Category:Autoduel

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GURPSAutoduelFE-sm.jpg

Tropes

After the End; Crapsack World; Used Future; Cyberpunk with a Chance of Rain: Inverted (“Dust Bowl”); Grey and Gray Morality; Society is to Blame; Police State; Wretched Hive: the Nethers

Characters

Deathrace.jpg

Refer to Campaign Info for more information about the setting

Baseline

  • Reference Language: English
  • Reference Culture: Western
  • Reference Area: Oklahoma City Metropolitan Area
  • Tech Level: TL9 (Early—TL8 is most common, with TL9 as state-of-the-art)

Character Points and Traits

200/-75/-5 points; +5 for backstory and/or 3×3

  • Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
  • Enemies are restricted to a Frequency of 6, unless multiple characters share the same enemy
  • All PCs may start with a free Ally at 75% CPs (150/-75/-5), with a Frequency of Appearance of "Plot," which will also serve as a backup-PC

Wealth and Equipment

Starting Wealth, Cost of Living (per Status), Jobs per GURPS Autoduel (3e) p.64:

Starting wealth for an Autoduel America campaign is $15,000. This may not seem like a lot, but that’s because the majority of the public are Struggling to Poor. The PCs start with Average wealth, average in that most of the money is held by a select few. Unless your character is going to start in some kind of Amateur Night scenario, he’ll probably want his own car. A good, safe reliable car costs too much to begin with. Therefore, a character may spend character points to buy a vehicle before play starts. For each point spent, the PC gets half of his starting wealth – up to a total of $15,000 for Poor or Struggling, $30,000 for Average or better – to purchase a car. Any “leftover” money is lost, so buy some extra fuzzy dice and air fresheners. The only vehicle a Dead Broke character may start with is an abandoned wreck, and only if he’s living in it.

Prices and availability of equipment will be based on GURPS Autoduel (3e) primarily; gear from other sources may be allowed on a case-by-case basis, and costs will likely be adjusted to fit the setting.

  • ETC (UT139) is only available for mounted/vehicular weapons
  • See GURPS Autoduel (3e) for more tech info.

After initial captured assets have been determined, we will use the "Ships and Crews" section of Spaceships 2 (p.26) to deal with any additional capital the company might need—obviously, replace "ship" with "company" in these cases.

Setting Notes

  • Campaign will focus on the Oklahoma City area, but may include other locations within the (current) US
  • '80s "Retro-Future"
  • "City-Speak" (Ref:Bladerunner) is very common; Ref: Chinese, in Firefly. Every good cop knows the lingo… Available at half normal cost.