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This game is a Dungeon Fantasy Adventure - Monster Hunters combo. The idea is that the heroes travel around from place to place in a very serial series of adventure. The heroes hear about a job, research the problem and/or monsters there and then go there and 'deal' with the monster(s). | This game is a Dungeon Fantasy Adventure - Monster Hunters combo. The idea is that the heroes travel around from place to place in a very serial series of adventure. The heroes hear about a job, research the problem and/or monsters there and then go there and 'deal' with the monster(s). | ||
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==GAME SETTING== | ==GAME SETTING== | ||
+ | [[File:FadingGun.Sword.jpg | 300px | left]] | ||
The region the game is set in is the nation of '''Iskirovo''', a land of lonely moors where it always seem to be cold, wet and fog shrouded. The rolling hills and moors are full of bogs, swamps and thick old-growth forest. Most peasant are farmers who grow barley and wheat crop along with a variety of vegetables and fruits (like apples). A few also raise cows, goats and sheep. The lands has alway breed a dreary moods amoung them and recently... horror. | The region the game is set in is the nation of '''Iskirovo''', a land of lonely moors where it always seem to be cold, wet and fog shrouded. The rolling hills and moors are full of bogs, swamps and thick old-growth forest. Most peasant are farmers who grow barley and wheat crop along with a variety of vegetables and fruits (like apples). A few also raise cows, goats and sheep. The lands has alway breed a dreary moods amoung them and recently... horror. | ||
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− | + | The heartland are settled by Humans and Halfling along with shattered Gnome communities of mines and trinking factories. To the north is the '''Greenwood''', a huge ancient forest home to Elves, Half Elves and Halflings. Far to the northwest is a huge near unpassable '''Iron Spear Mountains''', home to numberous Dwarf and Gnome holds and underground cities. Ogres, whom are semi-allied with the Dwarves, also wander their ranges, raising their large sized moutain goats. To the far east is the '''Great Sea of Grass''' where Orc tribes make their lives hearding their cattle and oxen while the Cat Folk live as Hunter-Gathers following the wild yak and reindeer on their migration routes. | |
Iskirovo is a large nation but is light population with most living in small scattered and isolated villages or towns. There are only three large cities, all focusing more on trade, then on defense or rulership. They are - '''Dmintsy''', the capital of Iskirovo. It is somewhat centrally located with numberous guilds and merchant houses based here. '''Zhaeson''' is located to the southwestern part of the country on the '''Irieford River''' which cuts far into the west where the goods of more 'civilized' lands run. The smallest of these cities is '''Vrustol''' located on the far eastern boarders witth the Great Sea of Grass. It is an important trading hub between Iskirovo and the tribes of Orcs and Cat Folks but it is also located on the '''Long Spice Road''' which leads to the strange exotice lands of the far east that trade in spices, jade and ivory. Many exotic wares are found and sold here. | Iskirovo is a large nation but is light population with most living in small scattered and isolated villages or towns. There are only three large cities, all focusing more on trade, then on defense or rulership. They are - '''Dmintsy''', the capital of Iskirovo. It is somewhat centrally located with numberous guilds and merchant houses based here. '''Zhaeson''' is located to the southwestern part of the country on the '''Irieford River''' which cuts far into the west where the goods of more 'civilized' lands run. The smallest of these cities is '''Vrustol''' located on the far eastern boarders witth the Great Sea of Grass. It is an important trading hub between Iskirovo and the tribes of Orcs and Cat Folks but it is also located on the '''Long Spice Road''' which leads to the strange exotice lands of the far east that trade in spices, jade and ivory. Many exotic wares are found and sold here. | ||
− | Most folk follow the '''Old Faith'''. While not truly the oldest (that would be various ''' | + | Most folk follow the '''Old Faith'''. While not truly the oldest (that would be various '''Shamanist''' and '''Druidic''' traditions) it is the one most accepted by the people. There is a very large presence of formal clergy in Iskirovo as people feel the gods’ presence. Especially now when dark things creep forth from their hidden lairs to threaten them in often the most horrible way. Even the smallest village will have a priest or cleric in residents who guides the common folk in spritual matters and protective charms against evil things. |
