Diskordia Campaign: Difference between revisions

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Player character creation guidelines for Cal's Winter Campaign.
Player character creation guidelines for the [[Diskordia]] GURPS campaign.


== Campaign Background ==
== Campaign Background ==

Revision as of 05:19, 5 February 2015

Player character creation guidelines for the Diskordia GURPS campaign.

Campaign Background

Campaign name: Cal's Winter Campaign

Starting year: Unknown

Genre: Fantasy

Realistic or cinematic? Cinematic

General theme of campaign: Wild adventures

Are there multiple planes of existence? Oh yeah.

Campaign World: Brief description of important neighboring powers, political/economic situation, etc.: "You awaken in the middle of a vast desert plain, with no memory of how you arrived."

Information for PCs

1. Players may choose to play ANY of their characters from ANY of Cal's previous campaigns, including but not limited to Dark Jazz, Eíre, Hyboria, or Special Ops. Alternately, a player may create a new character based in one of those campaigns.

2. Any campaign-specific attributes such as Duty, Contacts, Allies, or Patrons may be discarded at the player's choice.

3. Some amount of time will have passed since the end of the related campaign. Players are free to invent backstory that covers this period of time and rationalizes improvements made to the character. (This should include "the last thing you remember," which can be something mundane as settling in for a night of sleep or a bomb exploding in your face.)

4. Players must provide a complete equipment list and loadout for encumbrance purposes.

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Starting point value allowed for PCs: 300

Disadvantage limit (including Quirks): -80

PC races allowed: Human (for now)

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

Especially appropriate Advantages: Luck, Serendipity

Especially appropriate Disadvantages: Weirdness Magnet

Especially appropriate Skills: Survival (any)

Disallowed advantages, disadvantages, and skills: Some mana-related magical attributes such as Static or Magic Resistance will require modification. Please consult with the GM if your character has mana-related magical attributes.

Appropriate Patrons, Allies or Contacts:

Special Abilities Allowed for PCs

Exotic/supernatural traits: Exotic biotech may only be added to TL10 or above characters.

Cinematic skills: Yes.

Are PC mages allowed? Yes.

Are any of the spells from Chapter 5 off limits? No.

Are PC psis allowed? Yes.

Are any of the powers from Chapter 6 off limits? No.

Are PC gadgeteers allowed? Yes.

Are there special limits on gadgeteering? No.

Unusual Background cost(s) for these abilities: No. (If the character has this trait, you may discard it and spend the points at will.)

Legal or social restrictions on these abilities: Unknown.

Rulebooks and Resources

GURPS 4th edition Basic Set (required)

GURPS 4th edition Martial Arts

GURPS 4th edition Magic

GURPS 4th edition Powers

See also