Territorial Rangers (Campaign Planning Form)

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Revision as of 02:49, 20 January 2023 by Cal (talk | contribs) (Created page with " '''Campaign name:''' TERRITORIAL RANGERS '''Genre:''' Weird West Fantasy '''Realism Level (Grittily Realistic, Realistic, Cinematic, Over-the-Top):''' Grittematic™ '''General theme of campaign:''' A regiment of Territorial Rangers has been formed and dispatched with the mission of journeying and exploring the Southern and Northern Territories, as well as the Wildlands. == Campaign Background == Campaign’s base city, nation, empire, or planet: Rangers are bas...")
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Campaign name: TERRITORIAL RANGERS

Genre: Weird West Fantasy

Realism Level (Grittily Realistic, Realistic, Cinematic, Over-the-Top): Grittematic™

General theme of campaign: A regiment of Territorial Rangers has been formed and dispatched with the mission of journeying and exploring the Southern and Northern Territories, as well as the Wildlands.

Campaign Background

Campaign’s base city, nation, empire, or planet: Rangers are based in Midian, but will be exploring the Territories.

Starting year:

Society/government type: Feudal republic.

Control Rating: 4

    Exceptions to general CR: Some coastal cities are CR3 or CR2. The Territories are CR0 in general, though towns located there will often be CR2 or higher. 

Tech level: 5

    Exceptions to general TL: 

Are there multiple planes of existence? Yes.

Brief description of important neighboring powers, political/economic situation, etc.:

Timeline of Significant Historical Events:

Suggested or required reading for players:

Character Creation

Starting point value allowed for PCs: 150

Disadvantage limit: -75 Additional Quirks limit: -5

Especially useful character types:

    Professional Templates: 

PC races allowed: Human

Attributes

ST (Min/Max): HP (Min/Max): DX (Mix/Max): Will (Min/Max): IQ (Min/Max): Per (Min/Max): HT (Min/Max): FP (Min/Max):

Social Traits

Status levels (Min/Max):

Starting wealth: $1,100

Starting Wealth levels allowed:

Cultural Familiarities: Abaddon, Deseret, Eastern Kingdoms, Midian.

Languages: “Common” is spoken across the continent (well, maybe not in Califa). The old languages of Midian and Abaddon are used only by their respective religions. Some scholars learn Ancient Midian or Ancient Abaddon. There are two primary languages of the Eastern Kingdom, referred to simply as Northern Kingdom and Southern Kingdom.

Social Stigma: There is no social stigma attached to being a Ranger, but you may have other Social Stigmas. Midian is largely a tolerant society and there are no “second-class citizens,” but obvious outsiders (like someone from Abaddon or the Eastern Kingdoms)

Social Regard: Any Ranger may purchase one level of Social Regard (Respected). Veterans are eligible for higher levels. Rank (Type): Territorial Rangers (Private), 0 points. Starting characters may purchase the rank of Corporal for 5 points.

Advantages & Disadvantages

Required Advantages: Rank: Territorial Rangers (Private), 0 points.

Prohibited Advantages: Supernatural and Exotic traits are not allowed (excepting those associated with Clerics. See below.)

Required Disadvantages: Duty (Territorial Rangers)

Prohibited Disadvantages: Supernatural and Exotic traits are not allowed.

Allies, Contacts & Patrons

Appropriate Allies (and base value): Allies are not appropriate for starting characters.

Appropriate Contacts (and base value): A hunter or tracker, a traveling merchant or gypsy, a well-placed minor criminal, a former Ranger, a riverboat captain. GM is open to ideas.

Appropriate Enemies (and base value): Maybe a rival from youth who is also a Ranger. Someone seeking revenge. But nobody important. Probably. The GM is open to ideas.

Appropriate Patrons (and base value): An influential Church bishop, an officer in the Rangers, a wealthy sponsor or relative. GM is open to ideas.

Skills

Available Specialities: Area Knowledge, History, Theology, etc: Abaddon, Midian, Eastern Kingdoms, Territories. Hidden Lore: Demons, Magic, Magic Items, Spirits.

Available Wildcard Skills: None.

Prohibited Skills:

Prohibited Techniques:

Magic

See GURPS Powers: Divine Favor for specific rules regarding Clerical Magic.

Are PC mages allowed (Y/N)? Clerics of the Church use a form of clerical magic, referred to as “miracles” (more akin to supernatural prayer) and not regarded as spellcasting.

Unusual Background Cost: Only members of the Clerical Order of the Church have access to this advantage. Both Clerical Investment [-5] (B43), along with some degree of Discipline of Faith [-5 to -15), are required to gain Divine Favor.

Are Magic Items for sale (Y/N)? Not commonly, openly, or legally. The Church considers magic (“sorcery”) to be dangerous and has forbidden its teaching or practice. Likewise, civil government considers magic items dangerous and has banned their sale and possession.

Legal or social restrictions on magic: See above.

Psionics

Are PC psis allowed (Y/N)? No.

Gadgeteering

Are PC gadgeteers allowed? Yes.

Unusual Background Cost: None.

Legal or social restrictions on gadgeteering: Don’t build things that are already illegal. Otherwise, none.

Rules

GURPS Books Used: GURPS Basic Set, GURPS High-Tech, GURPS High-Tech: Adventure Guns, GURPS Powers: Divine Favor.

Optional Rules: