Thursday, May 26, 2016

Wizards & Wastelands: The End

Since it's GURPSday, I figured I'd post a few days earlier than normal. Below is information on how it all ended as described in GURPS After the End - The New World. I welcome any feedback based on how well you think this represents the campaign setting to date. Also, any comments on what sort of magical hazards (if any) feel appropriate are greatly appreciated!

Primary Cause: Dinosaur Killer
Secondary Causes: Cosmic Rays, Mother Nature, Things Fall Apart
Appropriate Hazards: Aerosol Particulates (p. 10-11), Disease (p. 13-14), Gangs (p. 15-17), Heat (p. 12), Hyperstorms (p. 13), and Paramilitaries (p. 23-24).
Occasional Hazards: Alkaline Mud (p. 11), Cold (p. 12), Mutants (for animals, and some Nazi human experiments; p. 16-21), Sandstorms (p. 13), and Toxic Waste (p. 10).
TL: 8^
How Long Ago: 5 generations.

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