GURPS Dungeon Fantasy Westmarches: Difference between revisions
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'''Tech level:''' 4 | '''Tech level:''' 4 | ||
'''Exceptions to General TL:''' 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 (common Human tongue). |
Revision as of 05:14, 20 March 2017
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
Exceptions to General TL: No firearms.
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 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.