GURPS Dungeon Fantasy Westmarches: Difference between revisions

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[[File:Tavern_scene_01.jpg|300px|thumb|right|Thursday night is Bard's Night at the Dog and Kettle Tavern in Riverton. Bards drink free as long as they don't sing, recite, pontificate, hold forth, or otherwise perform in a bardic manner.]]
[[File:Tavern_scene_01.jpg|275px|thumb|right|You meet in a crowded tavern....]]


'''A GURPS DUNGEON FANTASY CAMPAIGN'''
=== A GURPS DUNGEON FANTASY CAMPAIGN ===
It's something that resonates with nearly every gamer: the thrill of taking a powerful, faux-medieval adventurer down into a cave (or a haunted forest, or a sinister stronghold), killing monsters, and taking their treasure. But making your way as a wandering, homeless slayer of monsters isn’t all the legends suggest. Life on the road is costly, and it turns out that monsters don’t often have a lot of treasure. On top of that, the monster-killing treasure-hunting trade is getting downright competitive, what with every youngster who inherits a cheap blade from an old-soldier grandpa fancying himself an orc-killer or dragon-slayer, and every young cleric who cracked a tome or wonky wizard who cast a spell thinking themselves an eminent sage and brave explorer. But what are you gonna do? Quit? Don’t make me larf! The only answer is to hunt bigger monsters and better treasure, of course.


 
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=== Information for PCs ===
== Information for PCs ==


''NOTE:'' Use of character templates and/or mixed professions from ''GURPS Dungeon Fantasy 1: Adventurers'' or ''GURPS Dungeon Fantasy 3: The Next Level'' is '''REQUIRED'''.  
''NOTE:'' Use of character templates and/or mixed professions from ''GURPS Dungeon Fantasy 1: Adventurers'' or ''GURPS Dungeon Fantasy 3: The Next Level'' is '''REQUIRED'''.  


'''Starting point value allowed for PCs:''' 275
'''Starting point value allowed for PCs:''' 300


'''Disadvantage limit:''' -50
'''Disadvantage limit:''' -75


'''PC races allowed:''' Dwarf, Elves (except Winged Elf), Gnome, Halfling, Half-Orc, Human.  
'''PC races allowed:''' Dwarf, Elves (except Winged Elf), Gnome, Halfling, Half-Orc, Human.  


'''Starting wealth:''' $2,000  
'''Starting wealth:''' $1,000 (+$1,000 bonus from GM)


'''Starting Wealth levels allowed:''' Average, Struggling, or Poor.  
'''Starting Wealth levels allowed:''' Average, Struggling, or Poor.  


'''Starting Status levels allowed:''' 0, -1, or -2
'''Tech level:''' 3


'''Tech level:''' 4  
'''Exceptions to General TL:''' TL 4 weapons and armor are available. No firearms.


'''Languages available:''' Common (multiracial trade language), Dwarfish, Elvish, Gnomish, Mannish (common Human tongue).   
'''Languages available:''' Common (multiracial trade language), Dwarfish, Elvish, Gnomish, Mannish (Human tongue).   


'''Cultural Familiarities available:''' Dwarven, Elven, Gnomish, Halfling, Human.  
'''Cultural Familiarities available:''' Dwarven, Elven, Gnomish, Halfling, Human.  
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'''Are PC mages allowed?''' Yes.  
'''Are PC mages allowed?''' Yes.  


'''Are any of the spells or colleges/paths off limits?''' Gate Spells are off-limits. Use/knowledge of Necromantic spells requires a Social Stigma (Necromancer) [-5] as well as Unusual Background (Necromancer) [-5].  
'''Are any of the spells or colleges/paths off limits?''' Gate Spells are off-limits to all players. Use/knowledge of Necromantic spells by non-clerics requires a Social Stigma (Necromancer) [-5] as well as Unusual Background (Necromancer) [-5].  


'''•Are PC psis allowed?''' No.  
'''•Are PC psis allowed?''' Only those powers found in chapter four of ''DF1: Adventurers'' and ''DF3: The Next Level''.


