Return to Eíre Campaign Planning Form

From GURPSworld Wiki

Revision as of 06:37, 10 April 2011 by Cal (talk | contribs) (Created page with ''''Campaign name:''' GURPS Eíre: Return to Eíre '''Starting year:''' 3099 KE (1165 CE), one year after the Great Devastation '''Genre: Realistic or cinematic?''' Cinem…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Campaign name: GURPS Eíre: Return to Eíre

Starting year: 3099 KE (1165 CE), one year 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: CR4. 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 TL4 clockwork may be found in large cities. In all cases the use of magic may enhance existing technology.

Information for PCs

Starting point value allowed for PCs: 150 Disadvantage limit: -75

Note: If you are ‘resurrecting’ your old character, you may increase your previous character point total by 20 points, filling in the difference as you wish, within the parameters of a reasonable history approved by the GM. Since six years of time has passed, you must decide what happened to your character in that time and adjust your attributes accordingly.

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

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.

Special Abilities Allowed for PCs

Exotic/supernatural traits:Cinematic skills:

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Are PC mages allowed? Yes.

General mana level: Normal (80%).

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.