Campaign Rules, GURPS
Contents
GURPS
Characters
Starting
- Starting CPs: 150/-50/-5
- Suitable Traits per DF1:14; "basic cinematics" allowed
- Players are encouraged (but not required) to use Templates from DF15 Henchmen plus any DF Lens
- All starting characters should specify a standard DF Template to which they belong; if using a "Henchman" Template, add a parenthetical reference to the Template
- DF-related Pyramid articles will be considered "legal" (until determined otherwise)
- Note: the Style Familiarity Perk will be honored in this campaign
- Starting Money: DF Standard, per DF1:23
- Tech Level: DF Standard (TL3 + TL4 weapons/armor)—"setting" TL is transitional TL3-TL4 (late Medieval to early Renaissance)
- Functional black-powder weapons are available to Dwarves/Gnomes and are uncommon
- Setting-Specific:
- Reference Language: Common (AKA Generic); see Campaign Information for others.
- Reference Culture: Imperial
- Reference Area: The Capital
- Starting PCs will all have membership in the Heroes' Guild: Guild Rank 0 (0 pts)
- Starting PCs will all be members of the same "brothers-at-arms" charter (details TBD): should be represented by Sense of Duty (Brothers-at-Arms) (unless entered into the charter falsely)
- Select or invent an Ambition (optional)—no game effects currently, but may have affect on Plot Points/Aspect/etc.
- Guild Coins:
- PCs may start the campaign with a Guild Coin(s) already. Each coin is a Favor (Patron; Powerful Org; 9 or less), 3pts—though "frequency" in this case is "by plot" (will not be rolled for), as are the actual effects (may be more like Contacts, Ally, etc. in some instances)
In Play
- Per DF, characters may be improved with any Trait from their specified DF character Template without excuse at any time (at GM's discretion) as they have the unspent points to purchase them. This rule will be extended to Martial Arts (and other) Styles.
House Rules
- Plot Points: see Olympus Wiki
- Karma (Paragon/Renegade) Points —GM Note: I'm currently undecided on this one
- Special Purpose as needed: Planning Points, Tactics Points
- “Mass-produced” magic items have % chance of exhibiting a quirk of some kind
D&D 3.5
Published Systems
- Jousting
- Reputation: Event-Based
Ambitions Reference (CK2)
Below is a list of relevant ambitions in Crusader Kings II, for examples. Effects do not apply to the campaign, only CK2:
Ambition | Available | Goal | Benefit | Bonus | |
---|---|---|---|---|---|
Amass Wealth | Less than 200 gold |
500 gold | 1 Stewardship | ||
Become Paragon of Virtue | Less than 100 piety |
500 Piety |
+1 Learning | ||
Become Exalted among Men | Less than 200 prestige |
1000 Prestige |
+1 Diplomacy | ||
Get Married | Unmarried, Not Betrothed Not , or |
Get Married | 10 Piety | ||
Marry Ruler | Female, Age < 45, Not or Father is Duke or higher. |
Marry Ruler | 20 Prestige | ||
Have Daughter/Son | Not female over age 45 |
Have Daughter/Son | +25% fertility | 10 Piety | |
Gain a [landed] Title | Liege is close relative with multiple titles Not heir to any of liege's titles (heirs under elective monarchy and seniority will still take this ambition) |
Gain a title | 50 Prestige | ||
Become Heir | Liege is parent. Not primary heir. |
Become heir | 1 Intrigue | ||
Become [Councilor]
(5 flavours) |
Has a liege Eligible for given position |
Become a councilor | +1 attribute point in the field of councilor (only once per character) | ||
Improve [Ability]
(5 flavours) |
Attribute below 8 |
Reach 8 Ability | Event chains to improve ability | 100 Prestige, End Special Event Chain | |
Become King | Ruler, count or duke tier. | Is King (of de jure kingdom containing capital) | Cannot be cancelled Cannot move capital to another de jure kingdom |
1000 Prestige |