ASTERnauts Campaign Page



Campaign Adventures



Atomic Horror Campaign Plan:

Campaign Name: ASTERNAUTS

Campaign Theme: Exploration of the Solar System in 1950's B-movie style

Campaign Style: A Realistic/Free-form style within the genre.

Campaign Rules: While the cinematic rules will not be used in their entirety, several cinematic rules will be used. The Science! skill will be available to any scientist character. Character Points may be spent during the adventure to gain hit points, or alter dice rolls. Fatigue will be based on HT, and Hit Points will be based on ST.

Tech Level: Mostly TL6-7, but capable of being improved by PCs. Perhaps a few encounters with technologically advanced aliens.

Characters: Most types will be allowed. PCs will be spaceship crew and preferably will help to design/build/maintain the spaceship. Characters will be built on 100-150 CPs with no point limit on disadvantages or quirks. A character story will be required to explain the character.

Some ideas for characters:
Academic
This type of character will have expert knowledge in one or a few areas. An Academic differs from a Scientist in that he is more interested in knowledge and has less experience with field work.
Crew
The ship will definitely need a pilot and an engineer and quite possibly a mechanic. These characters might also have other useful skills.
Explorer
A staple of the genre. This character type will have all sorts of useful skills to aid in the exploration (and conquest?) of new worlds.
Love Interest
Scientists and professors in the genre often have attractive daughters or nieces. This type of character can be combined with most of the other character types to create an interesting mix.
Military Man
Perhaps the character who actually pilots the spaceship will be an Air Force pilot. Officers are the norm in the genre, but an NCO with some good weapons skills might be an interesting choice.
Physician
Someone is going to have to certify the space explorers as healthy and someone must go on the missions to see to the health of the crew.
Scientist
This includes researchers and inventors. The characters who will actually build and maintain the spaceship will be scientists. But other sciences may be used, in addition to rocketry.
Some useful or genre-appropriate advatages:
Acceleration Tolerance, Appearance, Charisma, Disease-Resistant, Improved G-tolerance, Immunity to Disease, Immunity to Space-Sickness, Luck, Military Rank, Musical Ability, Obsession, Patron*, Status, Voice
Some possible disadvantages:
Absent Minded, Acceleration Intolerance, Compulsive Behavior, Dependent, Duty*, G-intolerance, Sense of Duty, Space-Sickness
Some useful skills:
Administration, Astrogation, Astronomy, Engineer(Rockets), Electronics, First Aid, Geology, Guns, Gunner, Judo, Mathematics, Mechanic, Navigation, Nuclear Physics, Physician, Physics, Piloting(Rockets), Research, Savior-Faire, Science!, Survival * = required

Some advantages requiring GM approval:
All Super Advantages
Some disadvantages requiring GM approval:
Social Stigma (Known Communist, Known Homosexual) Most physical disadvantages will disqualify some one from taking part in the actual space missions. Although, mild disabilities or minor disadvantages might be overlooked or, perhaps, concealed.
Some skills requiring GM approval:
Planetology over 12, Psionics, Xenobiology

Campaign Outline:

The PCs are all members of the newly formed "Agency for Scientific Testing". This agency was created a few years after the end of WWII to support research in various fields to benefit national defense. The PCs have all been assigned to the newest division in this agency: Extraterrestrial Research. As members of ASTER, they have been given the task to create a proto-type rocket and pilot it to the known planets in the solar system.

The only requirements placed upon the rocket is that it should be a multi-purpose rocket capable of flight to all of the planets in the solar system. It must be able to place humans on the surfaces of these planets and it must be able to return them safely to Earth. The US Air Force has already helped AST by providing some basic plans for the develop- ment of the Phoebus engine, an atomically powered reaction engine that uses water as reaction mass.

AST is a secret organization, and the existence of ASTER is even more secret. The cover for the PCs is that they are working for the USAF in rocket development, which is partially true. There is no point cost associated with being a member of AST; the Duty to AST cancels out any of the benefits, as they must fight for every dollar of funding and the AST offers very little interdepartmental help.

The campaign begins in late '47 or early '48 with the creation of ASTER and the PCs being flown to the ASTER compound. The CIA and USAF are also brand new organizations at this time. Characters will have TL6 skills which may be upgraded to TL7 skills as the campaign progresses.

Cinematic Uses of Character Points:

1 character point may be spent to alter a die roll. Any roll of the dice may be altered after the roll by one class per character point spent. The classes in ascending order are: Critcal Failure, Failure, Success, Critical Success. There is no limit to the number of points a player may spend in a turn to alter a roll of the dice.

1 CP may be used to heal all wounds to concious character if that character is not presently involved in actual combat. An unconscious character may spend 1 CP to return to consciousness. Only one CP may be spent per turn to heal.



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