Return to Eíre Campaign Planning Form: Difference between revisions

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=== Advantages, Disadvantages, and Skills ===
=== Advantages, Disadvantages, and Skills ===


'''Required advantages, disadvantages, and skills:''' Area Knowledge (Eíre, any kingdom or other area of the island), Cooking or Housekeeping,  
'''Required advantages, disadvantages, and skills:''' ''Everyman Lens:'' At least two of the following skills: Animal Handling (Dogs), Area Knowledge (Midhe), Cooking, Current Affairs (Headline News), Farming, Fishing, Gardening, Housekeeping, Merchant (Household Goods).


'''Especially appropriate Advantages:''' Blessed, Combat Reflexes, Danger Sense, Fearlessness, Fit, Hard to Kill, Hard to Subdue, Luck, Outdoorsman, Power Investiture.   
'''Especially appropriate Advantages:''' Blessed, Combat Reflexes, Danger Sense, Fearlessness, Fit, Hard to Kill, Hard to Subdue, Luck, Outdoorsman, Power Investiture.   

Revision as of 23:40, 10 April 2011

A 250-point dungeon fantasy campaign

Basic Information

Campaign name: GURPS Eíre: Return to Eíre

Starting year: 3099 KE (1165 CE), several months after the Great Devastation

Genre: Realistic or cinematic? Cinematic

General theme of campaign: Dungeon Fantasy

Are there multiple planes of existence? Yes.

Campaign Background

Campaign’s base city, nation, empire, or planet: The Kingdom of Midhe, Eíre.

Society/government type: Monarchy.

Control Rating: CR5.

Exceptions to general CR: Anarchic areas outside the current borders are 90% CR0. Within these areas some old baronies still exist that are CR3 or higher, but they tend to be very intolerant to outsiders.

Tech level: 3

Exceptions to general TL: Some of the sea-going kingdoms and baronies have developed sailing at or near TL4 capability. TL4 advanced windmills have been developed in Midhe and Galway, and early TL4 clockwork is known by a few crafty druids and gadgeteers. In all cases the use of magic may enhance existing technology.

Brief description of important neighboring powers, political/economic situation, etc.: See Return to Eíre for an update on recent events. Adventurers have likely been busy the last several months since the Devastation.

Information for PCs

See GURPS Dungeon Fantasy 1: Adventurers for excellent information on building heroic adventurers.

Starting point value allowed for PCs: 250

Note: If you are retconning your old character, simply increase your previous character point total and increase or add skills as you wish. The GM recommends you increase your basic attributes and advantages before pumpimg up skill levels.

Disadvantage limit (including Quirks): -75*

* The GM realizes this violates the suggested rule of thumb. However the GM does not want to see an arm's length list of disadvantages. You're heros, adventurers, not inmates at an asylum!

PC races allowed: Human, Human hybrids (e.g. Half-Elf, Half-Dwarf)

Especially appropriate professions: Barbarian, Bard, Cleric, Druid, Holy Warrior, Knight, Martial Artist, Scout, Swashbuckler, Thief, Wizard.

Starting wealth: $1,200

Starting Wealth levels allowed: 0-2

Starting Status levels allowed: 0-2

Starting TLs allowed: 0-3

Languages available: Gaelic, Anglo-Saxon, Latin, Norman, Norse, Pictish, Elven, Dwarven.

Cultural Familiarities available: Eíre, Anglo-Saxon, Elven, Norman, Norse, Pict, Dwarven.

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills: Everyman Lens: At least two of the following skills: Animal Handling (Dogs), Area Knowledge (Midhe), Cooking, Current Affairs (Headline News), Farming, Fishing, Gardening, Housekeeping, Merchant (Household Goods).

Especially appropriate Advantages: Blessed, Combat Reflexes, Danger Sense, Fearlessness, Fit, Hard to Kill, Hard to Subdue, Luck, Outdoorsman, Power Investiture.

Especially appropriate Disadvantages: Broad-Minded, Code of Honor, Compulsive Behavior, Cursed, Illiterate, Greed, Innumerate, Unlucky, Wealth (Struggling), Weirdness Magnet.

Especially appropriate Skills: Axe/Mace, Boating, Bow, Climbing, Cooking, Hiking, Merchant, Navigation, Seamanship, Shortsword, Swimming, Weather Sense.

Disallowed advantages, disadvantages, and skills:

Special Abilities Allowed for PCs

Exotic/supernatural traits: Any.

Cinematic skills: Any.

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Are PC mages allowed? Yes.

General mana level: Normal (80% of the time).

Do areas of higher/lower mana exist? Low (15%) to High (5%), some areas of Very High, Wild and Twisted (less than 1%).

Are any of the spells from Chapter 5 off limits? No. Additionally, Threshold Magic rules are in play.

Are PC psis allowed? Yes. Psionics are assumed by most to be magic.

Are any of the powers from Chapter 6 off limits? No. Psionic skills are however very rare; finding a teacher is next to impossible, so learning new psionic skills is limited to self-taught only and subject to the usual x2 penalty.

Are PC gadgeteers allowed? Yes. Engineering and materials are limited to TL3 in most cases. Magic may also affect the apparent TL of certain equipment. Most gadgeteers have some knowledge of Making/Breaking or Technological fields of magic.

Rulebooks and Resources

GURPS Basic Set 4th edition (required).

GURPS Martial Arts.

GURPS Fantasy 4th edition, as well as the entire GURPS Dungeon Fantasy series and Fantasy-Tech 1.

GURPS Low-Tech 4th edition for TL3 weapons, armor and other equipment, along with Low-Tech Companion supplements.

GURPS Magic 4th edition, along with GURPS Thaumatology 4th edition for rules regarding Clerical Magic, Threshold Magic, and other matters.

If there is a book not listed that you wish to utilize, please let the GM know.

House Rules

  • Heroic Fright Check. Heroes and adventures shouldn't get frightened the same way regular people do. Sure, they might freeze at the sight of some horror, but whoever heard of a hero passing out, vomiting, or going insane from seeing a dragon?
  • Meditation. Provides more quantitative aspects to the Meditation skill, including health and fatigue benefits.
  • Stealth. Adds a quantifiable component to how close you can sneak up on someone.