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− | [[File:DF Adv Gothic Hunters.jpg | + | [[File:DF Adv Gothic Hunters.jpg]] |
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== | ||
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. | ||
[[File:FadingGun.Sword.jpg | 300px | left]] | [[File:FadingGun.Sword.jpg | 300px | left]] | ||
− | + | 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. | ||
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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 Caps, Edged Rapiers, slick rain Longcoats | + | Base Dungeon Fantasy Adventure setting assumes a TL is around 4 but without firearms. Heavy Plate Armor, Tricorn Caps, Edged Rapiers, slick rain Longcoats, Top Hats, fancy Velvet and Silk Gloves and Stage-Cariage Coaches take criss-cross the lands (and maybe one newly built rail-line that came from the Western 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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− | + | === PBP ideas for DF game === | |
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'''Advantage - Luck'''</br> | '''Advantage - Luck'''</br> | ||
− | In a PBP te Luck Advantage will be renewed after a week of real time to | + | In a PBP te Luck Advantage will be renewed after a week of real time to refkect on-hour. |
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− | ''' | + | '''PBP Combat'''</br> |
− | Too help a bit to try and speed up | + | Too help a bit to try and speed up combat for PBP I want to try the following... |
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The GM declare the beginning of combat</br> | The GM declare the beginning of combat</br> | ||
− | Everyone rolls 1d6 | + | Everyone rolls 1d6 + the Base Speed minus for Encumbrance (Light -1, Medium -2, etc) +1 for Combat Reflexxes and any other adventures that greants bonuses.</br> |
− | The players each describe what they are doing for the next 3 | + | The players each describe what they are doing for the next 3 rounds in the IC. In the same post they then record their Actions, including anything special they are doing, Modifier that are getting for their rolls, Defenses they are taking, etc.</br> |
Then the player can make a number of rolls to post them. I would prefer something like 6 to 8 rolls called offensive and then like 6 to 8 rolls for defenses. Then rolls for damage (max number of possible attacks).</br> | Then the player can make a number of rolls to post them. I would prefer something like 6 to 8 rolls called offensive and then like 6 to 8 rolls for defenses. Then rolls for damage (max number of possible attacks).</br> | ||
If you are only making one attack a Round and not doing any fancy maneuvers or tricks still 4 o5 attack rolls in cases of critical hits, etc.</br> | If you are only making one attack a Round and not doing any fancy maneuvers or tricks still 4 o5 attack rolls in cases of critical hits, etc.</br> | ||
If you are doing one-off or performing a special attack but generally only one in the time (like say a Shield rush or casting one specific spells) you can make a seperate roll for this. See below.</br> | If you are doing one-off or performing a special attack but generally only one in the time (like say a Shield rush or casting one specific spells) you can make a seperate roll for this. See below.</br> | ||
: | : | ||
− | For Example --Bob the Knight, Kim the Cleric, Alex the Thief and Janet the Wizard are exploring a cave, looking for a hive or giant ants have have been plaguing a village lately, when | + | For Example --Bob the Knight, Kim the Cleric, Alex the Thief and Janet the Wizard are exploring a cave, looking for a hive or giant ants have have been plaguing a village lately, when the come around a corner and see a group of five giant ants nearby. The GM rules no one is surprised, rolls initiative and posts the following... |
:"Within the huge cave you are exploring you come around a massive stalamite when you see a group of five giant ants (one soldier ant and four workers) not five yards away! They turn your way, clinking their mandibles loudly and prepair to attack! | :"Within the huge cave you are exploring you come around a massive stalamite when you see a group of five giant ants (one soldier ant and four workers) not five yards away! They turn your way, clinking their mandibles loudly and prepair to attack! | ||
