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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).  
==The GANG OF MONSTER HUNTERS==
 
The heroes for this PBP game - DFA 'Monster Hunters'
 
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Played by...''' || '''Race''' || '''Template'''
 
|-
 
| [[Chrissanda (Chris) Buckminster | '''Chrissanda (Chris) Buckminster''']] || @t@nya || Halfling || Ranger (Scout)
 
|-
 
| [https://docs.google.com/document/d/15B9xmKj1wppTTWxV1_EuNc-Au29fycYMCyUuWp0r_i4/edit?usp=sharing '''Rakaar, Lynx Knight'''] || @Talisman || Cat Folk || Knight
 
|-
 
| [https://docs.google.com/document/d/1weeLgxROfwkxezz2sWKaw06DmWt2j5Pk0VZA0DiCbZ4/edit '''Victor Thaelin'''] || @drearyArchon || Human || Wizard
 
|-
 
| [https://drive.google.com/file/d/126pSJcTpdeQ8yBM-M2rfFgggSaj9LuHh/view '''Balthus Bolingbrooke'''] || @Random Task || Dwarf || Cleric
 
|-
 
|}
 
 
 
==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]]
  
While all the races wander and have settled in and around Iskirovo there are places where they are more common and more heavily settled. Within the heartland are heavily 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.
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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.
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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 that bottom up to your nose, Top Hats, fancy Velvet and Silk Gloves and Stage-Cariage Coaches take criss-cross the lands. The dress of the peasants to the noble favors the look of the 15th 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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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. The dress of the peasants to the noble favors the look of the 15th or 17th century England/France time peirod maybe with a good dose of Eastern European in the names, feel, looks and sytle.
===Houserules===
 
'''Halflings and Kleptomania''': as I have a problem with a whole society of petty thieves or maybe a society without the idea of personal property, etc. I would just prefer to not have 'kenders' in the game. So...</br>
 
Replace Kleptomania (12) [‑15] to Honesty (12) [10] and increase the Racial Cost of Halflings from [0] to [5]
 
 
 
 
 
Extra Gear: as it is not covered in DFA 1 Adventures</br>
 
'''''Cold Weather Clothing'''''. For temps around freezing or above. Included a coat or cloak, hat or hood, boots and heavier clothing made of fur or wools, etc. (Cost $120, 4lbs)</br>
 
'''''Winter Clothing'''''. For bitter cold winter or very cold near artic travel, as above but heavier. Includes a heavy overcoat or cloak that is layered fur or wool with a thick lined hat or hood, heavy waterproof boots. (Cost $180, 6lbs)</br>
 
  
===Rules for PBP games===
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===Added Rules/Ideas for a PBP games===
 
'''Advantage - Luck'''</br>
 
'''Advantage - Luck'''</br>
 
In a PBP te Luck Advantage will be renewed after a week of real time to reflect on-hour. For Extraordinary Luck it returns every 3 days and for Ridiculous Luck every 24 hours/one day!
 
In a PBP te Luck Advantage will be renewed after a week of real time to reflect on-hour. For Extraordinary Luck it returns every 3 days and for Ridiculous Luck every 24 hours/one day!
[[File:DF Adv HalfOrc.jpg | 250px | left]]
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[[File:DF Adv Wizard.jpg | 250px | left]]
  
'''Options for running a PBP Combat'''</br>
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'''PBP Combat'''</br>
 
Too help a bit to try and speed up the flow of PBP combat I want to try the following...
 
Too help a bit to try and speed up the flow of PBP combat I want to try the following...
 
<u>OPTION #1</u></br>
 
The idea here is that everyone posts Actions, Rolls, etc. for 3 Combat Rounds. Thinking about how to speed up combat.</br>
 
So...</br>
 
  
 
The GM declare the beginning of combat</br>
 
The GM declare the beginning of combat</br>
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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 blade flashes faster then most can see, making two lighting strikes at the ant's head before striking its body!!!
 
:"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 blade flashes faster then most can see, making two lighting strikes at the ant's head before striking its body!!!
:[ooc]Bob rolls his Initiave [rols a 6]!! Bob is attacking the Ant Warrior. On the first round Bob is going to '''Move and Attack''' to deleiver a '''Shield Rush''' on it, This allows him to Move 5 yards to engage the Ant Warrior. Shield-14 [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 on Round 2 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 Round 2 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-) on that round 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].
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:[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 [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 on Round 2 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 Round 2 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-) on that round 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].
 
