Diskordia Campaign

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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

See also

Code of the Rangers