GURPS Dungeon Fantasy Westmarches: Difference between revisions

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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 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 ==

Revision as of 08:21, 25 January 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 a life 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 always 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. 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: 4

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