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Middle Earth really let itself go...

 
 
Old Sep 29 '12, 2:10pm
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Schilcote Schilcote is offline
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Join Date: Jan 2011
Posts: 4,433
Middle Earth really let itself go...

PostApocalyptic Fantasy - Forum
GURPS - Fantasy
Estimated Members Requested: 6

PCs will be a party of adventurers recruited by the High Council. Can I please have at least three players this time? Please?

Will posting a picture of a kitten help? A baby seal maybe?

Anyway, point total is 150 (disadv. limit 50), and we'll be running with the Basic Set, GURPS Magic, and Mass Combat if the need arises. No Low-Tech, sorry.

I think part of the reason I get so little participation in these games is that few people know GURPS. Well, the cool thing about GURPS is, you can download a super-condensed version of the rules here (just add it to your cart and checkout as if you were going to buy something, the site will notice you're only buying free things and not ask you for payment info). You'll need my help actually creating a character, but I'm more than willing to provide.

Anyway, post-apocalyptic generic fantasy. You'll be on a task to investigate rumors that the insane wizard (of the coast) Glyiglax is still alive, and trying to finish the job.

GM BIO:

Hi, I'm Schilcote. I've had a recent rash of games failing or even just being stillborn, but before then I was a pretty dependable GM. You can usually count on me for at least a turn a day, though sometimes things interfere with that. I'm also somewhat funny, and awfully creative when the need arises. Go ahead, don't be shy, sign up! You'll be glad you did.

Game Description:

Entlaria was... well, it was your basic generic Middle Earth rip off.

Then the evil wizard Glyiglax ruined everything.

The elves were almost entirely wiped out, leaving barely enough population for the species to sustain itself. The dwarves shut themselves up in their mountainhomes, never to be heard from again except for the occasional outcast.

And man... man survived.

Campaign Stats:

TL: 2 (Iron Age: 600 BC)
Starting Wealth: $750
Available Points: 150
Genre: Generic Fantasy/Post-Apocalyptic

Background Info:

25 years ago at the beginning of the game, an insane wizard by the name of Glyiglax cast a spell of ultimate destruction. It caused all non-living food to instantly rot, much of Entlaria's soil to become infertile, and immediately killed much of the world's population (especially elves, who had a natural susceptibility to magic).

The Dwarves, once frequent trading partners of man, were never heard from again, shutting themselves in their underground caves. The elves no longer have the numbers to maintain their population.

But man survived. Tribal communities dot the landscape, subsisting on what little will grow in the magically salted soil. Near the center of the known world, a great human civilization exists- the Endarchy of Phitopia. The Endarchy is run by a central council of four elders, who indirectly control the entire government. Their orders are carried out by concentric rings of increasingly less powerful and more specific government employees. An order to increase the price of bread may come from the High Council, then be passed to the under-councillors, then passed to the eight regional leaders, then passed to each police barracks in each region, and finally to the bakers, by means of the police.

The High Council has been known to seek out daring adventurers for important, dangerous tasks.

Character Templates can be found in this handy-dandy .RTF:

http://www.mediafire.com/view/?r2d9024vfuf2jwn

__________________
I considered watching a little television... but this one was ***ing huge.
--Sam Glyph

Last edited by Schilcote; Sep 30 '12 at 2:46pm..
Yeah, I thought of it as that too. The problem with having PSI powers and nothing else is that you end up a one-trick pony, serving as a Universal Translator and nothing else, except when you can maybe mind prohb something or toss some stuff around.

Actually, I guess PSI/TK is pretty versatile.

Quote:
Originally Posted by Interpretivechaos View Post
There was a post on the GURPS forums by the line editor about skills most heroes should have if you want a short list to look over. It's slightly more geared towards modern settings, but it's not a bad starting point.
Totally bookmarking that for future use. Thanks for the link.

If you want to stay away from Psionics, just have the player change the modifiers from Psychokinetic/Telepathic -10% to Magic -10%. The costs stay the same and the mechanics stay the same, the only thing that changes is it is now dependent on the same things all other magic/spells are dependent on (mana level for example) and affected by.

Also, I noticed the Scarecrow has both Restricted Diet and Dependency on Soil. These don't actually work together as the Restricted Diet already requires him to "eat" dirt on a daily basis so the Dependency: Monthly has no effect.

posting interest!! i haven't played GURPS before but have read up on the rules fairly well! And have played rpg's before. looking at a rouge type character someone with skills to get the party out os sticky situations.

Quote:
Originally Posted by demnote View Post
a rouge type character...
rogue!

paha yes that would be how its spelt!

I do not have the time to fully read everything right now, but color me interested!
I had a friend that ran a Supers campaign once, right after wrapping up a D&D... I really wanted to play a mage, but I ended up being a Blood-bending Doctor that specialized in Explosives. Started with 300 points. Then the DM broke up with his GF, and got a job, and we haven't really gotten anywhere since then...

I'd like to apply with a Mage! I have a general idea about character creation, and I'm a regular player of D&D 3.5 (most often as Wizards, obviously). I'll have to work on a character concept, and look through the books again for anything I might want to apply.




 

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