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Is there anyone who might be interested in a PBP 4e GURPS lite (rules light, no crazy math) portal horror/ mystery modern day adventure.
1) Gurps 4e is published by Steve Jackson Games, and the free "lite" version of the rules is available online here.
2) This world is adapted by me from the fiction of Ian Rogers with my own additions.
3) Character creation rules
NO MAGIC OR SUPER POWERS or cinematic skills/abilities
100 points available up to 50 points in disadvantages and 5 quirks as well. If your character concept is disabled, then there's leeway to go over this, but needs discussion with me first
If you have 4e books or the character creator app, feel free to go for it. Otherwise I will post a list of templates and where they're located that I've vetted to guide you beyond the lite rules.
A skill at 12/13 is considered professional quality. higher gets you a better ability to handle tough situations and improve chance at a critical. Really high skills might get notoriety (could be good or bad).
Useful guidance http://forums.sjgames.com/showthread.php?p=369148
4) This is set in Toronto and Ontario Canada primarily. Your character doesn't need to be from there, you just need to have an idea of what you're doing there, and specifically to start, what you're doing in the PATH specifically (this will be how you are all introduced). After reading about the world basics, you will also need to think about any supernatural/ blacklands experience your character has had... if any, and if/how they were affected by it.
The World Basics
I'm hoping to be able to do a few posts a week, but because I'm new to this, and have limited availability it might be slower than I want. I'm unsure about the number of players - this could work with only a few.
More later. Feel free to ask questions or express interest.
If you have and use a skill that will allow you to obtain info/ achieve goal to advance plot, that will happen. I won't make people roll until something happens or things end.
I think I've decided on what adventure to run:
Seers of the Drowned City
This is a 6th level adventure.
Stats, roll 4d6 drop the lowest die
No evil alignments, CN allowed
HPs, Max 1st level & then either avg or roll, ignoring 1s.
Gear: As I said before work with me on what you want for your level. Normal equipment, you can have, even plate if you want but remember the title of the adventure. Magical items: Hmmm it's been awhile but since this adventure is kinda of a sequel to Ire of the Storm, I'm gonna draw the treasures out of that one & post & let the party pick what they want out of that.
Class: Everything, including Unchained versions
Races: Hmmm work with me but I'm flexible
Traits: Allowed, up to 2.
Any questions: Post here & I'll do my best to answer.
If you have any interest, feel free to post. First 4 are definitely in & possible 5th or 6th.
With me having a home 5e game now, I'm letting my Pathfinder knowledge slip a bit so I wanna at least keep 1st ed alive for me till 2nd comes out.
Starfinder: Dead Suns
Chapter 1: INCIDENT AT ABSALOM STATION
by Robert G. McCreary
Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc. All Rights Reserved.
For more info visit www.paizo.com/starfinder
You all have received a message from a dwarf by the name of Duravor Kreel, a member of the Starfinder Society. In this message he says he has a offer for you that if your task is successful could bring you notoriety with the Society itself. He wants you to meet him on Absalom Station. After you've arrived he'll show you around the Station, get settled in & help with your membership into the Society. Why he picked you? The dwarf has heard some things about each one of you off the net & knew you'd be perfect for the job. After your arrived, he'll explain the job in more depth. He excited to see everyone.
Now, where or not, your a native of Absalom Station, you've decided that you needed some time away where it's a vacation or a job you're returning on the shuttle, Okimoro. A non-descriptive shuttle like any other that frequents the docking bays of the Station. In particular, Docking Bay 94 ("what a piece of junk".........) on this day.
The brightly lit docks of Absalom Station are abuzz with activity as travelers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering star pilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station.
Docking Bay 94
Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and luggage. A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.
Taking in your surroundings the bay looks like any other docking bay, a large, worn yellow painted "94" lays on the floor directly in front of everyone (everyone is in the grey "trapezoid"), that steps off the shuttle. A information kiosk in on your left. There are set of giant double doors North of the party & there are 2 passages that to the side of those doors.
Anyone outside the shuttle, give me a Perception Check.
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