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Rpgcs4.doc 08/25/22 Gene’s Campaign Precis INTRODUCTION Why Role-Play? Newly-met companions become fast friends and encounter wondrous peoples…Bold adventurers join wits to explore spectacular worlds, using strange powers and amazing devices…Heroes and heroines realize their destinies while solving complex intrigues and confronting chilling evil… This is why I role-play. Not only can we escape the mundane world and enjoy socializing, but we can also stimulate our imaginations and even learn about ourselves and others through gaming. I have been role-playing since my first Lego castle and formally gaming since late 1982. I have played and Game Mastered in over 30 campaigns and dozens of 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 are just beginning! Terminology For novices, and so that we have a common frame of reference, here’s how I understand the following words: Campaign-the combination of a particular adventure setting and a group of characters over a specific period of time. A campaign world exists in the G.M.’s notes and players’ imaginations, and may continue through different groups of players and characters. Game Master (G.M.)-often the creator of a particular set of campaigns, he or she is responsible for devising, describing, and running scenarios for the P.C.s. In AD&D2, the term is Dungeon Master (D.M.). Non-Player Characters (N.P.C.s)-the G.M.’s “extras,” they provide a variety of fictional individuals for the P.C.s to meet, befriend, or fight. Party-the group or team of P.C.s that travel through a campaign universe and interacts with the G.M.’s scenarios. Player groups also are often described as parties, but groups common to several campaigns should be described as a “player pool.” Player Characters (P.C.)-the imaginary persona created by each role-player who adventures within a given campaign. P.C.s usually work together and are quantified and described on Character Record Sheets. P.C.’s backgrounds and (mis)adventures often are recorded in journal form. Role-Playing-the activity of pretending to be someone else, for entertainment or training purposes. Role-playing games may be of any genre (Fantasy, Science Fiction, et cetera), and are related to, but different from, board, card, computer, and war games. Rules System-the statistical and storytelling architecture of most games. They often require rolling of dice for random results of skill use and combat. I generally prefer AD&D2 and GURPS because most of my players know them and because they fit my campaigns. Scenario-a set of adventures for the P.C.s within a campaign world, created by the G.M. Scenarios can last one session or many sessions. Session-one meeting of players, lasting anywhere between hours and days. Settings Campaigns by Genre high fantasy-AD&D2 “VANISHED LANDSalternate history (“steampunk”)/fantasy- GURPS “GASLIGHT GRIMOIRE” (“G3”), GURPS “STEAMPUNK 2000” espionage-UNITED NATIONS TASK FORCE comic book superheroes-GURPS SUPERS/D20 "MUTANTS & MASTERMINDS" 2ND ED.: ”the S.J.I.” modern fantasy-GURPS “IMMORTALSdimension/time travel-GURPS “VOYAGERS IIcyberpunk-SHADOWRUN space opera (science fantasy)-GURPS VORTEXpage 1

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Page 1: RPGcs5

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Gene’s Campaign Precis

INTRODUCTION

Why Role-Play? Newly-met companions become fast friends and

encounter wondrous peoples…Bold adventurers join wits to explore spectacular worlds, using strange powers and amazing devices…Heroes and heroines realize their destinies while solving complex intrigues and confronting chilling evil…

This is why I role-play. Not only can we escape the mundane world and enjoy socializing, but we can also stimulate our imaginations and even learn about ourselves and others through gaming.

I have been role-playing since my first Lego castle and formally gaming since late 1982. I have played and Game Mastered in over 30 campaigns and dozens of 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 are just beginning!

Terminology For novices, and so that we have a common frame

of reference, here’s how I understand the following words:Campaign-the combination of a particular adventure setting

and a group of characters over a specific period of time. A campaign world exists in the G.M.’s notes and players’ imaginations, and may continue through different groups of players and characters.

Game Master (G.M.)-often the creator of a particular set of campaigns, he or she is responsible for devising, describing, and running scenarios for the P.C.s. In AD&D2, the term is Dungeon Master (D.M.).

Non-Player Characters (N.P.C.s)-the G.M.’s “extras,” they provide a variety of fictional individuals for the P.C.s to meet, befriend, or fight.

Party-the group or team of P.C.s that travel through a campaign universe and interacts with the G.M.’s scenarios. Player groups also are often described as parties, but groups common to several campaigns should be described as a “player pool.”

Player Characters (P.C.)-the imaginary persona created by each role-player who adventures within a given campaign. P.C.s usually work together and are quantified and described on Character Record Sheets. P.C.’s backgrounds and (mis)adventures often are recorded in journal form.

Role-Playing-the activity of pretending to be someone else, for entertainment or training purposes. Role-playing games may be of any genre (Fantasy, Science Fiction, et cetera), and are related to, but different from, board, card, computer, and war games.

Rules System-the statistical and storytelling architecture of most games. They often require rolling of dice for random results of skill use and combat. I generally prefer AD&D2 and GURPS because most of my players know them and because they fit my campaigns.

Scenario-a set of adventures for the P.C.s within a campaign world, created by the G.M. Scenarios can last one session or many sessions.

Session-one meeting of players, lasting anywhere between hours and days.

Settings Campaigns by Genre

high fantasy-AD&D2 “VANISHED LANDS”alternate history (“steampunk”)/fantasy-GURPS “GASLIGHT

GRIMOIRE” (“G3”), GURPS “STEAMPUNK 2000”espionage-UNITED NATIONS TASK FORCE

comic book superheroes-GURPS SUPERS/D20 "MUTANTS & MASTERMINDS" 2ND ED.: ”the S.J.I.”

modern fantasy-GURPS “IMMORTALS”dimension/time travel-GURPS “VOYAGERS II”cyberpunk-SHADOWRUN

space opera (science fantasy)-GURPS “VORTEX”

History Timeline

1968-Born in Manhattan, New York City.1970-Moved to Kingsbridge Heights in the Bronx.1973-Younger brother Peter G.L.J.D. born.1977-“STAR WARS” opened in theaters1979-Moved to Yonkers, Westchester County.1982-Received J.R.R. Tolkien’s classic fantasy trilogy The

Lord of the Rings as a graduation present from grandfather; cowrote “The Zarkonian Bomb”; received Dungeons and Dragons from parents for Christmas.

1982 to 1986-Attended Archbishop Stepinac High School in White Plains, New York.

