GURPS Morrow Project

Morrow Project


In 1962 a mysterious man known by the name of Bruce Edward Morrow seemed to have possessed the ability to transport himself and some small amount of matter into the future and back. He had discovered that World War III will occur in 1989 and every effort taken to avert it resulted in a different cause for the war. Finally realizing he could not prevent it, he formed a different strategy, rebuilding after the inevitable nuclear war. Convincing a handful of major industrialists, he formed an organization known as the Council of Tomorrow, a group dedicated to the survival of the human race and rebuilding civilization.


This organization brought forth the concept of the Morrow Project. Volunteers are cryogenically frozen in hidden bunkers to be awakened 3 to 5 years after the war ends and the nuclear fallout diminishes. The teams are provided with survival training and supplies to help rebuild civilization.


Recon teams are to reconnoiter the countryside, report on local conditions and provide advice on which teams should be awakened next and where they are needed.


MARS teams are the military branch of the Morrow Project.


Science teams are scientific and technical units broadly cross-trained from medical aid to dealing with chemical, biological, and radioactive hazards to dangerous creatures.


_____________________________


You were recruited at the end of your tour of duty in Vietnam to be part of a six man Morrow Project Recon team. Each team member was selected because he has no family, and is a combat veteran.


Your Recon team is expected to identify friendly survivors and then provide them with support, protection and training. And at the same time gather intelligence on where to best deploy MARS and Science teams.


Standard training for civilian survivors is broken up into four parts:


1. First aid, water purification and hygiene.

2. Basic combat training and fortification.

3. Farming and sniper/counter-sniper tactics.

4. Long range patrols and establishing trade with other survivors.


If the Recon team is expecting to be in the area for an extended duration they are also to start basic education (literacy, math, etc.) for the young until a Science team arrives.

The team should also identify enemy supplies and activity and carry out offensive operations against strategically important targets until a MARS team arrives.



Bolthole


After undergoing intensive training the team is placed in cryostasis in a secure bunker called a "bolthole" on March 13, 1970 at 0800 hours on a Friday.

Characters

We're using 150 point GURPS characters with 50 points of Disadvantages.

The characters already have 45 points of Disadvantages


Odd things always happen to you, being chosen for The Morrow Project for example

Weirdness Magnet [-15]


Your training has instilled you with a

Code of Honor (Soldiers) [-10] and a Sense of Duty (Teammates) [-5]


Side effects of the cryostasis include

Partial Amnesia [-10], and Skinny [-5]

Skills

You must have at least some skill in the following

Morrow Project Skills - Expert Skill (Epidemiology), Hazardous Materials (Nuclear), NBC Suit, Savoir-Faire (Military), Soldier, and Survival (Arctic).

Background Skills - Drive (Auto), Math (Applied), Swimming.

some sample Templates for members of a Recon team to give you some ideas. Or use one exactly like it is.

Don't forget to pick your five Quirks and spend the points on the ability to speak Gaelic or herd cattle or fly a plane or...

Fighter [150 points]


You're good at fighting, duh.


Primary Attributes [110]

ST 13 [30]; DX 14 [80]; IQ 10 [0]; HT 10 [0]

Secondary Attributes [-19]

Damage 1d/2d-1; BL 34 lbs.

Will 8 [-10]; Fright Check 8 [0]

Per 10 [0]; Vision 12 [4]; Hearing 10 [0];

Taste & Smell 9 [-2]; Touch 10 [0]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 7 [-9]; HP 12 [-2]


Perks [2]

Quick Reload (magazine) [1], Walking Armory [1]

Advantages [28]

Fit [5], Hard To Kill 2 [4], High Pain Threshold [10],

Night Vision 9 [9]

Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [54] (All Skills are TL 7)

Guns (Rifle) DX+4 [12]-18, Guns (Pistol) Default+1 [1]-17;

Knife DX+2 [4]-16;

Karate, and Judo, both DX+1 [8]-15;

Escape DX [4]-14;

Stealth DX [2]-14;

Fast-Draw (Knife, Magazine), both DX [1]-14;

NBC Suit, Driving (Automobile), Riding (Horse),

Spear, all DX-1 [1]-13;

First Aid IQ+2 [4]-12;

Swimming HT [1]-10;

Savoir-Faire (Military) IQ [1]-10;

Hazardous Materials (Nuclear), Soldier, both IQ-1 [1]-9;

Survival (Arctic) Per-1 [1]-9;

Expert Skill (Epidemiology), and

Mathematics (Applied), both IQ-2 [1]-8.


