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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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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.
 
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.
===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===
 
===Rules for PBP games===
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[[File:DF Adv Wizard.jpg | 250px | left]]
 
[[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>
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'''''Specil Note''' for 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.'''  
 
''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.
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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''': (how do you gather proof of slain vampires and/or ghouls)
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'''Info Gathered''':
  
'''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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'''The Bounty Offered''': 10,000cp ($) for proof the vampire. 1,500cp ($) for proof of each Vampire spawn slain. 500cp ($) for proof of each Ghole destroyed. Also the Guild will pay an additional 500cp for the vampire's severed head, and its removed heart, kidneys and/or liver (so an additional 2,000cp ($) for all four parts. This will inlove storing them in seperate jars or containers).   
  
'''Other Rewards/Treasure''': TBD
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'''Other Rewards/Treasure''':
  
'''XP Awards''': TBD
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'''XP Awards''':

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