:If Bob kills the Ant Warrior he will "Step and Attack/Attack" the nearest Worker Ant, aiding anyone who needs it and is closest.[/ooc]
 
:If Bob kills the Ant Warrior he will "Step and Attack/Attack" the nearest Worker Ant, aiding anyone who needs it and is closest.[/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.
 
</br>  
 
</br>  
The GM then collects everyones Initiatve, Actios, Maneuvers, Dice rolls etc</br>
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For Example</br>
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The GM collects everyones Initiatve, Actios, Maneuvers, Dice rolls etc</br>
 
:[ooc]Initiative Order
 
:[ooc]Initiative Order
 
::12.25 Bob the Knight
 
::12.25 Bob the Knight
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: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</br>
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Then the process repeats (Initiative stays the same but can be affected by crits, fumbles wounds, shock, etc.) until combat ends
If the character rolls a crit I GM will probably use the next 3d6 roll listed as the crit result on the Critical Table. Part if this is way also want a few more Action/Attack rolls just in case of all these situation that are hard to plan for.
 
[[File:DF Adv Catfolk Thief.jpg | 300px | right]]
 
 
 
<u>OPTION #2</u></br>
 
The idea here would be to use the more traditional round-by-round combat for the game. The heroes and the GM would still roll initiative at the start of combat and then the GM would post the Initiative Order. </br>
 
Then, in no real order, the players would post the Description, Actions and Rolls for their characters as above but just for one rounds. They could including any Defense Actions and Rolls depending on what they have available. They often have a Parry or BLock that is higher then their Dodge but there are some attacks or spells or effects that can only be Dodged, so they should each include at least one Dodge roll in their Post.</br>
 
So</br>
 
 
 
The GM declare the beginning of combat</br>
 
Everyone rolls Intiative as part of their first Post/Action/Round. The GM collects all that, shows the Initiative Order and Post a resolution for Round 1</br>
 
 
 
For Example -- in the examle above, Bob the Knight charged (Move and Attack) the Ant Warrior and slammed it with his shield (Shield Rush). He hit and dealt 7 points of 'damage'.</br>
 
Everyone else posts their Initiative and first rounds actions and rolls. The GM collects these when everyone is done and then resolved Round one. In the OOC for the GMs thread he includes...
 
:[ooc]Initiative Order (as above)
 
:Round 1
 
:Bob is first. He his the Ant Warrior who tries to Dodge (9-) this attack [rolls a 11], fails so Bob hit it. His Movement added +2 damage to the result [9]. Ant Warrior so 2d+2 +4 for Bob's Move but -2 for Bob's Shield [rolls a 10] so the Ant Warrior resisted his rush and is not knocked prone.
 
:Next to act is Alex..[occ]
 
...and so on. They the players and GM move to Round 2 and the individual Actions, Rolls, etc.
 
  
 
==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...
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: *''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]]
: *''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.
 
 
: *''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.  
  
[[File:DF Adv Wizard.jpg | 250px | left]]
 
'''''A Special Note on Templates''' - as many Templates they apply penalties to Seconardy attributes. These points count towards your characters total Disadvantages of 50. If applying a Racial Template or blumping these or other stats with would affect this (i.e. "further XX points on...") then the character can choice additional Disadvantage options often by the Template to bring their total up to 50 again.''</br>
 
''For example the Holy Warrior template has a -10 to Base Speed (bring it back down to the base speed of 6.00). But the character applies the Elf Template that gives its +1 to DX and the with further points the player also improves its HT by +1. If the chose not to apply -10 to that Stat they could take an additional -10 Disadvantage points from any of the optional Disadvantage points of the template.'''
 
  
Characters also start 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 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 - A Nosferatu Haunting'''
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'''Adventure #1 - The Nosferatu Haunting'''
 
 
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 in the '''Storm Mountains'''. 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''': (how do you gather proof of slain vampires and/or ghouls)
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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.
  
'''The Bounty Offered''': 10,000cp ($) for proof the vampires destruction. 1,500cp ($) for proof of each Vampire Spawn slain. 500cp ($) for proof of each Ghoul destroyed. Also the Guild will pay an additional 500cp for the vampire's severed head, and its removed heart, kidneys and/or liver (so an additional 2,000cp ($) for all four parts. This will inlove storing them in seperate jars or containers). 
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'''Info Gathered''':
  
'''Other Rewards/Treasure''': TBD
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'''Rewards''':
  
'''XP Awards''': TBD
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'''XP Awards''':

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