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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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