GURPS Hyboria
Players create 150-point adventurers at the beginning of their adventuring career.
Campaign Background
Campaign name: GURPS Back-to-Basics
Starting year:
Genre: Fantasy
Realistic or cinematic? Grittematic™
General theme of campaign:
Are there multiple planes of existence? Yes, but don't worry about it.
Campaign World: Hyboria
Campaign’s base city, nation, empire, or planet: Aquilonia
Society/government type: Monarchy
Control Rating: CR4
- Exceptions to general CR:
Tech level: TL4
- Exceptions to general TL:
General mana level: Normal
- Do areas of higher/lower mana exist? Yes.
Brief description of important neighboring powers, political/economic situation, etc.:
Information for PCs
Starting point value allowed for PCs: 150
Disadvantage limit (including Quirks): -75
PC races allowed: Human
Age Limit: 15-25 years old (appropriate social disadvantages such as Social Regard may be required of those younger than 20)
Especially appropriate professions: Farming, Fishing, Leatherworking, Merchant, etc. It's medieval, so every young man and woman has knowledge of or is trained in some practical profession or skill. (Note: while a character may hail from a culture where young men are taught fighting skills, there is no such thing as a "warrior" profession.)
Starting Wealth: Characters begin at Wealth -1 (Struggling), so starting wealth is 1/2 average, or $1000.
Starting Wealth levels allowed: -1
Starting Status levels allowed: None above 0
Starting TLs allowed: TL0-4
Languages available:
Cultural Familiarities available:
Advantages, Disadvantages, and Skills
Required advantages, disadvantages, and skills: Wealth -1 (Struggling) is required.
Especially appropriate Advantages: Combat Reflexes, Danger Sense
Especially appropriate Disadvantages: Greed
Especially appropriate Skills: Climbing, Hiking, Merchant
Disallowed advantages, disadvantages, and skills: Most supernatural abilities are not allowed in humans. Players are restricted from spending more than 20% (30 points) on supernatural abilities, and these are subject to GM approval.
Appropriate Patrons, Allies or Contacts: Allies will not be allowed.
Special Abilities Allowed for PCs
Exotic/supernatural traits: Most supernatural abilities are not allowed in humans. Players are restricted from spending more than 20% (30 points) on supernatural abilities, and these are subject to GM approval.
Cinematic skills: Non-supernatural cinematic skills are allowed.
Are PC mages allowed? Yes, but not advised. Magicians are commonly regarded as evil or untrustworthy, no matter their true intent or purpose. (However, this feature can be a benefit if applied properly. Contact the GM if you wish to build a magician.)
Are any of the spells from Chapter 5 off limits? Yes. In all but the rarest of cases, a young magician will have studied only one path in addition to the Path of Knowledge. Contact the GM if you wish to build a magician.
Are PC psis allowed? No.
Are any of the powers from Chapter 6 off limits? Yes. All of them.
Are PC gadgeteers allowed? Yes.
Are there special limits on gadgeteering? No.
Unusual Background cost(s) for these abilities: Trained magicians must take Unusual Background for 10 points.
Legal or social restrictions on these abilities: Magic is outlawed throughout most of the Aquilonian Kingdom.
Rulebooks and Resources
GURPS Basic Set 4th edition (required).