Techniques [19]

Kicking (H) Karate [3]-15

Eye-Gouging (H) Judo [6]-15

Targeted Attack (Knife/Neck) (H) [4]-14

Targeted Attack (Rifle/Eye) (H) [6]-14


Medic/EOD [150 points]

You're smart and tough.


Primary Attributes [140]

ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 12 [20]

Secondary Attributes [-27]

Damage 1d-2/1d; BL 20 lbs.

Will 11 [-15]; Fright Check 11 [0]

Per 14 [0]; Vision 14 [0]; Hearing 14 [0];

Taste & Smell 14 [0]; Touch 12 [-4]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 10 [-12]; HP 12 [4]


Perks [1]

Walking Armory [1]

Advantages [16]

Hard to Kill 2 [4], Night Vision 8 [8],

Reduced Consumption 1 [2], Temperature Tolerance 2 [2]

Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [64] (All Skills are TL 7)

Guns (Rifle) DX+6 [20]-18, Guns (Pistol) Default+1 [1]-17;

Savoir-Faire (Military) IQ [1]-14;

Surgery IQ [8]-14;

Explosives (EOD), and Physician, both IQ [4]-14;

Farming, Hazardous Materials (Nuclear), Leadership,

Navigation (Land), Soldier, Teaching, all IQ-1 [1]-13;

Stealth DX+1 [4]-13;

Search, Survival (Arctic), Tracking, all Per-1 [1]-13;

Swimming HT [1]-12;

Diplomacy, Engineer (Combat), Expert Skill (Epidemiology), Mathematics (Applied), Tactics, all IQ-2 [1]-12;

Brawling, and Knife, both DX [1]-12;

NBC Suit, Driving (Automobile), Riding (Horse),

Spear, all DX-1 [1]-11


Techniques [6]

Targeted Attack (Rifle/Eye) (H) [6]-14

Ghost [150 points]

You are pretty sneaky.

Primary Attributes [140]

ST 17 [70]; DX 13 [60]; IQ 10 [0]; HT 11 [10]


Secondary Attributes [-19]

Damage 1d+2/3d-1; BL 58 lbs.

Will 8 [-10]; Fright Check 8 [0]

Per 10 [0]; Vision 12 [4]; Hearing 10 [0];

Taste & Smell 9 [-2]; Touch 10 [0]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 8 [-9]; HP 16 [-2]


Perks [2]

Quick Reload (magazine) [1], Walking Armory [1]


Advantages [29]

Hard To Kill 2 [4], Night Vision 5 [5], Stalker 4 [20]


Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].


Skills [44] (All Skills are TL 7)

Stealth DX+4 [2]-17;

Axe/Mace DX+2 [8]-15;

Guns (Rifle), Knife, both DX+2 [4]-15;

Guns (Pistol) Default+1 [1]-14;

Fast-Draw (Knife, and Magazine) DX+1 [2]-14;

Camouflage IQ+4 [1]-14;

Tracking Per+4 [2]-14;

Navigation (Land) IQ+4 [2]-14;

Brawling DX [1]-13;

First Aid IQ+2 [4]-12;

NBC Suit, Driving (Automobile), Riding (Horse),

Spear, all DX-1 [1]-12;

Swimming HT [1]-11;

Savoir-Faire (Military) IQ [1]-10;

Hazardous Materials (Nuclear), Soldier, both IQ-1 [1]-9;

Survival (Arctic) Per-1 [1]-9;

Expert Skill (Epidemiology), and Mathematics (Applied), both IQ-2 [1]-8.