1983-Began running the “VANISHED LANDS.”1986-Wrote original rules for “VORTEX” while visiting family

in the Philippines.1986 to 1990-Studied political science at the State University

of New York at Binghamton. Played in numerous campaigns with “Bellevue-Camelot” and “Falcon’s Nest.”

1988 to 1991-Collaborated in running Top Secret: SI, SHADOWRUN, and D.C. HEROES.

1990-Began dating Janice L. Manwiller.1990 to 1991-Was Project Coordinator for the New York

Public Interest Research Group, Inc. chapter at Queens College of the City University of New York.

1991 to 1993-Studied for M.A. in International Relations at the George Washington University in Washington, D.C. Converted to GURPS SUPERS.

1992 to 1997-Collaborated in running “VOYAGERS II.”1993 to 1999-Worked at the Bureau of National Affairs, Inc.

and recruited many capital area role-players.1995-Married Janice L.M. in Pennsylvania. My parents and

friends from college moved to Northern Virginia.1998 to 1999-Began GURPS “GASLIGHT GRIMOIRE” (“G3”).1999-Moved to Boston suburb of Somerville, Massachusetts.2000-Moved to Norwood. D&D 3rd Ed. released.2003-Moved to Needham Heights, Mass.

Role-Player Cohorts c. 1980 to 1986: A. Stepinac H.S. (the “Westchester

crew”)

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1986 to 1990: SUNY-Binghamton1984 to 1988: “Bellevue-Camelot”1988 to 1992: “Falcon’s Nest”

1990 to 1991: NYPIRG at Queens College-CUNY1991 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 2001: “Karmic”/"the Liberators"2001 to 2003: "The Dragonslayers"2004 to 2005: "Mystical Harmony/Seekers of Lore"

“Game Time” 1982 to 650 B.C.E.-The AD&D2 “VANISHED LANDS.”

Current year: 1232 B.C.E..1789 to 1939 A.D./C.E.-GURPS “GASLIGHT GRIMOIRE”

(“G3”). Current year: 1890 A.D./C.E.

1939 to 2050-GURPS SUPERS, UNITED NATIONS TASK FORCE, D20 "Mutants & Masterminds" 2nd Ed., and GURPS “STEAMPUNK 2000.” Current year: 2005.

2050 to 2150-SHADOWRUN, GURPS “IMMORTALS.” Current year: 2089?

2150 to 2500-GURPS “VORTEX.” Current year: 2196.2200 to 2800-GURPS “VOYAGERS II.” Current year:

2872

Scheduling I generally prefer biweekly meetings of about six hours

each plus a meal. Depending on the size and interest of the group, weekend sessions can be supplemented by solo adventures, one-shot scenarios, and play by e-mail. I also encourage rotating hosting duties.

Systems

Gene’s Rules For Role-Players1. Feed the Game Master—please bring munchies or money

for food to share.2. It’s only a game—it should be fun for everyone in it.3. Distinguish between your “voice” and the Player

Characters’ personae. Use the latter in the game.4. Even if the P.C.s aren’t working together, role-players

always should cooperate.5. Every P.C. is unique; personality is more important than

statistics.6. The rules and sourcebooks are only guides; imagination is

more important than dice rolls.7. Creativity and patience are rewarded within the campaign

rather than by mere power increases.8. While enthusiasm and humor are necessary, “cross talk” is

to be discouraged.9. Experience points are distributed between sessions, based

on attendance, cooperation, notes, participation, and imaginative role-playing.

9. Please keep your P.C. records and notes up-to-date and provide copies to the G.M. They will be shared with the rest of the party at the G.M.’s discretion.

10. G.M. rulings will be made as questions come up, but final decisions will be made between sessions.

For Player Characters1. Step one—create a diversion! When in doubt in a tactical

situation, distract your opponents.2. Most Player Characters start out with little knowledge of the

campaign setting. Curiosity and an open mind motivate most travelers.

3. Nothing happens unless the Game Master is aware of it. P.C.s only sense through dialogue and the G.M.’s descriptions.

4. P.C.s are not aware of and should not discuss attributes, Alignment/Ethics, or combat statistics. They should keep 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 ranks of experienced heroes.

6. Unless the party is certain of others’ intentions, it is wise to ask first and fight later. Even soldiers avoid combat and mystics prefer study to fighting.

7. There is always someone bigger or stronger than you.8. Parties should choose a name and a nominal leader.

Standard operating procedures (S.O.P.s) make routine tasks quicker.

9. Rational debate is good, but most personality conflicts aren’t.

10. Do not test the will of the gods.

Sourcebooks D&D3.5-Dungeons and Dragons Players’ Handbook,

Edition 3.5, by TSR/Wizards of the Coast, Inc.D.C. HEROES, Third Edition, by West End Games, Inc.D20 "MUTANTS & MASTERMINDS" 2ND ED., BY GREEN RONIN

SHADOWRUN, Fourth Edition, by FFG, Inc.GURPS-Generic Universal RolePlaying System, Basic

Set, Fourth Edition, by Steve Jackson Games Incorporated.

Tech and Power Levels “Tech Levels” (from GURPS Basic Set, page 185)0. Stone Age (1,000,000 to 10,000 B.C.E.)1. Bronze Age (10,000 to 1,000 B.C.E.) “VANISHED LANDS”

begins2. Iron Age (1,000 B.C.E. to 500 A.D./C.E.)3. Medieval (500 to 1450)4. Renaissance/Colonial (1450 to 1700)5. Industrial Revolution (1700 to 1900) GURPS “GASLIGHT

GRIMOIRE” (“G3”), GURPS “STEAMPUNK 2000”6. World Wars I and II7. Modern (1950 to 2050) UNITED NATIONS TASK FORCE

and GURPS SUPERS begin8. Spacefaring (2050 to 2150) SHADOWRUN, GURPS

“IMMORTALS”9. Starfaring (2150 to 2200) GURPS “VORTEX” begins10. Antimatter (2200 to 2500) “BATTLESTAR GALACTICA”11. Force (2500 to ?) “STAR WARS”12. Gravitic “Star Trek” (c. 2300)13. Worldbuilding (full terraforming)14. Dysonian (construction of worlds)15. Matter Transmission (2850 to 3000) GURPS “VOYAGERS

II”

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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-Binghamton1984 to 1988: “Bellevue-Camelot”1988 to 1992: “Falcon’s Nest”

1990 to 1991: NYPIRG at Queens College-CUNY1991 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”

SystemsGame 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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D&D3.5 “VANISHED LANDS”

Settings Genre: high fantasy

Summary In one ancient world, strange majicks and demihuman races thrived in a region of Central Asia known as the “VANISHED LANDS.” Mythical creatures and warring creatures tested the area’s inhabitants, as travelers strove to become adventurers, and adventurers strove to become heroes…

The 1 million square miles of the lost continent were named the “VANISHED LANDS” because of a prophecy/legend about their disappearance at the dawn of recorded history.

