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GURPS Online game: Orange Badlands, Space is a dangerous and wierd place
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<blockquote data-quote="sabanknight" data-source="post: 5690136" data-attributes="member: 85248"><p>The Pahbor occupation of earth has been beaten back. A miricle in its self, mankind estimated to have been decimated to 40 percent of its former numbers. Most dwelling in the slave cities working to maintain equipment or harvest resources. Others however formed the resistance reuniting mankind and moving to the stars to persue their once captors. A feat that should never have been accomplished. However with the Pahbor Empire loosing grasp on its outlying territories, and with the aid of their new ally, sworn enemy of the pahbor; the rabbits Humanity has made leaps foward to thwart their enemies on all fronts. </p><p></p><p>It is the birth of the United Earth federation and the Human empire. Lord commander Daniel has lead in the second half of the year 2075 a expeditionary force through the Pahbor's jumpgate to establish a foothold and prevent the pahbor from ever thretening Earth again. There is a great deal of space to cover, but for this purpose the Sparrow class Light-Cruiser was created. The UES Mozart has been given its orders to subdue any threat, secure any resource, and form ties that will benefit the United Earth Federation.</p><p></p><p>The campaign takes place in the late 21st century, the team are representatives aboard a micro-fleet of the United Earth Federation Navy -That the current players have commandeered-. The players have a fairly sandbox environment with their choice of how to shape the new Federation of Earth. Will you take what you need and strike fear as the new tyrants of the galaxy or peace keepers and diplomats. I try to bill the Campaign as semi-realistic, but many factors border on the absurd and lets face it two of the dominant races in the galaxy are guineapigs(Pahbor) and rabbits so we will go with 40% real/60% cinematic . The Campaign world does follow real science for the most part, some super science and anomalies in real space may circumvent known laws of science but for the most part obey them unless otherwise explained. Combat borders on cinematic leaning toward 18th century naval combat over modern naval combat, ie boarding combat and melee are viable assets in the arsenal of any space vessel.</p><p></p><p>Game System: Gurps 4th ed</p><p>Game Starting Year:2075</p><p>Genre Sci-fi "Realistic"</p><p>Multiple planes of existence? yes</p><p>Campaign Starting Location: UES Mozart</p><p>Tech LV 8 with select 9/10 advances</p><p>Starting point value 175(150+25'catchup points')</p><p>Max Disadvantages -75</p><p>Starting Wealth $20,000</p><p>Exotic/Supernatural allowed? Yes, Must be approved</p><p>Are PC Mages Allowed? maybe, but supernatural events that could be explained as magic have been witnessed.</p><p>General Mana Level: Low Mana(again mana is more an explanation for unexplained phenomina)</p><p>Do areas of higher/lower mana exist? yes</p><p>Are any of the spells from Chapter 5 off limits? Yes Check with GM</p><p>Are PC psis allowed? Maybe... as above but a interesting story could make me bend a bit</p><p>Are any of the powers from Chapter 6 off limits? See above</p><p>Are PC gadgeteers allowed? Yes</p><p></p><p>Recomended Reading:</p><p>Gurps Basic set - For character creation</p><p>Gurps Spaceship - Space combat rules, read through once, Vol 3 has the better combat rules</p><p>Gurps spaceship vol 3 - Our combat rules for spaceships, its good to know but I have macros in place to make this easy</p><p>Gurps High tech - Some equipment options</p><p>Gurps Ultra tech - Some equipment, but ask first chances are I have a homebrew version balanced for the game but I do allow some leaniancy.</p><p>Orange Badlands - My homebrew pdf, has equipment options and other rules to aid in streamlining the game experience.</p><p>I have pdfs of all books you will need</p><p></p><p>We will be using Maptools- a free online java based sandbox program to give visual aids and communication between players- for sure, most likely using text based communication in maptools, we have used skype in previous games and may in this one, that is yet to be seen.</p><p></p><p>Teamspeak 3- I store my files here, and I use it to relay information, you do not need a mic but you do need speakers/Headphones. All your actions are in text so there is no disadvantage if you dont have a mic, but if you can speak clearly we love to hear your voice too.</p><p></p><p>We play Monday Nights at 6pm EST to 11:30pm EST(sometimes go longer IF everyone is available)</p><p></p><p>Premade characters:</p><p>Yes I have some premade characters, so if you dont know anything about gurps we can get you on the fast track to playing.</p><p></p><p>Interested? Send an email to sabanknight at yahoo.com</p></blockquote><p></p>