Techniques [4]

Targeted Attack (Axe/Neck) (H) [4]-13

Team Leader [150 points]

You're a military genius, brilliant detective and tough.

Primary Attributes [140]

ST 10 [0]; DX 10 [0]; IQ 15 [100]; HT 14 [40]

Secondary Attributes [-32]

Damage 1d-2/1d; BL 20 lbs.

Will 12 [-15]; Fright Check 12 [0]

Per 14 [-5]; Vision 14 [0]; Hearing 14 [0]; Taste & Smell 14 [0]; Touch 12 [-4]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 10 [-12]; HP 12 [4]


Perks [2]

Honest Face [1], Walking Armory [1]

Advantages [17]

High Pain Threshold [10], Night Vision 7 [7]

Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [74] (All Skills are TL 7)

Guns (Rifle) DX+8 [28]-18, Guns (Pistol) Default+1 [1]-17;

Camouflage, Savoir-Faire (Military), both IQ [1]-15;

Surgery IQ-1 [4]-14;

Naturalist, Physician, both IQ-1 [2]-14;

Criminology, Explosives (Demolition), Farming,

Hazardous Materials (Nuclear), Interrogation, Leadership, Navigation (Land), Soldier, Streetwise, Teaching,

Traps all IQ-1 [1]-14;

Swimming HT [1]-14;

Diplomacy, Engineer (Combat),

Expert Skill (Epidemiology, Military Science), Forensics, Intelligence Analysis, Mathematics (Applied), Psychology, Strategy (Land), Tactics, all IQ-2 [1]-13;

Stealth DX+2 [8]-12;

Survival (All) Default [0]-11;

Brawling, and Knife, both DX [1]-10;

NBC Suit, Driving (Automobile),

Riding (Horse), all DX-1 [1]-9


Techniques [6]

Targeted Attack (Rifle/Eye) (H) [6]-14

Lady Killer [150 points]

There are lots of rumors on how you got on the team.

Primary Attributes [140]

ST 17 [70]; DX 13 [60]; IQ 10 [0]; HT 11 [10]


Secondary Attributes [-19]

Damage 1d+2/3d-1; BL 58 lbs.

Will 8 [-10]; Fright Check 8 [0]

Per 10 [0]; Vision 12 [4]; Hearing 10 [0];

Taste & Smell 9 [-2]; Touch 10 [0]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 8 [-9]; HP 16 [-2]


Perks [2]

Quick Reload (magazine) [1], Walking Armory [1]


Advantages [40]

Charisma 1 [5], Hard To Kill 2 [4], Night Vision 4 [4],

Very Handsome [16], Voice [10]


Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10], Skinny [-5],

Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10], Incurious [-5]


Skills [37] (All Skills are TL 7)

Axe/Mace DX+2 [8]-15;

Guns (Rifle) DX+2 [4]-15;

Guns (Pistol) Default+1 [1]-14;

Public Speaking IQ+4 [4]-14;

Fast-Draw (Magazine) DX+1 [2]-14;

Brawling, Knife, both DX [1]-13;

First Aid IQ+2 [4]-12;

NBC Suit, Driving (Automobile), Riding (Horse),

Spear, Stealth, all DX-1 [1]-12;

Swimming HT [1]-11;

Savoir-Faire (Military) IQ [1]-10;

Hazardous Materials (Nuclear), Soldier, both IQ-1 [1]-9;

Survival (Arctic) Per-1 [1]-9;

Expert Skill (Epidemiology), and Mathematics (Applied), both IQ-2 [1]-8.

Medieval Melee Master [150 points]


If the team needs someone to duel you're it.

Primary Attributes [110]

ST 13 [30]; DX 14 [80]; IQ 10 [0]; HT 10 [0]

Secondary Attributes [-19]

Damage 1d/2d-1; BL 34 lbs.