Past Scenario Locations Bamor Mountains/Therud Forest-kingdoms of Gokuri

(Bakemono, Oni, and Nannuattan) and Zedu (Korubokuru and Spirit Folk)

Halmed Desert-Ebir Sheikdom and Garku Nasit (Suthern humans, Djinn, and Rakshasa)

Ivory Mountains-Zeda (Dwarves and Gnomes) and Zuromm (Drow and Orcs) kingdoms

Sea of Nagendwa/Zarendo Islands-Salhonif Island (humans and Sea Peoples)

Plains of Sathendo-kingdoms of Hifalendor (Hifalendorin humans and Centaurs) and Saganim (Saganim humans and Pernicon), Gusorin Confederation (Barbari humans and Wolven), Principality of Silado (“Tong Sheng”; Asiatic humans, Hengeyokai, and Shan Sao)

Wisalef Forest-Waletku Kingdom (Elves and Halflings)

History The “VANISHED LANDS” is my oldest setting.

While over 300 Player Characters have explored the strongholds and wilderness, much remains to be discovered…

Gaming Groups 1982-began playing Dungeons and Dragons1983-began creating the “VANISHED LANDS” as Dungeon

Master1983 to 1986-Player Character parties A through E (A.

Stepinac H.S.); converted to AD&D21986 to 1987-Parties F through H (SUNY-Binghamton

freshman floor, Hughes Hall)1987 to 1988-Parties I through K (“Bellevue-Camelot”)1988 to 1990-Parties L through P (“Falcon’s Nest”)1990 to 1991-Parties Q through U (NYPIRG at Q.C.-CUNY)1993 to 1995-Parties V through X (B.N.A./“The Paragon”)1995 to 1999-A and B Teams (John Z.G.’s AD&D2 Greyhawk)2000-Dungeons and Dragons Third Edition released.2000 to 2002-"The Liberators" (IDG/CW Boston)2002 to 2004-"The Dragonslayers"2005-"Mystical Harmony/Seekers of Lore"

“Game Time” c. 1982 B.C.E.-Ru’ulok slower-than-light generation ship

crashes, marooning crew and slaves on ancient Earth. The Chaldean city of Ur is sacked, ending the first true human urban settlement. Minoan Crete flourishes.

c. 1950-Extraterrestrial genetic engineers modify castawaus to be more humanoid and to be able to eat Terran food. Certain subspecies escape and become the folk of myth. Extradimensional visitors are known as “gods” or “demons.” Alien livestock become the monsters of legend. Hittites sack the city of Babylon.

c. 1900-The peoples described above settle on the “plain of five rivers,” in what is known later as Central Asia. Following the example of indigenous humans, each race forms several kingdoms. While the “demihumans” have longer life spans, Arcane Arts, and advanced technology (including steel during the Terran Bronze Age), a gradual decline of these abilities sets due to genetic drift and isolation from galactic society. The cultures of the new nations adapt to exile and become involved with local politics, as the survivors forget their origins. Sumer falls to the Amorites and Indus River valley civilizations grow at Harappa and Mohenjo-Daro (not far from the “VANISHED LANDS”).

1500 to 1465-Player Character parties A through E explore around the city-state of Nadwi and the Gusorin Confederation [also John F. and Reinaldo C., Jr.’s “Deathquest I”]. Aryans invade India, beginning of New Kingdom period in Egypt, and bronze casting in China.

1345 to 1260-Parties F through H hunt for artifacts. Phoenicians begin trade with the “VANISHED LANDS.”

c. 1300-Volcanic island of Thera explodes off of Crete, destroying the civilization of Atlantis. Refugees come to the kingdom of Hifalendor.

1286 to 1100-The “Golden Age” of the “VANISHED LANDS.”1259 to 1241-The adventures of Aldarion and Thalissa [John

Z.G.’s AD&D2 Greyhawk], parties I through K. The Iron Age begins and Moses and Joshua lead the Hebrews out of Egypt.

1244 to 1240-The adventures of Faelonia during the Six Kingdoms’ War, parties L through P [also Bill A.R.’s AD&D2 Oriental Adventures: Kara Tur and Dexter V.H.’s AD&D2 Dragonlance/Palladium Fantasy “Land of Lost Souls”].

1238 to 1236-Parties Q through U go on many quests, culminating in the selection of the Champions of the Elder Gods. [Also Stuart C.G.’s version.]

1235 to 1233-Parties V through X encounter Dragons and Giants. “The Paragon” secures Memir/Morbaltek before reuniting to fight the dreaded Flying Citadel…

1232-"The Liberators" fight Orcish warlords and help retrieve artifacts in the northwestern borderlands, and "the Dragonslayers" fight Undead pirates and monsters on the Sea of Nagendwa.

1231-"Mystical Harmony/Seekers of Lore" fight Goblinoids and other Zuromm forces in the kingdom of Saganim before venturing through time and space to the port of Gisar. Game present.

1226 to 1205-Arlon and “A and B Teams” [John Z.G.’s AD&D2 Greyhawk]. Doric invasions of Greece (Hellas).

c. 1150-Short peace in all of the “VANISHED LANDS.” The Trojan war; Chou dynasty in China.

c. 636-Wars break out all over the region, as kingdoms are toppled by natural disasters. In keeping with prophecy, the lands vanish, demihumans die off or go into hiding, and the human inhabitants disperse. The shape of the known worlds changes as heroes and their homes are forgotten...

c. 700 B.C.E. to 700 A.D./C.E.-The great religions are founded.

