Rules

1. The game will be run in GURPS

2. Starting points for characters shall be 125, with no more than 25 points of disadvantages

3. Characters must be human, preferably from the British Empire, North America, or Western Europe. 2nd or 3rd generation characters of European descent from other locations are allowed, if you must.

4. Tech Level 5

5. Day 1 will be February 1st, 1882

6. As the game is set in Earth Prime, real magic is strongly discouraged. However, spiritualism, mesmerism, stage magic, sleight-of-hand, secret societies, and con-artistry are encouraged, if you think you can get away with it.

7. Updates will be published weekly on Mondays

8. All writing is due by midnight Friday

9. All interaction between characters should be cc'd to me

10. 1 week of game time = 1 week of real time, unless things really drag, in which case we may spped up at a rate t be determined later.

Suggested References: GURPS Basic Set, GURPS Compendium 1, GURPS Steam Tech, Castle Falkenstein

Travel Information | The Ellipsoids | The Grand Ellipse | The Progress of the Ellipsoids | The Rules | Currency & Equipment | Finale

 

 

 

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