Tortuga
 member, 1858 posts
Fri 12 Apr 2019
at 23:07
Another go at GURPS Post Apocalyptic - Fallout Morrow
Thinking of running a Morrow Project/Fallout sort of game in GURPS 4e. Players would be a team of agents trained to help with reconstruction efforts in the aftermath of a nuclear war - sort of like an anti-Enclave. They'd be put into cold storage and set to awaken as soon as it was safe to begin the effort to preserve what civilization survived, and to rebuild and recreate the rest.

The PCs in particular would likely be a recon team, among the first awakened, tasked with scouting a large area and then reporting in to the project's Prime Base, which would coordinate teams across the country.

Of course, with a project of this complexity a lot can go wrong.

And a lot does.

Thoughts? Feedback? Anyone unfamiliar with GURPS, I can help with character creation and navigating the rules.

This message was last edited by the user at 01:31, Sat 13 Apr.

Surgere
 member, 40 posts
 Rise
Sat 13 Apr 2019
at 00:55
Another go at GURPS Post Apocalyptic - Fallout Morrow
Very interested
swordchucks
 member, 1556 posts
Sat 13 Apr 2019
at 00:56
Another go at GURPS Post Apocalyptic - Fallout Morrow
Potentially interested.  What kind of points totals are you thinking about?  My interest in GURPS waxes and wanes with scale, usually.
Alternate.Pseudonym
 member, 90 posts
Sat 13 Apr 2019
at 00:57
Another go at GURPS Post Apocalyptic - Fallout Morrow
I'd be interested
Tortuga
 member, 1859 posts
Sat 13 Apr 2019
at 01:30
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
swordchucks:
Potentially interested.  What kind of points totals are you thinking about?  My interest in GURPS waxes and wanes with scale, usually.


I'm thinking 100 point base + basic training package of point value to be determined, covering:

* survival training in the Rockies
* scavenging
* First aid
* Firearms training
* Vehicle training (operation and maintenance)
* Civics - what is needed to rebuild society, from law enforcement to elections to physical infrastructure

And then an individual training passage based on chosen specialty: Team Leader, Driver, Gunner, Medic, Mechanic, Scout, Quartermaster, Radio Operator, Contact Specialist, or Navigator.

Again, details to be determined, and options based on team make up.

This message was lightly edited by the user at 01:30, Sat 13 Apr.

evileeyore
 member, 163 posts
 GURPS GM and Player
Sat 13 Apr 2019
at 01:41
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
swordchucks:
Potentially interested.  What kind of points totals are you thinking about?  My interest in GURPS waxes and wanes with scale, usually.

Ditto.  I'm done with "zero to hero"... especially in Play-by-Posts.  Takes way too bloody long to ever get to a decent competency.
Tortuga
 member, 1860 posts
Sat 13 Apr 2019
at 01:47
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
This is more "reasonably competent human being with specific training in their field" to "that but with some practical experience under their belt."
Hendell
 member, 176 posts
Sat 13 Apr 2019
at 09:12
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
If you want reasonably competent GURPS characters that are not horribly deficient in categories other than their one specialty you are probably looking at 200-250 points, which may include your 'training package' as a template in that total.

The 100 point total is really intended to represent the human norm for educated adults.
evileeyore
 member, 164 posts
 GURPS GM and Player
Sat 13 Apr 2019
at 11:26
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
Hendell:
If you want reasonably competent GURPS characters that are not horribly deficient in categories other than their one specialty you are probably looking at 200-250 points, which may include your 'training package' as a template in that total.

The 100 point total is really intended to represent the human norm for educated adults.

Noting that AtE (After the End, the GURPS Post-Apoc genre series) sets the 'competent adventurer' bar at 125.

My preference is AtE's 125 point Template + 50 point Experienced lens.  Makes gritty competency level characters* with a specific niche at which they are slightly above the curve.



And again... it's just that with the pacing of PbP it can take years to earn even 15 points.  And that gets old fast.


* Niche skills end up around 12-14, so unless the GM is piling penalties on you have a reasonable success rate.  Secondary skills are in the 10-12 range, so success falls into the 50/50 range but with Extra Time or High Quality gear this can go up significantly.

This message was last edited by the user at 11:26, Sat 13 Apr.

Tortuga
 member, 1861 posts
Sat 13 Apr 2019
at 13:47
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
It's looking like 100 points + 75 points in training. The program seeks out normal educated humans, and trains them up.

Potential recruits are generally:
* between their late 20s and early 40s in age - they want someone mature with a strong knowledge base who still has at least a good 10 years active duty in them.
* 50% of recruits have at least a BA, with 15% having higher levels. They don't recruit for education, they recruit for "bright and motivated" which often includes a degree.
* 20% have a military or law enforcement background. Again, not selected for, but those people tend to have strong useful skillsets.
* People who aren't too committed to their current life. You won't be coming back to it.

In this particular game players will be Recon. Your job? Wake up 3-5 years after the bombs fall to scout out large areas and make contact with survivor groups. As such, your training is broad and comprehensive rather than specialized and intense; you're expected to be able to deal with a wide range of situations in the short term so that you can assess while a specialized Morrow team is sent in to handle things.

There's a 60 cp basic training package, then on top of that you get 15 points to devote to skills in your specialty, one of: Leadership, Vehicle Operation, Gunner, Medic, Mechanic, Scout, Radio Operator, Contact Specialist, or Navigator
NowhereMan
 member, 301 posts
Sat 13 Apr 2019
at 14:54
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
As a fellow Morrow GM, I'd be really interested. GURPS is not my best system, so I'd have some trouble, but I am absolutely down for this.
evileeyore
 member, 165 posts
 GURPS GM and Player
Sat 13 Apr 2019
at 21:06
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
Tortuga:
It's looking like 100 points + 75 points in training. The program seeks out normal educated humans, and trains them up.

Sounds good.


quote:
Your job? Wake up 3-5 years after the bombs fall to scout out large areas and make contact with survivor groups.

Ahahahahahahahaha!  Oh man, yeah.  Oh if only Marrow Project games went that way...  ;)

This message was last edited by a moderator, as it was against the forum rules, at 21:54, Sat 13 Apr.

NowhereMan
 member, 302 posts
Sat 13 Apr 2019
at 22:54
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
In reply to evileeyore (msg # 12):

I've considered doing precisely that. I don't really think it'd be any easier, being the only team that wakes up on time.
Tortuga
 member, 1862 posts
Mon 15 Apr 2019
at 14:50
Re: Another go at GURPS Post Apocalyptic - Fallout Morrow
Game is up.  link to a message in another game