Will 8 [-10]; Fright Check 8 [0]

Per 10 [0]; Vision 12 [4]; Hearing 10 [0];

Taste & Smell 9 [-2]; Touch 10 [0]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 7 [-9]; HP 12 [-2]


Perks [2]

Quick Reload (magazine) [1], Walking Armory [1]

Advantages [58]

Extra Attack (Multi-Strike) [30], Fit [5], Hard To Kill 2 [4], High Pain Threshold [10], Night Vision 9 [9]

Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [49] (All Skills are TL 7)

Karate, and Judo, both DX+1 [8]-15;

Guns (Rifle) DX+1 [2]-15;

Broadsword, Spear, Two-Handed Axe/Mace, all DX [2]-14;

Escape DX [4]-14;

Stealth DX [2]-14;

Fast-Draw (Magazine), Guns (Pistol), Knife, all DX [1]-14;

NBC Suit, Driving (Automobile), Riding (Horse), Spear, all DX-1 [1]-13;

First Aid IQ+2 [4]-12;

Swimming HT [1]-10;

Savoir-Faire (Military) IQ [1]-10;

Hazardous Materials (Nuclear), Soldier, both IQ-1 [1]-9;

Survival (Arctic) Per-1 [1]-9;

Expert Skill (Epidemiology), and Mathematics (Applied), both IQ-2 [1]-8.

Hand to Hand [150 points]


Strong and, well, you're strong.


Primary Attributes [120]

ST 17 [70]; DX 11 [20]; IQ 10 [0]; HT 13 [30]


Secondary Attributes [-23]

Damage 1d+2/3d-1; BL 34 lbs.

Will 7 [-15]; Fright Check 7 [0]

Per 10 [0]; Vision 12 [4]; Hearing 10 [0]; Taste & Smell 10 [0]; Touch 8 [-4]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 9 [-12]; HP 15 [4]


Perks [2]

Technique Mastery (Kicking) [1], Walking Armory [1]


Advantages [26]

Ambidexterity [5], Hard To Kill 1 [2], High Pain Threshold [10], Night Vision 8 [8], Temperature Tolerance 1 [1]


Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [64] (All Skills are TL 7)

Guns (Rifle) DX+5 [16]-16, Guns (Pistol) Default+1 [1]-15;

Knife DX+4 [12]-15;

Stealth DX+2 [8]-13;

Swimming HT [1]-13;

First Aid IQ+2 [4]-12;

Teaching IQ+2 [8]-12;

Brawling DX [1]-11;

NBC Suit, Driving (Automobile), Riding (Horse), and Spear, all DX-1 [1]-10;

Savoir-Faire (Military) IQ [1]-10;

Survival (Arctic) Per-1 [1]-9;

Farming, Hazardous Materials (Nuclear), Leadership,

Navigation (Land), Soldier, all IQ-1 [1]-9;

Expert Skill (Epidemiology), and Mathematics (Applied), both IQ-2 [1]-8.


Techniques [11]

Targeted Attack (Knife/Neck) (H) [4]-13

Kicking (H) Brawling [7]-15


Expert Drinker [150 points]


Recruited from a bar an Sihanoukville, Cambodia.


Primary Attributes [110]

ST 13 [30]; DX 12 [40]; IQ 11 [20]; HT 12 [20]


Secondary Attributes [-18]

Damage 1d/2d-1; BL 34 lbs.

Will 8 [-15]; Fright Check 8 [0]

Per 12 [5]; Vision 14 [4]; Hearing 12 [0]; Taste & Smell 12 [0]; Touch 10 [-4]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 9 [-12]; HP 15 [4]


Perks [2]

Alcohol Tolerance [1], Walking Armory [1]


Advantages [22]

Hard To Kill 2 [4], High Pain Threshold [10],

Night Vision 8 [8]


Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [73] (All Skills are TL 7)

Guns (Rifle) DX+6 [20]-18, Guns (Pistol) Default+1 [1]-17;

Knife DX+4 [12]-16;

Stealth DX+2 [8]-14;

Physician IQ+1 [8]-12;

Teaching IQ+1 [4]-12;

Carousing, Singing, Swimming, all HT [1]-12;

Dancing DX [2]-12;

Brawling DX [1]-12;

Fishing Per [1]-12;

NBC Suit, Driving (Automobile), Riding (Horse), and

Spear, all DX-1 [1]-11;

Savoir-Faire (Military) IQ [1]-11;

Survival (Arctic) Per-1 [1]-11;

Farming, Hazardous Materials (Nuclear), Leadership,

Navigation (Land), Soldier, all IQ-1 [1]-10;

Expert Skill (Epidemiology), and Mathematics (Applied), both IQ-2 [1]-9.


