GURPS Dungeon Fantasy Westmarches: Difference between revisions
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Revision as of 08:44, 22 January 2017
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.
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: 275
Disadvantage limit: -50
PC races allowed: Dwarf, Elves (except Winged Elf), Gnome, Halfling, Human.
Starting wealth: $2,000
Starting Wealth levels allowed: Average, Struggling, or Poor.
Starting Status levels allowed: 0, -1, or -2
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. Use/knowledge of Necromantic spells requires a Social Stigma (Necromancer) [-5] as well as Unusual Background (Necromancer) [-5].
Are PC psis allowed? No.
Are PC gadgeteers allowed? No.
Unusual Background cost(s) for these abilities: Use/knowledge of Necromantic spells requires Unusual Background (Necromancer) [-5].
Legal or social restrictions on these abilities: Use/knowledge of Necromantic 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.