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Today is Sunday February 05, 2012
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The Living Valley campaign is a GURPS Gamma World role-playing game. Characters should be built with 125 points free, up to 45 points worth of disadvantages and up to 5 quirks.
I now have 3 approved races for the campaign besides humans, with more on the way. The approved player races follow, the Pum, Brun and Lupas are now available. To view the racial package, click here.
This page has information about the races, character class templates, mutations, equipment and creatures that populate the world. At the moment, not all the information is available to the players as I'm not quite finished with converting the info. As soon as I get each database up and running and the info into the database, the players will be able to view the info.
As it is Gamma World, I'm in the process of creating the mutations for the game in GURPS. I'm going to use GURPS Supers as the template for creating the mutations. This entails taking the GURPS Supers Powers and making them fit the Gamma World mutations idea. The positive side of doing this is it allows the players to build their own mutations as long as they don't make the campaign unbalanced.
Players are pretty much free to take any advantage, disadvantage or skill from GURPS. The only exception to this is magic type advantages/disadvantages/skills. This is a sci-fi campaign after all. This includes cinematic skills, but, I must approve every character before we start the game. I would rather have the players make their characters and look at the character from a concept point of view, before denying anyone of an advantage, disadvantage or skill.
There is a good chance that if you create a good character, concept and actual built character, that I will allow an advantage, disadvantage or skill, that I would not have normally allowed.
I've got the view ready for the races, character templates, mutations, creatures and equipment. I am in the process of putting the mutations into the database so they will able to be viewed from the interface page. To bring up the interface page, click here.
All mutations follow this format. Mutation name, type, which is either mental or physical, description and cost. If the mutation has levels available for it, which most mutations that do damage or protect the character from taking damage, the point cost is for level one of the mutation. The description of the mutation explains the mutation, damage done, protection from as well as level point cost.
Finally, there are no defects to my mutation list for the players. As GURPS is a point based game, I'm not going to have characters gain defects during the game from mutation. Characters will gain the mutation at the minimum level during the game and if they do not have the points to buy the mutation out right, they will have character points devoted to buying the mutation. A quick example of how the points will be distributed, if the character would have gotten 3 points for a night of adventuring, 2 points would go toward the purchase of the mutation while 1 would go to the player for them to spend normally.
Most mutations are not to expensive, so characters should be able to pay the required points relatively quickly.
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