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SystemsGame Master Collaborators Reinaldo Class, Jr.;

John Flynn; John Z. Gianopoulos; Bill A. Recker; Dexter V. Hailey, Sr.; Stuart C. Gerchick; Steve Merr; Jon W. Pate

Rules and Required Sourcebooks D&D3.5 Players’ Handbook

Optional Texts GURPS Basic Set; Conan; Fantasy Bestiary; Fantasy Folk, 2nd

Ed.; Grimoire; Low Tech; Magic, 2nd Ed.; Psionics; Religion; Warriors; Wizards

RoleMaster, by Iron Crown Enterprises/Hero Games

Tech and Power Levels GURPS TL 0 to 4, mostly 2

Starting Character Power Levels I generally prefer D&D3.5 Player Characters to

begin at First Level with no experience points. That way, they earn their knowledge of the world and other skills. P.C.s joining an existing party must be one level below the lowest previous member. I also encourage players to choose different types from each other, and recommend single-classed P.C.s because of the variety of options. Many classes and subclasses/kits are available:Warrior-Barbarian, Bushi, Fighter, Kensai, and Ranger

Knight-Cavalier, Paladin, and SamuraiPriest-Cleric, Druid, Sjukenja, and Sohei

Specialist Priest-Dom, Doa, 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 JenSpecialist 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

Variant Campaigns-GURPS “VANISHED LANDS”

Rules For GURPS versions of D&D3.5 races, see “G3,” below and GURPS Fantasy Folk, 2nd Ed.

Power Levels Starting Character Points: 155, including –50 Disadvantages and –5 Quirks, plus Racial Packages

Tech Levels

Notable Player Characters Player, Character Name-gender, nationality,

species/race, title/occupation, companions.Gene D., Aldarion Telcontar-male Grey Elf Ranger, husband

of Dark Elf Thalissa [John Z.G.] and general of Waletku.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

(Drow) Ranger, ambassador.Nick F.J. Trombino, Shin Nakagawa-male Hengeyokai Ninja,

protégé of Ke Tan Ito [Bill A.R.].John J. Gomez, Balaim Bearclaw-male Mountain Dwarf

Ranger/Cleric, student of Ogre master smith Crunch… [Corbin A.Y.], co-ruler of Morbaltek.

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

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GURPS “GASLIGHT GRIMOIRE” (“G3”)

Settings Genre alternate history (“steampunk”)/fantasy

Summary--In one reality, the strange majicks and demihuman races of the [AD&D2] “VANISHED LANDS” never disappeared, instead spreading over the globe. By the Steam Age, human history had unfolded much as in our universe, but adventurers faced different challenges as nationalism, science, and mysticism competed…

Past Scenario Locations Boston, Smoky Mountains of Tennessee, Oklahoma Territory,

New Orleans, Gulf of Mexico, Yucatan Peninsula, Mexico City, San Diego, Honolulu

China, Egypt, and Greater Britain?

History Gaming Groups

1995 to 1997: Tim M.B.’s GURPS “Arth”1997 to 1999: “G3”1999 to ?: Boston

“Game Time” 1790 A.D./C.E.-United States Constitution is signed.c. 1790 to 1864-end of the Age of Sail/swashbuckler era1803 to 1815-Louisiana Purchase, Napoleonic Wars1860 to 1864-U.S. Civil Warc. 1864 to 1939-“Steam Age”/cliffhanging pulp era1890January-A group of would-be adventurers meets at the Boston

Cartographers’ Association and narrowly avoids a train wreck in the Smoky Mountains of Tennessee (“Terror on the Tracks”).

February-The party fights Undead in the ghost town of Golgotha. They then rescue a Kiowa princess from the nefarious eclipse cult in the Mesas of Mystery. After resting at Fort Smith in the Oklahoma Territory, the heroes explore New Orleans in the midst of Mardi Gras festivities and intrigues.

March-After some casualties, the travelers continue on to Cuidad del Carmen, Mexico, encountering a mechanical sea monster on the way. They race other archaeological expeditions to the Lost City of El Zuntikal, where they find Mayan humans living alongside demihumans, Myconids, a Dragon Lord, and dinosaurs!

April-Armed with ancient secrets to combat the Brethren of the Eternal Night, the motley crew uncovers a cell of the cult in Veracruz and goes to Mexico City and San Diego, California. They surmise that the “secret masters” are the dreaded Illithoi, or Mind Flayers.

May to June-The infamous Captain Nemo helps the group go to Hawaii. At an uncharted archipelago, the team finally thwarts the plot of the eclipse cult by entering and destroying their hidden stronghold.

1914 to 1918-The Great War1929-Stock Market Crash, the Great Depression begins1939-World War II begins

SystemsGame Master Collaborators Tim M. BallewRules and Required Sourcebooks

GURPS Basic Set, Fourth EditionOptional Texts

AD&D2 Ravenloft: Masque of the Red DeathCastle Falkenstein, by R. Talsorian Games, Inc.Deadlands: The Weird West, by Pinnacle Entertainment

GroupGURPS Character Assistant, Version 2.12GURPS Cliffhangers; Espionage; Fantasy Folk, 2nd Ed.;

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

Space 1889, by Game Designers Workshop

Tech and Power Levels GURPS TL 5 to 6

Starting Character Point Levels 155, including –50 points of Disadvantages and –5 Quirks; Racial Packages

Available Species/Races Beast-kin-Bear Men, Centaurs, Leonines (Sphinx), Lynx

Men (Neko), Minotaurs, Satyrs (Fauns), Tiger Men (Rakshasa), Winged Folk, Woodkin (Logomorphs-small humanoid animals), and Wolven

Dwarves-Korubokuru, Steel, and StoneElves-Blue, Crystal, and SylvanGnomes-Clay and CogHalflings-Fildoon and Shan SaoHumans-by Nineteenth Century nationality

Minor Races:Changelings-Lycanthropes and Shadow Folk (Espers)Constructs-Automatons, Electricals, and OozesFey Folk-see Elves, Ellyhon and SpritesExtraplanar Entities-Elementals, Githyanki/Mummies, “Heralds of

the Powers,” Hippo Men (Giff), Sidhe, and “Unholy Ones”Goblinoids-Bakemono, Goblins, and HobgoblinsOgre-kin-Oni, Ugrik (Orcs), and Ulog (Trolls)Serpent-kin-Gargoyles, Reptile Men, and Dragons (several types)Giants-several types, by culture and habitatHill Peoples-see Dwarves, Gnomes, and Halflings; Abominable

Snowmen and SasquatchShelled Folk-Arachnoids and Locust Folk (Pernicon)Old Ones-Deep Ones (Beholders and Illithoi) and Tree FolkSea Peoples-Dolphens, Fish Men, Naiads, Shark MenSteeds, magical-Giant Eagles, Exalted Horses, Griffons, Kirin, and

PegasiUndead-Ghosts, Kindred (Vampires), Liches, Revenants, and

Skeletons

Variant Campaigns-GURPS “STEAMPUNK 2000!”

