Player characters in this game will be created using 250pt character points to begin with.
Each player character should use the GURPS Powers and GURPS Supers to create their suite of superpowers based on the guidelines therein. Because of the setting, there are limits on the types of power sources available. For now you should all use the generic SUPER power modifier as the source and create your hero based on that assumption.
As I have said previously you will all share the same origin story as far as becoming a Super is concerned. Each of you should feel free to create a character backstory that leads up to your "enSuperment" though. The only requirement for this backstory is that each and every one of you must be arrested prior to the game starting. This does not mean that your character has to be a criminal, or freedom fighter. It is entirely possible that your character is or was a perfectly law-abiding citizen that was simply picked up during a random sweep and never released for whatever reason. This happens quite frequently in New York in this day and age.
Back to the mechanics, your characters should all have the Disadvantage Pacifism (Cannot Harm innocents, -10pts) to help capture the feel of Black and White common in Superhero fiction, as well as Enemy: U.S. Government (Large organization-Common 9 or less, -40pts). This gives the players 50pts of disadvantages in common to which they can add an additional 50pts worth of individual disadvantages subject to GM approval. For these please remember this is a fairly hard sci-fi setting (as hard as superhero's can be at least) so watch out for disadvantages that don't fit the setting. I would of course recommend some like Truthfulness and Charitable, or any of the other traditional "good guy" disads, except for Honesty. This disadvantage requires you to obey the law no matter what and unfortunately the law will most likely be branding you terrorists before the end of the first session.
Also, please give your characters their normal (secret Identity) names, but don't worry about codenames yet. You will all be starting out together as new Supers and I want the team to develop organically, I want you all to play the character as they are, a person who becomes extraordinary through an extraordinary experience. Rather than a one-dimensional cardboard cutout Captain Cliche.
Monday, April 16, 2012
The World Gone Mad
This game is going to be a hybrid of the Supers and Cyberpunk genre. The setting is going to be primarily New York City in the year 2086. The world is in a state of moral decay and economic meltdown. The social elite live in unassailable wealth in ivory towers or heavily guarded country estates that enjoy legal extraterritoriality due to a trick of corporate law.
Meanwhile, the vast majority of people either toil in dreary middle-class anonymity or suffer under the crushing despair of abject poverty. The ruling class have learned a great deal in the last seventy years about oppression. Instead if the iron-fisted grip of a military dictatorship, they utilize consumerism, subliminal propaganda, and ubiqitous surveillance to keep the unwashed masses from even realizing the degree to which they have become dominated.
There are some, however, who do not submit to the comforting apathy of their peers. Some people have seen the world for what it is and are able to remember the promise of how it should have been. These brave rebels are few, but they are about to find a new ally.
Meanwhile, the vast majority of people either toil in dreary middle-class anonymity or suffer under the crushing despair of abject poverty. The ruling class have learned a great deal in the last seventy years about oppression. Instead if the iron-fisted grip of a military dictatorship, they utilize consumerism, subliminal propaganda, and ubiqitous surveillance to keep the unwashed masses from even realizing the degree to which they have become dominated.
There are some, however, who do not submit to the comforting apathy of their peers. Some people have seen the world for what it is and are able to remember the promise of how it should have been. These brave rebels are few, but they are about to find a new ally.
Sunday, April 15, 2012
Welcome to Superpunk
Hello all, I have created this blog as a repository of information for participants of the Superpunk game the Island City Role-players Guild is running. On here, I will be posting some background setting information and character creation guidelines so that everyone will be on the same page when we meet to play.
To begin with, based on reading up on the genre I have decided that using the GURPS rules we will need to have at least 250 character points to make viable supers. This is going to be a fairly modest power level but I think that will actually add to the dramatic tension.
I strongly recommend that anyone creating their characters read up on the GURPS Supers book and especially the GURPS Powers book when crafting their hero. For narrative purposes you will all share the same "origin story" so don't worry about justifying your powers. Feel free to make a background history for your character, and more setting information will soon be forthcoming so that you can all place yourselves in the world seamlessly.
To begin with, based on reading up on the genre I have decided that using the GURPS rules we will need to have at least 250 character points to make viable supers. This is going to be a fairly modest power level but I think that will actually add to the dramatic tension.
I strongly recommend that anyone creating their characters read up on the GURPS Supers book and especially the GURPS Powers book when crafting their hero. For narrative purposes you will all share the same "origin story" so don't worry about justifying your powers. Feel free to make a background history for your character, and more setting information will soon be forthcoming so that you can all place yourselves in the world seamlessly.
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