Thread: GURPS 4e

-Current Game Rules- Age of Consent for this Game is Minimum 15 Character Creation 350 point base Up to -70 in Disadvantages Up to -5 in Quirks Max SL is 25 Wealth and TL will be determined by the Character's Background, but default to 20,000 and TL8. Equipment- -Unless specifically stated, weapons are not drawn. -It is assumed that items in pouches or containers that would normally be a part of a weapon, such as clips or ammo, are already attached. They may be in different places, but they are grouped together for simplicity. ---Game Background--- In December of 2012, things were all right. Earth was a decent place to be, even though the Mayans had apparently thought the world was going to end that year. Or so we thought. A small mistranslation led to a large misunderstanding. It is now year 2082, and what the Mayans had really predicted was the return of the Rifts. These Rifts open randomly and let things from other realities through. Sometimes hostile monsters, sometimes a fleeing people, but always something. Suffice to say, armed forces are sent in to secure the area wherever a Rift opens. Sometimes when Rifts open, but nothing comes out. In cases like that, a task force is usually sent in to explore the inside. If the Rift is useful, it is left open. If not, it is closed via some special method. For dealing with Rifts, there are generally four major groups. There are Government Organizations, which vary country to country in size, power, and reputation. They have much more funding than the others, but less freedom of movement. There are privately owned and run Guilds, which are everywhere but don't always have the best reputations. As a group, they have decent funding for their members and decent mobility. Then there are the Freelancers, people who are capable of dealing with these rifts alone and prefer it that way. They are very powerful. Of these three, they usually have the least money, but the most freedom of all. Finally, there are Drifters. Drifters are those who are combat capable enough to join a Guild or Organization, but don't. They sometimes help fight Rifts, but do not actively pursue them like Freelancers. Whatever their motivation, the person, or group of people, tend to not stick around any one place for too long. In a world where traveling is one if the most dangerous things ever, it is both impressive and scary. Some countries were not properly prepared for the Rifts, and got destroyed or taken over. Some managed to grab overtech from an advanced world and have soared to new heights. Most of the world, however, stayed in generally the same state of living. Progress is slow due to the numerous political conflicts and small-scale wars that happen so often. In a world where a Rift could open anywhere and at any time, you'd think the world would become less divided, not moreso. Some countries are still TL 6, others are TL 10 due to stuff reverse engineered from 'stuff' out of a Rift. Most of the world is TL 8, however. That is what happened, however. Much of the world still holds an 'every man for himself' attitude when dealing with others, whether they be foreigners or their own neighbors. Magic and Overtech, when they appear, are horded due to their value. Sharing of wealth and information happens rarely. Those people who come through the Rifts for whatever reason are often treated with disdain, and those who are not entirely human are almost always treated worse. In a way, the ancient Mayans were right. The world did end, and this strange new Earth is all we have left of the old one.