The Explorers Club (Campaign Planning Form)

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Revision as of 07:54, 5 January 2022 by Cal (talk | contribs)

Welcome to the Roaring 20s. The Jazz Age. A period of social and cultural dynamism, revolutionary upheaval, and thrilling adventure. The Great War ended in 1918, but its effects can still be felt everywhere.

Jazz music blossomed, the Flapper redefined modern womanhood, Art Deco peaked, and the world felt peace (for a time). The nascent League of Nations inspired international diplomacy rather than warfare; in the United States, fears of anarchist violence and communist influence began to rise, bringing government investigations and persecution of some individuals in the labor movement and elsewhere. The era was further distinguished by numerous inventions and discoveries, unprecedented industrial growth, accelerated consumer demand and aspirations, and significant changes in lifestyle. Luxurious air travel and ocean liners expanded the experiences of those who could afford it, while transcontinental railroads and bus lines serviced the remaining majority. It was the best of times for many, as economic opportunity grew and increasing industrialization promised financial security for more and more Americans. But growing shadows loomed in the background and underneath the veneer of optimism and prosperity.



Introduction

Campaign name:

Genre:

Realism Level (Grittily Realistic, Realistic, Cinematic, Over-the-Top): Cinematic.

General theme of campaign: A globetrotting team of adventurers faces challenges and threats from a variety of sources.

Campaign Background

Campaign’s base city, nation, empire, or planet: Chicago, USA

Starting year: 1920

Society/government type: Representative Democracy

Control Rating: 4

Exceptions to general CR: None.

Tech level: 6

Exceptions to general TL: None.

Are there multiple planes of existence? Who knows?

Brief description of important neighboring powers, political/economic situation, etc.: Prohibition in the United States began January 16, 1919; as a result, organized crime turns to smuggling and bootlegging of liquor. Also that year, women were granted the right to vote in the US, assuring them future influence on national politics that worries many men. In the ongoing 1920 US Presidential election, Republican Warren G. Harding calls for a "return to normalcy," rejecting the recent progressive upheaval in society and urging for a return to the way of life Americans enjoyed before the Great War. His opponent, Democrat James M. Cox, argues for a more progressive program, including the US taking a more determined role in the League of Nations. The Palmer Raids by the US Department of Justice seek to round up anarchist, communists, socialists, and other agitators. Overseas, fierce fighting and bloodshed continue in the Irish War of Independence as well as the Polish-Soviet War, and Turkish War for Independence, and some hear rumblings of war in Benito Mussolini's call for "vital space." Elsewhere in Europe the economic struggles of the nascent Weimar Republic continue to dog post-war development in the central continent.

Timeline of Significant Historical Events:

Suggested or required reading for players:   GURPS Cliffhangers provides excellent information on the historic events and geographic settings that are central to this adventuring era, as well as relevant advice for character creation and roleplaying. Inspiration for the campaign is drawn from a variety of sources, including but not limited to the Doc Savage stories and novels, the Indiana Jones series of movies, the pulp magazines of the 1930s and 1940s, and of course the cliffhanger serials of the campaign era.

Character Creation

Starting point value allowed for PCs: 150

Disadvantage limit: -50

Especially useful/useless character types: Archaeologist, Daredevil, Explorer, Investigator, Pilot, Reporter, Soldier of Fortune.

Professional Templates: See GURPS Cliffhangers (3rd edition) for ideas and inspiration.

PC races allowed: Human.

Racial Templates: N/A

Attributes

Attribute Min Max Attribute Min Max
ST 10 18 HP 10 18
DX 10 18 Will 10 18
IQ 10 18 Per 10 18
HT 10 18 FP 10 18

Social Traits

Status levels (Min/Max): 0

Starting wealth: $10,000 (Average).

Starting Wealth levels allowed: 0 (Average) - 2 (Wealthy).

Languages: English, French, German, Russian, Spanish, as well as others appropriate to a character’s educational level and experiences.

Cultural Familiarities: As languages, plus Japanese, Chinese, Tibetan, and others appropriate to the educational level and experience of the character.

Social Stigma:

Social Regard:

Rank (Type):

Advantages & Disadvantages

Required Advantages:

Prohibited Advantages:

Required Disadvantages: Sense of Duty (Teammates) [-5 points] (Does not count against Disadvantage Limit).

Prohibited Disadvantages:

Suggested Disadvantages:

Allies, Contacts & Patrons

Appropriate Allies (and base value):

Appropriate Contacts (and base value):

Appropriate Enemies (and base value):

Appropriate Patrons (and base value):

Skills

Available Specialities:

Available Wildcard Skills:

Prohibited Skills:

Prohibited Techniques:

Magic

Are PC mages allowed (Y/N)? No.

Psionics

Are PC psis allowed (Y/N)? No.

Gadgeteering

Are PC gadgeteers allowed? Yes.

Unusual Background Cost: None.

Legal or social restrictions on gadgeteering: None.

Rulebooks and Other References

Character Creation

GURPS Basic Set

Equipment

GURPS Basic Set

Other