GURPS Hyboria: Difference between revisions

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'''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.)
'''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:'''  Characters begin at Wealth -1 (Struggling), so starting wealth is 1/2 average, or $500.


'''Starting Wealth levels allowed:'''  -1
'''Starting Wealth levels allowed:'''  -1
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'''Starting TLs allowed:'''  TL0-4
'''Starting TLs allowed:'''  TL0-4


'''Languages available (dialects in parenthesis):''' There are a number of langauge families and corresponding dialects in Hyboria. Beginning characters are unlikely to know any language outside that of their origin, but may be acquainted with dialects of that language family.)
'''Languages available (dialects in parenthesis):''' There are a number of language families and corresponding dialects in Hyboria. Beginning characters are unlikely to know any language outside that of their origin, but may be acquainted with dialects of that language family.)


: Hyborian (Aquilonian, Argossean, the argot of the Border Kingdom, Corinthian, Nemedian and Ophirean).  
: Hyborian (Aquilonian, Argossean, the argot of the Border Kingdom, Corinthian, Nemedian and Ophirean).  
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: Zamoran
: Zamoran
: Zingaran
: Zingaran
''For the purposes of gaming and roleplaying, the GM defines Hyborian as "common tongue."''


'''Cultural Familiarities available:'''  Each nation has a distinct culture of its own. Beginning characters are unlikely to be familiar with any culture other than that of their origin.
'''Cultural Familiarities available:'''  Each nation has a distinct culture of its own. Beginning characters are unlikely to be familiar with any culture other than that of their origin.
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=== Special Abilities Allowed for PCs ===
=== 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.
'''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. Exotic traits are not allowed.


'''Cinematic skills:'''  Non-supernatural cinematic skills are allowed.
'''Cinematic skills:'''  Non-supernatural, non-exotic 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 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. Clerical magic rules apply. 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 any of the spells from Chapter 5 off limits?'''  Yes. Contact the GM if you wish to build a magician.


'''Are PC psis allowed?'''  No.
'''Are PC psis allowed?'''  No.

Revision as of 17:42, 22 February 2013

GURPS Conan SJG30-6012.jpg

Players create 150-point adventurers at the beginning of their career, seeking a life of adventure and fortune rather than that of a tradesman or farmer.

Campaign Background

Campaign name: GURPS Back-to-Basics

Starting year: 1300 A.A. (during the reign of King Conan of Aquilonia)

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: TL3

Exceptions to general TL: Weapons and Armor: TL4

General mana level: Normal

Do areas of higher/lower mana exist? Yes.

Brief description of important neighboring powers, political/economic situation, etc.: See GURPS Conan for descriptions of thenations and people of Hyboria.

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 $500.

Starting Wealth levels allowed: -1

Starting Status levels allowed: None above 0

Starting TLs allowed: TL0-4

Languages available (dialects in parenthesis): There are a number of language families and corresponding dialects in Hyboria. Beginning characters are unlikely to know any language outside that of their origin, but may be acquainted with dialects of that language family.)

Hyborian (Aquilonian, Argossean, the argot of the Border Kingdom, Corinthian, Nemedian and Ophirean).
Hyrkanian (Hyrkanian and Turanian)
Khari (Hyperborean, Khitan and Stygian)
Atlantean (Antillian, Cimmerian, Nordheimr and Pictish)
Shemitish (Kothic and Shemitish)
Vendhyan (Kosalan, Meruvian and Vendhyan)
Vilayet (Ghulistani and Iranistani)
Brythunian
Zamoran
Zingaran

For the purposes of gaming and roleplaying, the GM defines Hyborian as "common tongue."

Cultural Familiarities available: Each nation has a distinct culture of its own. Beginning characters are unlikely to be familiar with any culture other than that of their origin.

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills: Wealth -1 (Struggling) is required.

Especially appropriate Advantages: Combat Reflexes, Danger Sense

Especially appropriate Disadvantages:

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. Exotic traits are not allowed.

Cinematic skills: Non-supernatural, non-exotic 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. Clerical magic rules apply. Contact the GM if you wish to build a magician.)

Are any of the spells from Chapter 5 off limits? Yes. 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).

See also

GURPS Conan. Assuming it's still available, this PDF of the classic resource for 3rd edition GURPS is valuable but not necessary for players.

The Hyborian Age d20 Campaign Site . Good descriptions of Hyborian kingdoms. Obviously, ignore any gaming mechanics information.