-time cooldowns.
For Luck advantage, each use per real-time hour instead equals uses per in-game day (i.e. Ridiculous Luck has six uses per day).
Advantages that have uses per session are uses per in-game week instead.
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Character Creation: 150-points, limited to -50 in Disadvantages, 5 quirks. Use either templates or the cheat sheet in AtE 1. Your character can not be mutated.
Style: Heroic Realism
Morality: whatever the party decides on in-game
Inappropriate Skills: Hazardous Materials (Radioactive), Survival (Radioactive Wasteland), no TL 9+ tech skills.
Skiing and Skating ARE appropriate - Vermont is very cold and snowy. Your character can have second hand knowledge of the outside world (Anthropology, Streetwise, Survival, etc.) - your Shelter has had limited contact with outsiders and sports a database of knowledge.
Starting gear: You are not allowed to sacrifice any Character Points for more starting gear. And you only get the usual limited $500 gear allowance (including the cost multiplier for high TL gear) despite coming from a Shelter - "outcasts" like you are given a paltry "severance package". All other Shelter belongings are considered "public property" assigned by the Overseer. TL 8 is the ceiling.
Up until a day ago, you lived your whole life in Shelter 44, an advanced and safe lockdown bunker in the state of Vermont. But the Overseer of the Shelter has declared you outcast, and has banished you to the outside after a grace period of 48 hours, never to return. With only a small amount of supplies "graciously" given to you, you are forced to travel the wastelands. This is your story.
----
This will be a Play-by-Post GURPS After the End campaign. Required books are just the Basic Set, and AtE 1 & 2. If you have a book you'd like to use, tell me about it first before you start creating a character. Make sure you keep an eye on the thread to keep the game alive! I'll probably be doing most of the dice rolls, as not all of the modifiers will be obvious to you or your character.
A little rules change (since this is a PbP campaign); as per Powers page 108, certain abilities like Luck and Serendipity that operate on real time will instead use game-time cooldowns.
For Luck advantage, each use per real-time hour instead equals uses per in-game day (i.e. Ridiculous Luck has six uses per day).
Advantages that have uses per session are uses per in-game week instead.
----
Character Creation: 150-points, limited to -50 in Disadvantages, 5 quirks. Use either templates or the cheat sheet in AtE 1. Your character can not be mutated.
Style: Heroic Realism
Morality: whatever the party decides on in-game
Inappropriate Skills: Hazardous Materials (Radioactive), Survival (Radioactive Wasteland), no TL 9+ tech skills.
Skiing and Skating ARE appropriate - Vermont is very cold and snowy. Your character can have second hand knowledge of the outside world (Anthropology, Streetwise, Survival, etc.) - your Shelter has had limited contact with outsiders and sports a database of knowledge.
Starting gear: You are not allowed to sacrifice any Character Points for more starting gear. And you only get the usual limited $500 gear allowance (including the cost multiplier for high TL gear) despite coming from a Shelter - "outcasts" like you are given a paltry "severance package". All other Shelter belongings are considered "public property" assigned by the Overseer. TL 8 is the ceiling.