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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.

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.

Copyright (c) 2000 Kevin C. Wong
Page Created: August 18, 2004
Page Last Updated: August 18, 2004