With slight modifications, “G3” can be updated to the present day, juxtaposing Steam Age gadgetry, fantasy skullduggery, and a more modern setting. To balance out the increased influence of technology,

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greater attention would be paid to non-human and “furry” races.

Timeline 1939 to 1945-World War II1945-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.”

Settings Genre comic book superheroesSummary

In one world, metahumans are just becoming publicly accepted. Costumed heroes and vigilantes battle superpowered villains in secret conflicts, hoping to master their strange abilities and help their world…

Past Scenario Locations History

Gaming Groups 1987 to 1988-First played Marvel Superheroes and “1,000

Point” with “Bethany S./Eve T.” in “X-the Next Generation.”

1988 to 1990-CoGame Mastered D.C. Heroes with Stuart 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.1991 to 1993-“Visor and the Seer” (see below); converted to

GURPS Supers.1993-“Batman: the Animated Series” premiered on

television.1993 to 1995: “Twilight”1996: Ran “Twilight” reunion one-shots.1999 to 2000: Ran the GURPS Supers: EMPIRE CITY play

by e-mail game.2006: D20 "Mutants & Masterminds" 2nd Ed.: "Drake's 7"

“Game Time” c. 1920 to 1950 A.D./C.E.-Early metahumans work covertly as

urban vigilantes, soldiers of fortune, and spies.c. 1950 A.D./C.E.-The last descendants of the Ru’ulok slaver

are detected and picked up by alien scout ships. Alien experiments and industrial accidents result in metahuman manifestations. The Cold War begins and the “Golden Age” of Science Fiction.

1988-“X-the Next Generation” secret mutant teams.1989-The Societe de Justice Internationale founded outside of

Paris, France, by secret order of the United Nations Security Council. The Cold War ends. Tim Burton’s fictionalized documentary film “Batman” is popular.

c. 1991-Total metahuman population of Earth=150.1992-New York City recognized as having the most mutants

per capita.1994-American anti-mutant hysteria sparked by mysterious

murders. Visor and the Seer become the first publicly-known costumed heroes on the West Coast (“Bones Must Die,” “The Liberation of Birkomax 5,” and “Bay City Gangwars”). Evil metahuman groups form.

1995-An ill-fated S.J.I. team extracts an agent from Eastern Europe in GURPS Operation Endgame and battles other mutants in Washington state. After “Operation Loose Ends” in South Asia, the team quits the S.J.I. and becomes known as “Twilight.” A base is built in New York City as more vigilantes are recruited and new enemies are encountered.

1996-“Twilight” saves New York City from psychopaths, terrorists, and alien despots. A younger group of would-be heroes meets in New Orleans and prevents a political assassination in San Diego.

1997-After disbanding for a time, “Twilight” reunites to fight the Undead Sabbat.

1999-Another group of metahumans gathers in Cavalier County, New York to investigate serial murders and the disappearance of the “Hudson Valley Vigilantes,” a 1940s era superteam. Some call themselves “Evil’s Bane.”

2005-In response to bank robberies, robot hoversleds and a rocket attack, and metahuman-hunting Sentinels and alien Collectors, the "Drake's 7" gather in New England.

SystemsGame Master Collaborators Stuart C. Gerchick,

Steve M. Rothandler

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

SUPERS, 2nd Ed., Revised

Optional Texts Champions, by Iron Crown Enterprises/Hero GamesD.C. HEROES, Third Edition, West End GamesGURPS Character Assistant, Version 2.12GURPS Atomic Horror; Cliffhangers; Espionage; Grimoire;

High Tech, 3rd Ed.; Horror, 2nd Ed.; Magic, 2nd Ed.; Martial Arts, 2nd Ed.; Psionics; Special Ops, 2nd Ed.; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd Ed.; Wizards

Marvel Superheroes, 2nd Ed. and “Saga” Rules, TSR/WotC, Inc.

D20 "Mutants & Masterminds" 2nd Ed., Green Ronin

Tech and Power Levels GURPS TL 6 to 8, mostly 7

Starting GURPS Character Point Levels 100, including –40 Disadvantages and –5 Quirks, for

most “normal” humans155, including –50 Disadvantages and –5 Quirks, for

starting adventurers.300, including –75 Disadvantages and –5 Quirks and

+25 Unusual Background, for starting superheroes.700, including –100 Disadvantages and –10 Quirks and

+100 Unusual Background, for powerful metahumans (such as “Twilight”).

D20"M&M"2e: Power Level 8 (120 points)

Available Species/Races Alien exiles (see GURPS “VORTEX’)Beings from alternate universes (see GURPS “GASLIGHT

GRIMOIRE” and GURPS “STEAMPUNK 2000”)Immortals (see GURPS “IMMORTALS”)“Normal” humans (99% of the population at this time)Metahumans/mutants (most common origin)Mystic (magic user, martial artist, Psionicist, religious hero)Time/dimension travelers (see GURPS “VOYAGERS II”)Victims of industrial/scientific accidents (common origin)

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Variant Campaigns-“UNITED NATIONS TASK FORCE”Genre: espionage

TimelinePast Scenario Locations: Antarctica, Eastern Europe1988 to 1989-Collaborated in running Top Secret: SI.

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

Required SourcebooksGURPS Basic Set, 3rd Ed., Revised; Compendium I;

Espionage

OptionalTop Secret: SI 2nd Ed., TSR Inc.GURPS Character Assistant, Version 2.12GURPS 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”

Settings Genre time/dimension travelSummary The infinite alternate realities of the

multiverse beckon to those brave enough, or powerful and foolhardy enough, to venture past the boundaries of comprehension. Varied times and worlds hold stunning secrets and appalling foes…

Past Scenario Locations

History Gaming Groups

1982 to 1983-Bill B. and Eric B. run “The Five Doctors” scenario for the Doctor Who RPG.