Iskirovo has been mostly peaceful (if not more then a bit depressing) for centuries but that all changed around a thirty years ago. Rumors say that a curse ways placed on the country or some great and evil dark master was summoned or drawn into the lands. Whatever the cause, monsters started creeing in the out of the way and less populated lands. They started treatening the smaller villages and homesteads at first but soon moved towards the larger villages and some, it is rumored, have even secretly into the cities. | Iskirovo has been mostly peaceful (if not more then a bit depressing) for centuries but that all changed around a thirty years ago. Rumors say that a curse ways placed on the country or some great and evil dark master was summoned or drawn into the lands. Whatever the cause, monsters started creeing in the out of the way and less populated lands. They started treatening the smaller villages and homesteads at first but soon moved towards the larger villages and some, it is rumored, have even secretly into the cities. | ||
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[[File:DF Adv Hero.jpg | 300px | right]] | [[File:DF Adv Hero.jpg | 300px | right]] | ||
'''The Monster Hunter Guild'''</br> | '''The Monster Hunter Guild'''</br> | ||
− | The guild's primary function is to seek out jobs for it memebers | + | The guild's primary function is to seek out jobs for it memebers, hunting monsters. It also works to collect as much information on the legends, tales and stories to find the weakness or vulnerability of these monsters. Most of these dark creatures are powerful and dangerous, things that could rip through a troop of armored soldiers with little effort. Membership grants access to the guilds libraries. They also sell potioms and concoctions at a discount. Other magical items are generally not bought or sold as they are rare. |
They have Guild Houses in the three main cities of the setting and a few outer chapter locations spred through Iskirovo. Members can stay at these houses for minor boarding fees (or even free when they get more famous/good at their jobs) and have access to their libraries and the discounts on potions etc. They take jobs sponsored through the Guild House which takes a cut in exchange for these benefits but not extensive (as they are sponsored by a lot of outside sources). | They have Guild Houses in the three main cities of the setting and a few outer chapter locations spred through Iskirovo. Members can stay at these houses for minor boarding fees (or even free when they get more famous/good at their jobs) and have access to their libraries and the discounts on potions etc. They take jobs sponsored through the Guild House which takes a cut in exchange for these benefits but not extensive (as they are sponsored by a lot of outside sources). | ||
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The basics for this game are GURPS 4th ed. as presented in the '''Dungeon Fantasy Adventure'''. Also using ideas (and monsters stats!) from the GURPS '''Monster Hunters''' supplemeents. | The basics for this game are GURPS 4th ed. as presented in the '''Dungeon Fantasy Adventure'''. Also using ideas (and monsters stats!) from the GURPS '''Monster Hunters''' supplemeents. | ||
− | Base Dungeon Fantasy Adventure setting assumes a TL is around 4 but without firearms. Heavy Plate Armor, Tricorn | + | Base Dungeon Fantasy Adventure setting assumes a TL is around 4 but without firearms. Heavy Plate Armor, Tricorn Hats, Edged Rapiers, Rain Longcoats and Stage-Cariage Coaches are common and criss-cross the lands. The dress of the peasants to the noble favors the look of the 16th or 17th century England/France time peirod maybe with a good dose of Eastern European in the names, feel, looks and sytle. |
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==CHARACTER CREATION== | ==CHARACTER CREATION== | ||
Characters are standard base characters from the Dungeon Fantasy Adventure (250pts). All the templates and races found there are being used. For each template fitting in the setting... | Characters are standard base characters from the Dungeon Fantasy Adventure (250pts). All the templates and races found there are being used. For each template fitting in the setting... | ||
+ | : *''Barbarians'' are from the trible lands of the Great Grass Sea, into the Orcs (and Half Orcs who suffer little Social Stigma in Orc culture) and Cat Folk but also Human tribles in the Iron Spear Mountains. Many of these groups have little problems adapting outsiders (including other races) into their tribes with little social stigma suffered by them. | ||
[[File:DF Adv Heroes 2.jpg | 450px | right]] | [[File:DF Adv Heroes 2.jpg | 450px | right]] | ||
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: *''Bards'' and travelling minstralls are fairly common throughout the lands. Their counter-song magic and other specialized songs can come in handy against many of the creatures of darkess. | : *''Bards'' and travelling minstralls are fairly common throughout the lands. Their counter-song magic and other specialized songs can come in handy against many of the creatures of darkess. | ||
