GURPS Wild World

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Campaign Background

Campaign name: GURPS Wilderness Adventure

Starting year: 2014

Genre:

Realistic or cinematic? Realistic

General theme of campaign: Wilderness adventure

Are there multiple planes of existence? Unlikely.

Campaign World: Earth

Campaign’s base city, nation, empire, or planet:

Society/government type: Democratic Republic

Control Rating: CR4

Exceptions to general CR:

Tech level: TL9

Exceptions to general TL:

General mana level: No Mana.

Do areas of higher/lower mana exist? No.

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

Information for PCs

Starting point value allowed for PCs: 100

Disadvantage limit (including Quirks): -50

PC races allowed: Human

Especially appropriate professions:

Starting Wealth:

Starting Wealth levels allowed:

Starting Status levels allowed:

Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

Especially appropriate Advantages:

Especially appropriate Disadvantages:

Especially appropriate Skills:

Disallowed advantages, disadvantages, and skills:

Appropriate Patrons, Allies or Contacts:

Special Abilities Allowed for PCs

Exotic/supernatural traits:

Cinematic skills:

Are PC mages allowed?

Are any of the spells from Chapter 5 off limits?

Are PC psis allowed?

Are any of the powers from Chapter 6 off limits?

Are PC gadgeteers allowed?

Are there special limits on gadgeteering?

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Rulebooks and Resources

GURPS Basic Set 4th edition (required).


See also