1986 to 1990: SUNY-Binghamton1984 to 1988: “Bellevue-Camelot”1988 to 1992: “Falcon’s Nest”

1991 to 1993: Erik B.L. runs “Death to Cylon: Galactica 2015/Time Knights: Adventures in the Dimension Corps” and Steve M.R. runs GURPS “VOYAGERS II” for the first time

1995 to 1997: “VOYAGERS II”1997-Jim J.D’B.’s GURPS “Borrowed Time”;

“Stargate: SG1” premieres on U.S. television.2000: Steve M.R.’s role-play by e-mail

“Game Time” 2015 A.D./C.E.-In an alternate universe, transdimensional

conflict and the return of Yennai warriors change one Terran Solar System…

2865-The Scepter of Might is recovered by agents of the Dimensional Corps; Hourglass Imperium agents encountered.

2866, March (c. 2077 local time)-New recruits sent to Denver, Colorado, in a Cthorr-infested Earth (c.f. GURPS War Against the Cthorr).

November (December 1588)-Team investigated alien abductions of colonists and natives from a Roanoke Island and retrieved fellow team.

December (December 1994)-Voyagers foil Hourglass Imperium’s political interference in a tense Boston abortion controversy.

2867, January-Two groups sent to the “Vanished Lands” (1233 B.C.E.) and to Viet Nam (4 July 1968)/“Riverworld.”

February-Team A made noninterference treaty with Ke Tan Ito at his Astral citadel, then closed a dimensional gate. It then turned a Luke Skywalker from the Dark Side of the Force at the end of a galactic civil war. Team B was killed pursuing a senior Voyager in Viet Nam, then raced against Hourglass operatives to build armies in Riverworld (c.f. GURPS Riverworld).

July (January 2010)-Voyagers sent to a decayed city of Detroit to find Tarolyn Winters in her dreams, and save her.

August (537)-“Operation Avalon:” Joint party retrieved and escorted Artorius (“King Arthur”) from a post-Roman Britain to late Terra’s “hour of greatest need”…

October (November 1994)-Voyagers investigate the oppression of an alternate Birkomax 5 by warped metahumans.

2868 to 2869-Adventures of Jim J.D’B.’s GURPS “Borrowed Time.” Also, one-shot scenario: Jon W.P.’s AD&D2 Forgotten Realms; Gene D.’s AD&D2 “Vanished Lands,” GURPS “GASLIGHT GRIMOIRE,” GURPS Supers: “Temporal Gambits (3),” and GURPS “VORTEX”; Steve M.R./Jack P.M.’s GURPS Star Trek: “the Tempest”; Jim J.D’B.’s space opera…

2870 to 2872-new PBEM…

SystemsGame Master Collaborators Carlo Rosignoli;

Dexter V. Hailey, Sr.; Stuart C. Gerchick; Steve M. Rothandler, Esq.; Erik B. Lutwin, Esq.; Jon W. Pate; Tim M. Ballew; Jim J. DiBenedetto

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

Time Travel

Optional Texts GURPS Character Assistant, Version 2.12GURPS BioTech; Black Ops; Cyberpunk; Espionage; Fantasy

Folk, 2nd Ed.; High Tech, 3rd Ed.; Illuminati University (IOU); Magic, 2nd Ed.; Martial Arts, 2nd Ed.; Psionics; Robots; Space, 2nd Ed.; Technomancer; Timeline; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd Ed.

GURPS historical and fiction sourcebooks

Tech and Power Levels GURPS TL 0 to 15, mostly 10

Starting Character Point Levels 155, including –50 Disadvantages and –5 Quirks and 10 points of required Skills

Available Species/Races

Variant Campaigns-GURPS “IMMORTALS” Timeline

Rules Types of Immortals

Avatars and Champions (includes “Highlander”-style)Extradimensional Entities (c.f. GURPS “VOYAGERS II” and

“VORTEX”)Laransans (only those alien exiles with the Blood of

Lagonus, as per Erik B.L.)Long-lived races from alternate universes (c.f. the

“VANISHED LANDS” and “G3”)Metahumans/mutants (c.f. GURPS Supers: “the S.J.I.”)Mystics, including certain magic users, martial artists, and

PsionicistsUndead-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” Settings

Genre space opera (science fantasy)Summary In one future, humanity has begun to

colonize the Sol system, but environmental degradation, population pressures, and internecine warfare remain. The simultaneous discovery of ancient mystical powers and open and official First Contact with alien societies threatens Terra’s very survival. Some unlikely heroes rise to the challenges…

Past Scenario Locations Sol System-Late Terra (United Earth Authority), L-5 Orbital

Cities, Lunar Free State, Mars Confederation, the Asteroid Belt, Outer Colonies

Neutral/Nonaligned Space-Alpha Centauri, Tesmih, Algol 364b, Oasis Station

Kharvamid Alliance/Fleet-Thurbast C03b/Velthis Major, Oromekl 6

Zarkonian Imperium/Armada-Ru’okkal

History >>The History of " Vortex " and related speculative fiction -1968: Gene D. born; Do Androids Dream of Electric Sheep?

published; Planet of the Apes and 2001: A Space Odyssey premiered.

-1969: Original "Star Trek" television series canceled.-1977: "Star Wars" opened in theaters.-1978: "Battlestar Galactica" premiered on television.-1980: "Sundiver," the first book in David Brin's "Uplift" series,

published.-1982 to 1983: Played "Dungeons & Dragons" and "Star Frontiers"

and co-wrote "The Zarkonian Bomb," an amateur movie script, with Carlo R., Bill B., Jon B., and Ray C.

-c. 1984: Began writing "The Adventures of Jason Delmar" short stories.

-1986: Wrote original "Vortex" role-playing rules while visiting family in the Philippines. Playtested with Peter D. and David I.S. in Yonkers and Binghamton, N.Y., respectively.

-1987 to 1989: Co-ran "Shadowrun" with Ken P.S.-1991: Ran "Visor and the Seer" and collaborated in Steve M.R.'s

"Voyagers II" using "Vortex" rules before converting GURPS.-1992: Influential author Isaac Asimov died.-1995: "Space: Above and Beyond" premiered.-1996 to 1997: Game Mastered "Vortex: Collateral Damage

Incorporated/Full Circle" using GURPS 3e "Space" in Virginia.-1997: "The Fifth Element" and "Stargate SG1" premiered.-1998: "Farscape" premiered on U.S. television.-1999: Ran GURPS 3e "Space: Vortex" via e-mail and for Randy

K.M. and Rob A.R. near Boston.-2002: "Firefly" premiered; D20 Traveller (T20) published.-2005: The BBC revives "Doctor Who."-2008: Cubicle 7 published FATE 3e "Starblazer Adventures" (SBA).-2010: Began running two "Vortex" teams using SBA.

“Game Time” Circa -140 to -40 G.E. (Terran Galactic Era)-The Archaic Era gives

way to the Cyberpunk era [see SHADOWRUN below]: Small, idealistic metahuman groups are supplanted by more common Cyborg mercenary organizations. “Near” humans granted some civil rights.

-The development of bionics, Virtual Reality, and true neural interfaces results in the growth of cyberware and C-space. True Artificial Intelligences arise and advances in genetic engineering lead to “Andies” and “Synths.” Secret orders of Mystics consolidate through the “hidden war.”

-Wars result in the devastation of large parts of the Middle East and South Asia; terrorists destroy cities in other parts of the world. Nation-states decline in relative power as megacorporations and regional governments rise in influence; the United Nations collapses.

-EcoCrises I and II—environmental degradation from human activities results in global climate change, mass extinction, and famine. Fossil fuel reserves begin to be depleted, eventually leading to technological breakthroughs in “cold” fusion and “warm” superconductivity; aerodynes begin to replace “conventional” aircraft.

-Terran population reaches 15 billion, cities become megalopoli. 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.

-100 G.E. Laransu is devastated by a Zarkonian attack. First interplanetary wars in the Sol system win partial independence for Lunar, Martian colonies. The Kharvamid Alliance is founded by Trinoids, Nethians, and a few Laransans.

-100 to -50 G.E.-EcoCrisis III, regional conflicts, and megacorporate covert activities are restrained with the creation of the United Earth Authority.

-Continent-states arise on Earth; the Sol system’s population approaches 20 billion. “L-5” orbital cities grow, Mars is colonized.

-85 G.E.-First Interplanetary War: Lunar Free State rebells against Terran colonial powers, becoming a quasi-independent corporate state.

-75 G.E.-Ecoterrorists disrupt research undersea and on Mars as terraforming begins. The outer Sol system is explored by humans, Venus is colonized.

-50 G.E. Synths gain limited rights after several rounds of civil unrest.-30 G.E.-Second Interplanetary War: Mars Confederation rebels

against megacorporations, gains limited independence and a seat on the United Earth Council.

-20 G.E. Jason Delmar is born near the North Eastern American Megalopolis.

-10 G.E. Covert and unofficial contact between Galactic agents and the Sol system. The Zarkonian Armada resumes its expansion into the Orion Arm. The latest wave of interstellar civilizations is immediately threatened: Aquarians/Polarians and Terrans.

-4 G.E. Archaeologists discover ancient evidence of mystic and extraterrestrial influence in the ruins of the “Vanished Lands.” The United Ecumenical Movement is formed to consider the implications.

-3 G.E. The end of the “Long Hiding:” true mystic powers are revived by the U.E.M.

1 to 3 May –1 G.E. (circa 2194 A.D./C.E.) “Trump Island Run:” A party of specialists and mercenaries is recruited in Lisbon to retrieve a computer core from a mysterious enclave of attenuated “near” humans in the North Eastern American Megalopolis.

4 May to 8 June –1 G.E. “Training:” After analyzing the genetic data from the computer core, the group purchases an old warehouse in the Newark section of the N.E.A.M. as a base of operations. The team reports, trains, and buys equipment.

9 to 11 June –1 G.E. “Submarine Piracy:” On the way to an archaeological dig in Central Asia, the group and civilians aboard a transport submarine are briefly taken captive by the naval forces of Greater China. They ingeniously manage to escape.

12 to 21 June –1 G.E. “The VANISHED LANDS:” The party races rival expeditions and avoids ancient perils while exploring the 4,000 year-old subterranean ruins of the city of Hesolin. In the meantime, open and official First Contact is announced between the Sol system and galactic societies.

22 June to 23 August –1 G.E. “Guardians of the Night:” Upon returning to its base, the party is contacted by a metahuman vigilante group and municipal inspectors.

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24 to 28 August –1 G.E. “L-5 Orbital City:” The company travels “up” via Niven Spaceport to Shepard 2 to participate in the First Contact conferences and intrigues.

29 August to 28 October –1 G.E. “Lunar Free State:” “Collater Damage Incorporated” regroups and begins preparing to fight the Zarkonian Armada.

29 October to 14 November –1 G.E. “The Martian Outback:” “C.D.I.” meets United Ecumenical Movement contacts, United Earth Authority troops, and Zarkonian agents.

15 November to 1 February –1 G.E. (years do not correspond to conventional calendar dates) “Ship Design:” “C.D.I.” renames itself “Full Circle” after personnel changes and purchases the Privateer Trade Ship Venture from Kharvamid advisors in the Asteroid Belt.

2 February to 20 May –1 G.E. “Shakedown Cruise:” The P.T.S. Venture delivers its first cargoes to the homeworld of the Olvar, as galactic political unrest spreads.

20 May to 26 August –1 G.E. “Interstellar Trade:” The Venture goes to Nethian space, then returns home with a fleet as the Zarkonian Armada attacks the Sol system.

27 August to 7 September 0 G.E. “Evacuation of the Sol System:” Terra and its colonies are devastated by the Zarkonian Armada. Billions perish as the Kharvamid Fleet is routed with millions of refugees. “Full Circle” barely evades crossfire and helps evacuate Martian colonists to a world conquered by the Gustrall.

8 September to 10 October 0 G.E. “Oasis Station:” After another round of membership changes, “Full Circle” gathers information and gear in neutral space, freeing slaves from the loathsome Encegulans on the way…

5 G.E.-the Zarkonian Armada begins xenoforming of Earth...6 to 9 G.E.-Jason in exile...10 G.E.-Novoter...20 G.E.-Beyond Nara...

SystemsGame Master Collaborators Peter G.L.J. Demaitre,

Jon Bochnik, Bill Bochnik, Carlo Rosignoli, David I. Schwartz, Steve M. Rothandler, David A. Hacker

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

Space, 2nd Ed.

