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Prospectus Text

Page history last edited by Kristopher Garrett 12 years, 7 months ago

Campaign name: GURPS Al-Qadim Campaign

Starting Year:
Rate game time passes:  1:1

Genre: Sword and Sorcery
Realistic or Cinematic? Fairly realistic, though cinematic martial arts abilities and magic will be available
Are there multiple planes of existence? Possibly.

General theme of campaign: High adventure in a land of various power groups and city-states, vying for supremacy and survival in a harsh desert landscape filled with monsters.

Campaign Background:
Campaign's base nation: Grand Caliphate
Society/Gov't type:       Pseudo-Feudal Monarchy       Control Rating: 3        Exceptions to general CR:
Tech Level:  4^         

Exceptions to general TL:    Magic and alchemy. Flintlock longarms exist, but are uncommon. Flintlock pistols do not exist yet.

Important Notes on [Nation]:
Suggested Reading: Arabian Nights, Robert Edwin Howard's Conan stories.
Information for PCs:
Starting points:     175p.             Disad limit:   -50p.

Especially Useful/Useless Character types: Mages, warriors, and alchemists will definitely be useful. Sword-and-sorcery tales emphasize multitalented people, so a "warrior-thief" or a hermit-like "alchemist-scout", or a "warrior-mage" trained in magic and hand-to-hand fighting are highly in-genre and recommended. Archers or spearmen would be useful, as deserts tend to be empty and initial encounter distances fairly long.

Especially appropriate/inappropriate professions: You need to be able to handle yourself in a fight, in some way, in this campaign. Whether that's through using an alchemical potion to scare off the enemy, drawing steel and wading in, or using magic (or an NPC bodyguard) to safeguard yourself.

PC Races Allowed: There are a couple civilized nonhuman races, details sketchy at this time. These include a type of ogre. Most PCs will be human. And I might see through to having a ghoul NPC at some point.

Starting Wealth:  $2,000  Wealth levels allowed:
Starting Status levels allowed:    -2 to 2          Starting TLs allowed:   2-4
Languages available:     Zakharan,
Cultural Familiarities Available:   
Required advantages, disads and skills:

Mages with a Style Familiarity must take either:
-Vow (Never reveal my style's secrets to outsiders) (-5p.)
-Secret (Revealed style's secrets to outsiders) (-15p.)

Especially appropriate or inappropriate ads, disads, skills:  

If you want an Energy Reserve, do it like this:

Tattoo Energy Reserve 1
Accessibility (Spells Only, -10%)
Breakable (-50%)
[DR 2 or less, -20%; Reparability--none, must be replaced, at significant effort, rare expertise, -15%; Size Modifier SM-3 (assuming starting off with a single arm covered in tattoos), -15%]
Total: -75%, 1p. per ER point.

Essentially, this is "Extra Fatigue Point, only for magic...that's a gem tattoo on my body".
Depending on how much of your body you have tattooed, and the design, you could easily gain an intimidate bonus against other mages, and of course, the weak-minded fools that populate the rest of the world.

Special Abilities of PCs:
Exotic/supernatural traits: Weapon Master, Trained By A Master.

Cinematic skills:
Are PC mages allowed?    Yes      General Mana level:   Average    Do areas of higher/lower mana exist?    Perhaps....
Are any of the spells from Chapter 5 off limits?
Unusual Background cost for mages: None.
Legal or social restrictions on these abilities: Styles do not intermix--not publicly.

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