Diskordia Campaign
Player character creation guidelines for the Diskordia GURPS campaign.
Campaign Background
Campaign name: Diskordia
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
Starting point value allowed for PCs: 300
Disadvantage limit (including Quirks): -75
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