'''Are PC gadgeteers allowed?''' No.  
'''Are PC gadgeteers allowed?''' No.  


'''•Unusual Background cost(s) for these abilities:''' Use/knowledge of Necromantic spells requires Unusual Background (Necromancer) [-5].  
'''•Unusual Background cost(s) for these abilities:''' Use/knowledge of Necromantic spells by non-clerics requires Unusual Background (Necromancer) [-5].  


'''•Legal or social restrictions on these abilities:''' Use/knowledge of Necromantic results in Social Stigma (Necromancer) [-5].
'''•Legal or social restrictions on these abilities:''' Use/knowledge of Necromantic by non-clerics results in Social Stigma (Necromancer) [-5].


== Rules & Resources ==
== Rules & Resources ==
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''GURPS Dungeon Fantasy 3: The Next Level''. Racial templates and mixed professions.  
''GURPS Dungeon Fantasy 3: The Next Level''. Racial templates and mixed professions.  
''GURPS 4th edition Power-Ups 2: Perks'' and ''GURPS 4th edition Power-Ups 3: Talents'' may be used in character creation and development.


[[Category: Campaigns]]
[[Category: Campaigns]]

Latest revision as of 00:34, 8 December 2017

You meet in a crowded tavern....

A GURPS DUNGEON FANTASY CAMPAIGN

It's something that resonates with nearly every gamer: the thrill of taking a powerful, faux-medieval adventurer down into a cave (or a haunted forest, or a sinister stronghold), killing monsters, and taking their treasure. But making your way as a wandering, homeless slayer of monsters isn’t all the legends suggest. Life on the road is costly, and it turns out that monsters don’t often have a lot of treasure. On top of that, the monster-killing treasure-hunting trade is getting downright competitive, what with every youngster who inherits a cheap blade from an old-soldier grandpa fancying himself an orc-killer or dragon-slayer, and every young cleric who cracked a tome or wonky wizard who cast a spell thinking themselves an eminent sage and brave explorer. But what are you gonna do? Quit? Don’t make me larf! The only answer is to hunt bigger monsters and better treasure, of course.


Information for PCs

NOTE: Use of character templates and/or mixed professions from GURPS Dungeon Fantasy 1: Adventurers or GURPS Dungeon Fantasy 3: The Next Level is REQUIRED.

Starting point value allowed for PCs: 300

Disadvantage limit: -75

PC races allowed: Dwarf, Elves (except Winged Elf), Gnome, Halfling, Half-Orc, Human.

Starting wealth: $1,000 (+$1,000 bonus from GM)

Starting Wealth levels allowed: Average, Struggling, or Poor.

Tech level: 3

Exceptions to General TL: TL 4 weapons and armor are available. No firearms.

Languages available: Common (multiracial trade language), Dwarfish, Elvish, Gnomish, Mannish (Human tongue).

Cultural Familiarities available: Dwarven, Elven, Gnomish, Halfling, Human.

•General mana level: Normal.

Do areas of higher/lower mana exist? Yes.

Are PC mages allowed? Yes.

Are any of the spells or colleges/paths off limits? Gate Spells are off-limits to all players. Use/knowledge of Necromantic spells by non-clerics requires a Social Stigma (Necromancer) [-5] as well as Unusual Background (Necromancer) [-5].

•Are PC psis allowed? Only those powers found in chapter four of DF1: Adventurers and DF3: The Next Level.

Are PC gadgeteers allowed? No.

•Unusual Background cost(s) for these abilities: Use/knowledge of Necromantic spells by non-clerics requires Unusual Background (Necromancer) [-5].

•Legal or social restrictions on these abilities: Use/knowledge of Necromantic by non-clerics results in Social Stigma (Necromancer) [-5].

Rules & Resources

GURPS 4th edition Basic Set. General rules and system parameters.

GURPS Dungeon Fantasy 1: Adventurers. Character templates and commonly available equipment.

GURPS Dungeon Fantasy 3: The Next Level. Racial templates and mixed professions.

GURPS 4th edition Power-Ups 2: Perks and GURPS 4th edition Power-Ups 3: Talents may be used in character creation and development.