:[ooc]No one is surprised so roll Initiative (1d6 I will take care of the rest) | :[ooc]No one is surprised so roll Initiative (1d6 I will take care of the rest) | ||
− | :Heroes Actions for Round 1 | + | :Heroes Actions for Round 1-3? Remember to include any bonuses, mods, affects and/or maneuvers you are doing in your OOC[/ooc]" |
The players then take their Actions</br> | The players then take their Actions</br> | ||
Bob the Knight in his first IC posts says... | Bob the Knight in his first IC posts says... | ||
− | :"Bob the Knight shouts "Lets takes these bastards down! Follow my lead!" Bob's sword and shield are out and ready and he rushes the largest ant to slam his shield into it, hoping to knock it down or back. | + | :"Bob the Knight shouts "Lets takes these bastards down! Follow my lead!" Bob's sword and shield are out and ready and he rushes the largest ant to slam his shield into it, hoping to knock it down or back. Then with some trickery and guile feints the ant so he can slams his sword into the creature head!! |
− | :[ooc]Bob rolls his Initiave [rols a 6]!! Bob is attacking the Ant Warrior. On the first round Bob | + | :[ooc]Bob rolls his Initiave [rols a 6]!! |
− | + | :Bob is attacking the Ant Warrior. On the first round Bob does Shield Rush on it, Shield-14, rolling [rolls a 10] and Damage 1d+1, +2 for the DB of the Shield [rolls a 7]. If that's enough to knock the ant down or back great. Otherwise following rounds will "Step and Attack" the Art Warrior. Bob's attack rolls with his Broadsword-20. As he is a Weapon Master I am Rapid Attacking each round, so -3 to each attack. On my first Round I am trying to hit the Ant Wariors in the Face (-5). Round 2 and 3 [rolls a 12, a 10, a 9, a 15 and a 4]. If Bob hits with any of those Damage 2d+7 cutting [rolls a 10, 14, 11, 15 and 13]. For Defenses Bob will default to Parry with this Broadsword (parry-16) and with Weapon Master only suffers 1/2 the penalty for multiples Parries in the same round [rolls 12, 14, 8, 10, 11 and 12]. If he falls below 14 he will then Block (14-) with his shield or if that is his only defense option (has to Dodge this attack), Dodge (11-). If more rolls are required [roll 10, 13, 9].[/ooc] | |
− | Once everyone has posted their actions and rolls the GM will sort it out and post the results. | + | Once everyone has posted their actions and rolls the GM will sort it out and post the results. For Example |
− | + | The GM collects everyones Initiatve, Actios, Maneuvers, Dice rolls etc | |
− | The GM | + | :[ooc]::12.25 Bob the Knight |
− | :[ooc] | ||
− | ::12.25 Bob the Knight | ||
::10.50 Alex the Thief | ::10.50 Alex the Thief | ||
− | ::10.00 the | + | ::10.00 the Orc Boss |
::9.25 Janet the Wizard | ::9.25 Janet the Wizard | ||
::7.50 Kim the Cleric | ::7.50 Kim the Cleric | ||
− | ::7.00 | + | ::7.00 Giant Ants |
:Round 1 | :Round 1 | ||
:Bob shield rushes the Ant Warrior, etc[/ooc] | :Bob shield rushes the Ant Warrior, etc[/ooc] | ||
− | Then the process repeats (Initiative stays the same but can be affected by crits, fumbles wounds, shock, etc.) until combat ends | + | Then the process repeats (Initiative stays the same but can be affected by crits, fumbles wounds, shock, etc.) until combat ends |
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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. | ||
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: *''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. | ||
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− | Characters also | + | 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)." |
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. | ||
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==SESSION NOTES AND SUMMERIES== | ==SESSION NOTES AND SUMMERIES== | ||
[[File:DF Adv Hunter.jpg | 350px | left]] | [[File:DF Adv Hunter.jpg | 350px | left]] | ||
− | '''Adventure #1 - | + | '''Adventure #1 - The Nosferatu Haunting''' |
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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 village. The creature might also have a number of spawn already under its thrall and ghouls to protect its lair during the daylight hours. |
− | ''' | + | '''Info Gathered''': |
− | ''' | + | '''Rewards''': |
− | '''XP Awards''': | + | '''XP Awards''': |