Techniques [10]

Targeted Attack (Knife/Neck) (H) [4]-14

Targeted Attack (Rifle/Eye) (H) [6]-14


Combat Engineer [150 points]


You're good at everything.


Primary Attributes [120]

ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 12 [20]


Secondary Attributes [-32]

Damage 1d-2/1d; BL 20 lbs.

Will 9 [-20]; Fright Check 9 [0]

Per 13 [0]; Vision 14 [2]; Hearing 13 [0]; Taste & Smell 12 [-2]; Touch 11 [-4]

Basic Speed 6 [0]; Basic Move 6 [0]

FP 8 [-12]; HP 12 [4]


Perks [2]

Quick Reload (magazine) [1]; Walking Armory [1]


Advantages [20]

Hard To Kill 2 [4], High Pain Threshold [10],

Night Vision 6 [6]


Disadvantages [-50]

Weirdness Magnet [-15], Amnesia (Partial) [-10],

Skinny [-5], Sense of Duty (Team Members) [-5],

Code of Honor (Soldiers) [-10],

Choose One

Callous [-5], Curious [-5], Incurious [-5], Overconfidence [-5], or Truthfulness [-5].

Skills [84] (All Skills are TL 7, unless otherwise noted)

Guns (Rifle) DX+6 [20]-18, Guns (Pistol) Default+1 [1]-17;

Knife DX+2 [4]-14;

Stealth DX+2 [8]-14;

Engineer (Combat), Physician, both IQ+1 [8]-14;

Explosives (EOD) IQ+1 [4]-14;

Savoir-Faire (Military) IQ [1]-13;

Diplomacy IQ-1 [2]-12;

Search, Survival (Arctic), Tracking, all Per-1 [1]-12;

Brawling, Fast-Draw (Magazine), Leatherworking/TL0, Sewing/TL0, all DX [1]-12;

Armory/TL0 (Weapons), Electronics Operation (Comm), Electronics Repair (Comm), Farming, Hazardous Materials (Nuclear), Leadership, Mechanic (Auto), Navigation (Land), Soldier, Surgery (General (Trauma)), Teaching,

Traps, all IQ-1 [1]-12;

Swimming HT [1]-12;

NBC Suit, Driving (Automobile), Riding (Horse), and

Spear, all DX-1 [1]-11;

Expert Skill (Epidemiology), and Mathematics (Applied), both IQ-2 [1]-11.


Techniques [6]

Targeted Attack (Rifle/Eye) (H) [6]-14

Starting Equipment [Total is $1,926; 17.375 lb.]


M16 with M7 Bayonet (5.56mm) [$840; 0 lb]

Baseball Cap [$6; 0.1 lb]; ]; Leather Pants [$180; 3.3 lb]; Moccasins [$40; 1 lb]

Holster, Shoulder [$50; 1 lb]; Auto Pistol, .45 [$300; 0 lb]

Web Gear [$50; 2 lb]; 50 rounds of .45 ACP (11.43x23mm) [$0.5; 0.047 lb]; 150 rounds of 5.56x45mm NATO [$0.5; 0.027 lb]; 1 Canteen [$10; 1 lb]; Personal Basics [$5; 1 lb]

Holster, Belt [$25; 0.5 lb]; Auto Pistol, .45 [$300; 0 lb]

Large Knife (M7 Bayonet) [$40; 1 lb]; Wristwatch [$20; 0.075 lb]


[Total with backpack is $2,236; 27.875 lb]

Small Backpack (holds 50 lbs) [$60; 3 lb] with NBC Suit [$150; 3.5lb], and Gas Mask [$100; 4 lb]


So you have some clothes, a canteen, personal basics, a rifle, two large knives (M7 bayonets) and two pistols. And you have a backpack with your NBC suit, a gas mask, and room for 42 and a half more pounds of gear.