Optional Texts GURPS Character Assistant, Version 2.12GURPS BioTech; Cyberpunk; Espionage; Fantasy Folk, 2nd

Ed.; Magic, 2nd Ed.; Martial Arts, 2nd Ed. Mecha Psionics; Special Ops, 2nd Ed.; Religion; Robots; SUPERS, 2nd Ed., Revised; Technomancer; Terradyne; Traveller

Far TraderFirst InStar Mercs

Ultra Tech, 2nd Ed., Revised, and Ultra Tech; Uplift; Vehicles, 2nd Ed.

SHADOWRUN, FASA Games Inc.

Tech and Power Levels GURPS TL 8 to 11, mostly 10Starting Character Point Levels

Available Species/Races Gustrall-antlered flightless orange-furred warriorsHumans-Terran, Martian, and Spacer

Nethians-blue-shelled insectoid explorersOlvar-arboreal mammal-like pranksters and mysticsRu’ulok-heavy-gravity reptilian merchantsTrinoids-trilateral amphibian terraformers

Other Species“Andies”-androids, Artificial Intelligences, and Robots (Terran

human clients)Aquarians/Polarians-amphibious humanoids (conquered by the

Zarkonian Imperium)Audiblos-“space whales” and “space sharks!”Cestolar-short, hairy humanoids (Olvar clients)“Dragons”-giant winged reptiles (Ru’ulok clients)Encegulans-slug-like invertebrate slaversExtradimensional Entities-“Demons” and Pangavi [see also

GURPS “VOYAGERS II”]“Griffons”-semi-sentient flying steeds (Olvar clients)Laransans-telepathic humanoids (attacked by Zarkonian Armada)

[created by Erik B.L.]Ma’ari-pale diminutive humanoid telepaths and wanderers [created

by Jenna R.P.]Meorr-blue-furred feline berserkers [created by Dave F.R-B.]Metaderpods-genetically-engineered tools/pets (Trinoid clients)“Near” humans-cyborgs and mutants/metahumans (see GURPS

Supers: “the S.J.I.”)Nolath-arachnoid telepathic engineers“Synths”-synthetic humanoids, genetically-engineered animals

(Terran human clients)Xenoids-alien robots (Nethian and Trinoid clients)Zarkonians-methane-breathing crustaceans, galactic conquerorsZurmiz Krott (“Stalkers”)-armored assassins, may resemble other

species (Zarkonian clients)

Variant Campaigns-original “VORTEX,” SHADOWRUN

Genre: cyberpunk/fantasyGame Master Collaborators: Ken P. Stanford

Timeline Past Scenario Locations: Trump Island

Rules Required Sourcebooks:SHADOWRUN Third Edition, FASA Games Inc.GURPS Basic Set, 3rd Ed., Revised

Compendium ICyberpunk, 2nd Ed.

optional:GURPS Character Assistant, Version 2.12GURPS Autoduel; BioTech; CthuluPunk; Cyberworld; Espionage; Fantasy Folk, 2nd Ed.; Grimoire; Magic, 2nd Ed.; Martial Arts, 2nd Ed.; Special Ops, 2nd Ed.; Technomancer; Ultra Tech, 2nd Ed., Revised, and Ultra Tech 2; Vehicles, 2nd Ed.; War Against the Cthorr; Wizards

Tech and Power Levels GURPS TL : 7 to 9, mostly 8Starting Character Point Level: 200, including –60

Disadvantages and –10 Quirks

Notable Player Characters

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

Gene D., Jason C.S. Delmar-male Terran human, adventurer.

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.

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-Binghamton1984 to 1988: “Bellevue-Camelot”1988 to 1992: “Falcon’s Nest”

1990 to 1991: NYPIRG at Queens College-CUNY1991 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”

SystemsGame 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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Conversions AD&D2 GURPS Original “ VORTEX ”Genre: fantasy any space opera

Attributes (range, human average)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)Intelligence (Int) Health (HT) Respect (Res)Wisdom (Wis) Aura (Aur)Charisma (Cha) Ads, Disads, QuirksComliness (Com)

Str ST ProDex DX AgiCon HT ProInt IQ IntWis mental Advantages AurCha social Advantages ResCom HT/Advantages Res

Alignment Code of Honor EthicsLawful Good (c.f. Disadvantages) JusticeNeutral Good (c.f. also Quirks) AltruismChaotic Good FreedomLawful Neutral Order“True” Neutral BalanceChaotic Neutral AnarchyLawful Evil MightNeutral Evil SelfishnessChaotic Evil Void

AdvancementProficiencies 1d20 Skills 3d6 Skills %Class Levels Character Points Occupational Levels

1 (novice) <100 12 100 23 (experienced-) 150 (-adventurer) 34 200 45 (cinematic hero) 250 56 300 67 (metahuman) 350 78 400 89 450 910 (superheroic) 500 1011 550 1112 600 1213 650 1314 700 1415 (great hero) 750 (-or villain) 1516 800 1617 850 1718 900 1819 950 1920+ (godlike) 1,000+ 20+

CombatInitiative 1d10 by Move score Action RollTo Hit Roll 1d20 Attack-by Skill Attack RollSaving Throws 1d20 Defense-by Skill Defense RollDamage, by weapon Damage, by weapon DamageHit Points-by Level Hit Points-HT, Adv. Wound Points

Magic, Psionics Magic, Psionics Arcane Arts

QUESTIONNAIRE

Player Information

Full Name:________________________________

_________________________________________

Today’s Date:______________________________

Address:__________________________________

_________________________________________

_________________________________________

_________________________________________

Telephone Number: (______)_______--__________

E-mail:___________________________________

_________________________________________

Birth Date/Age: ____________________/________

Role-Playing Experience

Years of Gaming:_________________________

Rules Systems Known: D&D, GURPS (circle),

_________________________________________

_________________________________________

_________________________________________

_________________________________________

_________________________________________

_________________________________________

Are you a Game Master? If so, for which games:

D&D:____________________________________

________________________________________

GURPS/

Other:____________________________________

___________________________________

_________________________________________

_________________________________________

_________________________________________

_________________________________________

Self-Based Statistics

Dungeons and Dragons, Edition 3.5/D20

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(D&D3.5) tm Wizards of the Coast, Inc.

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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