[QUOTE="sabanknight, post: 5690136, member: 85248"] The Pahbor occupation of earth has been beaten back. A miricle in its self, mankind estimated to have been decimated to 40 percent of its former numbers. Most dwelling in the slave cities working to maintain equipment or harvest resources. Others however formed the resistance reuniting mankind and moving to the stars to persue their once captors. A feat that should never have been accomplished. However with the Pahbor Empire loosing grasp on its outlying territories, and with the aid of their new ally, sworn enemy of the pahbor; the rabbits Humanity has made leaps foward to thwart their enemies on all fronts. It is the birth of the United Earth federation and the Human empire. Lord commander Daniel has lead in the second half of the year 2075 a expeditionary force through the Pahbor's jumpgate to establish a foothold and prevent the pahbor from ever thretening Earth again. There is a great deal of space to cover, but for this purpose the Sparrow class Light-Cruiser was created. The UES Mozart has been given its orders to subdue any threat, secure any resource, and form ties that will benefit the United Earth Federation. The campaign takes place in the late 21st century, the team are representatives aboard a micro-fleet of the United Earth Federation Navy -That the current players have commandeered-. The players have a fairly sandbox environment with their choice of how to shape the new Federation of Earth. Will you take what you need and strike fear as the new tyrants of the galaxy or peace keepers and diplomats. I try to bill the Campaign as semi-realistic, but many factors border on the absurd and lets face it two of the dominant races in the galaxy are guineapigs(Pahbor) and rabbits so we will go with 40% real/60% cinematic . The Campaign world does follow real science for the most part, some super science and anomalies in real space may circumvent known laws of science but for the most part obey them unless otherwise explained. Combat borders on cinematic leaning toward 18th century naval combat over modern naval combat, ie boarding combat and melee are viable assets in the arsenal of any space vessel. Game System: Gurps 4th ed Game Starting Year:2075 Genre Sci-fi "Realistic" Multiple planes of existence? yes Campaign Starting Location: UES Mozart Tech LV 8 with select 9/10 advances Starting point value 175(150+25'catchup points') Max Disadvantages -75 Starting Wealth $20,000 Exotic/Supernatural allowed? Yes, Must be approved Are PC Mages Allowed? maybe, but supernatural events that could be explained as magic have been witnessed. General Mana Level: Low Mana(again mana is more an explanation for unexplained phenomina) Do areas of higher/lower mana exist? yes Are any of the spells from Chapter 5 off limits? Yes Check with GM Are PC psis allowed? Maybe... as above but a interesting story could make me bend a bit Are any of the powers from Chapter 6 off limits? See above Are PC gadgeteers allowed? Yes Recomended Reading: Gurps Basic set - For character creation Gurps Spaceship - Space combat rules, read through once, Vol 3 has the better combat rules Gurps spaceship vol 3 - Our combat rules for spaceships, its good to know but I have macros in place to make this easy Gurps High tech - Some equipment options Gurps Ultra tech - Some equipment, but ask first chances are I have a homebrew version balanced for the game but I do allow some leaniancy. Orange Badlands - My homebrew pdf, has equipment options and other rules to aid in streamlining the game experience. I have pdfs of all books you will need We will be using Maptools- a free online java based sandbox program to give visual aids and communication between players- for sure, most likely using text based communication in maptools, we have used skype in previous games and may in this one, that is yet to be seen. Teamspeak 3- I store my files here, and I use it to relay information, you do not need a mic but you do need speakers/Headphones. All your actions are in text so there is no disadvantage if you dont have a mic, but if you can speak clearly we love to hear your voice too. We play Monday Nights at 6pm EST to 11:30pm EST(sometimes go longer IF everyone is available) Premade characters: Yes I have some premade characters, so if you dont know anything about gurps we can get you on the fast track to playing. Interested? Send an email to sabanknight at yahoo.com [/QUOTE]
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