So why not a set of tiger stripe BDUs or two, combat boots and a ballistic helmet?

Even though you have military weapons and web gear maybe you can look more like the locals without looking exactly like a military unit with shiny brand new equipment. A typical bolt hole has extra gear, feel free to equip your character however you want.


Now go forth and conquer.

Also, consider getting a shirt, and since it's suppose to be nuclear winter maybe a jacket.


If your GM wants you to choose/buy starting equipment TL7 starting wealth is $15,000. So you'd have $12,764 left to spend.


Consider using GURPS Character Sheet to make your character.

Languages (1d100)

1 Nahuatl

2 Hungarian

3 Slovak

4 Basque

5 Berber (Tashelhit)

6 Icelandic

7 Creek

8 Tamil

9 Welsh

10 Urdu

11 Hindi

12 Apache

13 Yiddish

14 Sioux

15 Hebrew

16-17 Arabic

18-20 Irish Gaelic

21-26 Navajo

27-32 Italian

33-37 German

38-40 Spanish

41-42 Khmer

43-44 Lao

46-50 Vietnamese

51-56 French

56-61 Russian

61-66 Cantonese

67-71 Mandarin

72-75 Tagalog

76-79 Korean

80-81 Louisiana Creole (Cajun)

82-84 Japanese

85-86 Cherokee

87 Mohawk

88 Latin

89 Ojibwe

90 Choctaw

91 Cree

92 Greek

93 Dutch

94 Finnish

95 Portuguese

96 Swedish

97 Polish

98 Angloromani

99 Yupik

100 Lokono







What is GURPS? Generic Universal Role Playing System


GURPS is a roleplaying game that has some slight semblance of combat realism. If you get shot in the head with a rifle or a solid hit in the neck with a two-handed sword your character is dead. So to do this roll below your skill with 3d6, that's the GURPS game mechanic.


The campaigns are all different, but share core mechanics. The idea being one system for whatever genre you want to play. You can use a premade setting, combine settings, or just use the rules you want that focus in greater detail on an aspect you want in the game, like more magic, more detailed combat, insanity, high tech, psionics, etc.


You could run a campaign where the PCs are demi-gods in ancient Greece, or run a game set in the Star Wars or Star Trek universe, or combine settings and play a cowboy wizard in space.


My temptation is to lay out all my GURPS books and roll 3d6 a few times to see which ones I'll use in a campaign. One for character creation, one or two for the setting and one for the twist, lol.

3 Black Ops

4 Vampire the Masquarade

4 Powers

5 Biotech

6 Space

7 SEALs in Vietnam

8 Fantasy

9 Martial Arts

10 Horror

11 Ice Age

12 Psionics

13 Low Tech

14 Special Ops

15 Voodoo

16 Supers

17 Ultra-Tech

18 Werewolf the Apocalypse


Screampunk, Illuminati, Cthulhupunk, Monster Hunters, Cyberpunk, Steampunk, Reign of Steel, Magic, After the End, Dungeon Fantasy, Gun Fu, Lands Out of Time, Future History, and many, many more.


There are already cross over settings, like Infinite Worlds, Cthulhupunk, Banestorm, and others. But why stop there, just use all of them and call it GURPS RIFTS.


It's also easy enough to use older edition GURPS books that are story heavy and rules light, like GURPS China, Russia, Celtic Myth, Vikings, and many others.


And now you're probably either excited or completely overwhelmed and confused, ENJOY!

Each time the Recon Team wakes up the world has been different than what the players expected. From radiated desert wasteland overrun with cannibal mutants to frozen tundra populated with sentient animals to an idyllic paradise ruled by merciless machines. Typically we play a session or two in in each alternate reality, sometimes more. Basically an excuse to use every game sitting on the shelf and every sci fi movie and TV series.