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The
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, from a spacefaring nation, unless you
have a really, really good reason for yours to be from somewhere
else.
4.
Tech Level 5 + (See GURPS Steam Tech, GURPS Steam Punk)
5.
Day 1 will be 16th September, 1899
6.
Because the game is set in a technologically-oriented alternate timeline,
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, or thereabouts. I'll do
my best.
8.
All writing is due by midnight Friday. If I do not hear from you for
three weeks in a row, your character will be taken over by the GM, who
is known to have no mercy. Ask
Dorothea if you don't believe me.
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 speed up at a rate to be determined later.
Suggested
References: GURPS Basic Set, GURPS Compendium 1, GURPS Steam Tech,
GURPS Steam Punk, GURPS Space. I have all of the above and am happy
to provide information. You can also get a free copy of the abbreviated
rules at http://www.sjgames.com/gurps/lite/.
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