Lumiere and Armageddon I got from "Trouble for Havoc", a
Superworld module
published by Chaosium in 1984. Now, when converting these to our GURPS
campaign,
I had to keep in mind the power levels of the PCs, who are not even 100
point
characters. But I also have to keep in mind that the players are a
craft bunch.
I didn't want to introduce super heroes into the campaign, so Lumiere
and
Armageddon use technology for their powers.
Lumiere has the power of flight, an energy blast, flash, and can create
light
illusions. Flight can be done with a jet pack (or anti grav belt, but a
jet
pack looks cool); a blaster to substitute for the energy blast; flash
grenades
for the flash power. Light illusions I dropped as not needed for the
adventure.
I just used the straight Champions stats, using STR for ST, DEX for DX,
INT
for IQ, and BODY for HT. Champions is also a 3d6 system with normals
having
10 for their attributes. Since most super heroes have high stats,
Lumiere has
ungodly DX and IQ.
Armageddon was easier, since his power derives from his armor. He just
has
his armor which provides high strength, flight, and good protection. I
took
out flight and didn't give him a blaster to keep him from being
overpowering.
His stats are also straight (with the suit his strength is supposed to
be 80)
from Champions. Basically Armageddon is someone that the characters
probably
can't kill with their blasters. They'll have to find another way to
deal with
him, and he's very fast.
So for the adventure there are four groups. Khan and his followers want
the
Genesis device. They beam over and capture most of the station
scientists.
After searching the station computers and the rest of Regula-1, he
starts
torturing the scientists for the location of Genesis. Meanwhile the
captured
scientists buy time for Dr Marcus, who along with her son and one
assistant,
download the Genesis file to the Genesis device and beam down to Regula
with
it.
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Lumiere and her team are here to find Genesis. The
problem with good time travel
is that you should be able to tell what will happen. Let's just say
that since
this is the future, OTTO and FATT scientists don't have much
information other
than that Genesis is here and it's a very powerful device. Lumiere will
try to
retrieve the Genesis files without disrupting the timeline, thereby
avoiding
another divergent timeline. If she and her team can remain hidden or at
least
keep contact to a minimum, her role in history will probably remain
unnoticed.
Enter the characters. They appear somewhere on Regula-1 wearing
Starfleet
uniforms and carrying fully loaded blasters. What are they doing here
and
what is their mission? That's for them to find out, as there will be no
other
contact with FATT. The characters can poke around the empty station as
they
slowly find out what kind of place they are in. Since the station is on
low
power, most of the systems are offline and dim lighting rules.
Eventually the characters will stumble on one of the other groups. If
Khan
they can listen in as he tries to extract information from his
prisoners.
If they're careful they can observe the other groups as they go about
their
business. Then it'll be up to the characters to decide who to stop.
They
actually probably don't need to do anything, as Dr Marcus and company
will
get away where no one except Captain Kirk can find them.
Oh, and if you haven't noticed, I'm running a Star Trek adventure in
GURPS
and a GURPS adventure in Star Trek.
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