: *''Clerics'' are followers of the Old Faith. This is the state religion and while itself is very laws oriented player-characters reflect the 'Good' side of the religion (which the leadership or individual might not always be). Clerics of non-Humans might also follow the Old Faith but could be memebers of their races own Gods. And of course those with True Faith find their gifts in high demand with the rise of the Restless Death. | : *''Clerics'' are followers of the Old Faith. This is the state religion and while itself is very laws oriented player-characters reflect the 'Good' side of the religion (which the leadership or individual might not always be). Clerics of non-Humans might also follow the Old Faith but could be memebers of their races own Gods. And of course those with True Faith find their gifts in high demand with the rise of the Restless Death. | ||
: *''Druids'' follow even older faiths that honor natural spirits and are concerns about the protection and promotion of the natural world. | : *''Druids'' follow even older faiths that honor natural spirits and are concerns about the protection and promotion of the natural world. | ||
− | : *''Holy Warriors'' of the Old Faith and other religions are uncommon but welcome throughout the lands, especially now | + | : *''Holy Warriors'' of the Old Faith and other religions are uncommon but welcome throughout the lands, especially now. |
− | : *''Knights'' are common throughout the lands at guards, warriors, landless knights and brawlers | + | : *''Knights'' are common throughout the lands at guards, warriors, landless knights and brawlers. |
− | : *'' | + | : *''Monks'' are wanders from the Far East whom travelled the Long Spice Road to come to these lands. A few have chose to remain and has started small isolated schools where the have trained locates in these arts. |
− | : *''Scouts'' are common throughout the lands, working as hunters and guides through the wilderness and protectors of such areas | + | : *''Scouts'' are common throughout the lands, working as hunters and guides through the wilderness and protectors of such areas. |
− | : *''Swashbucklers'' are uncommon in the region and often hail from the southern | + | : *''Swashbucklers'' are uncommon in the region and often hail from the southern Great Inner Sea, where great gallery ships pry their wares over these mighty waters to the various city-states and islands located there. |
− | : *''Thieves'' are more common in the few cities but can make a living as Monster Hunters who might specialize in knowledge and attacking from advantage (i.e. backstabbing and then running away) | + | : *''Thieves'' are more common in the few cities but can make a living as Monster Hunters who might specialize in knowledge and attacking from advantage (i.e. backstabbing and then running away). |
: *''Wizards'' are uncommon in the lands but their magic and insights are invaluble. | : *''Wizards'' are uncommon in the lands but their magic and insights are invaluble. | ||
− | + | Characters also gain with an addition 10 points to spent on skills from Know Thy Enemy. This is an expanded Hidden Lore found in DF. From the GURPS Monster Hunters --"Monster hunting without knowledge is nothing but a waste of time . . . and lives. For every enemy, one or more skills exist to provide insight into how to defeat it. These are not necessarily the skills required to defeat monsters – just the ones required to answer questions about them (including how to defeat them)." | |
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− | Characters also | ||
From the skill breakdown below a minimum of 2 points must be spent on each skill. Spending 4 points instead adds +1 to the skill level shown here, while spending 8 points adds +2. | From the skill breakdown below a minimum of 2 points must be spent on each skill. Spending 4 points instead adds +1 to the skill level shown here, while spending 8 points adds +2. | ||
− | DF Hidden Lores for | + | DF Hidden Lores for this include Demons, Divine Servitors, Elder Things, Elementals, Faeries, Natural Spirits, Spirits, or Undead. To expand on this characters can spend these points in the following ways... |
• '''''Demons''''': Hidden Lore (Demons) (A) IQ [2]; Theology (the Old Faith) (H) IQ-1 [2].</br> | • '''''Demons''''': Hidden Lore (Demons) (A) IQ [2]; Theology (the Old Faith) (H) IQ-1 [2].</br> | ||
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==MAGIC ITEMS== | ==MAGIC ITEMS== | ||
− | + | In this setting most magical items are not sold nor can the player pick them up at the local market. They can been special ordered placed with the Royal Arcana Guild (i.e. the Wizard's Guild) in one of the major cities of the lands but this is expensive and time consuming. | |
− | In this setting most magical items are not sold nor can the player pick them up at the local market. They can | ||
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+ | Lucky for the heroes many a monster has access to items of power that might be found in their lairs or on them for the taking... once they have been defeated taht is. | ||
==SESSION NOTES AND SUMMERIES== | ==SESSION NOTES AND SUMMERIES== | ||
− | + | '''Adventure #1 - The Nosferatu Haunting''' | |
− | '''Adventure #1 - | ||
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− | ''' | + | In the eastern peasant village of '''Sikkőrös''' the people are being plagued by what they believe to be a vampire whom they think is hold up in an ancient keep in the middle of a thick old-growth forest just to the north of town. The creature might also have a number of spawn already under its thrall and ghouls to protect its lair during the daylight hours. |