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Gurps Killraven Gamma World

This is a reference page for a GURPS 4e campaign set in the world of Killraven I am running at The Haven. Cinematic soft Science Fiction apocalyptic setting after the Martian invasion and conquest of the Earth. It is much more Gamma World than Twilight 2000.

It has been a century since the fall, government has been silent all that time and sensible people avoid city ruins.

Just about any character type is possible, and exotic and supernatural advantages and skills fit the milieu (just have a decent backstory). There is no magic per se, but mutations come in a variety of spectacular forms.

Gladiators are the archetype, but there is room for a Keeper (mad scientist) and Freemen of all stripes.

No guns or vehicles to begin with, but other relics are possible. Equipment is based on your character concept, but $5000 (TL5 suggested starting wealth) is about the right amount. Poverty and/wealth disadvantages/advantages are probably not be allowed.

Characters should be built on 150 points (total) with up to 40 in disadvantages (plus up to 5 more points in quirks). It is absolutely fine if you are new to GURPS as this campaign should be a good introduction; just message me your character concept and we will work it out over email. I tend to be a rules light GM, but that’s partly because GURPS gives me that flexibility.



Reference Links:


Why I think Killraven and Gamma World are a good fit

  • Hostile and barely recognizable post apocalyptic settings are similar, especially just with how they “feel”.
  • The creatures and science are fantastic. Both are really science fantasy rather than science fiction.
  • Small group (party) action oriented.
  • Decay of cities seems similar, but with Killraven it seems like too much has changed in such a short time (30 years) whereas with Gamma World it is quite amazing that so many facilities exist.
  • Both make little use of gunpowder type weapons. Gamma World slug thrower might even be electro mechanical.
  • Vehicles are rare in both, and mostly used as plot device to move party between settings.

Changes from Gamma World Cannon

  • Martians are responsible for the apocalypse. It turns out the Martians are actually a good stand in for the the Shreelon.
  • It has been just a century since the fall, not millennia.
  • Golden dollars and “dollar markers” (casino chips) substitute for domars.

Changes from Killraven Cannon

  • The invasion came much later, but perhaps as early as 2050. (On the other hand, apparently in the early 1970s we were expected use antigravity for routine conveyances in the late 1990s.
  • It has been a century (perhaps longer?) since the fall, not merely 30 years.
  • Martian nanovirus destroyed gunpowder. It still lingers in the atmosphere.
  • It has been just a century since the fall, not millennia.


Table of Contents

Page title Most recent update Last edited by
List of Local Gaming Cons September 30, 2012 9:50 AM Bruce B.
Gamma World Notes by Ed the Coastie: The Campaign September 17, 2012 5:05 PM Bruce B.
Gurps Killraven Gamma World October 1, 2012 6:56 PM Bruce B.
About Mid MD RPG, Pathfinder, and Dungeons and Dragons Consortium March 9, 2009 3:44 PM Matt J

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