Sunday, August 15, 2010

Birth of a gaming group

After ringing around my mates. It looks like a gaming group is, finally, on the cards. With the position of GM being up for grabs.

The plan is to game on the first Saturday of every month at my place in Frankston. Starting on the 4th of September.

The next step is to work out who will be the GM, what rule system we will use and what setting.

My proposal is for me to GM, using GURPS in the Kingdoms of Kalamar campaign setting.

Tim will also be putting forward some proposals.


However, here's mine!

Kingdoms of Kalamar Campaign

Genre: Low fantasy Quest
Starting year:744 Year of New Discovery
Rate game time passes:Each module takes 1 game month, with a game month off afterwards.
Starting Location:Large port city-state of Zoa in Reanaaria Bay.
Society/government type:The council of Zoa, 12 City elders, who are elected for life.
Control Rating:3 Tech level:3(Medieval)
Brief description of important neighboring powers, political/economic situation, etc.:
  • The Fhokki(norse-esque) nation of Skarna to the north.
  • Dejy(Djish) (arabia-esque)on the other side of the bay.
  • Pirates operate on the bay.
  • Dwarven refugees from the Kalamaran occupation of Irontop.
  • Rumours of Savages, Orcs & Elves in the dark jungles and forests.

Suggested or required reading for players

Reading
URL
Kingdoms of Kalamar website
GURPS lite (abridged rules)

Map of Reanaaria Bay


Information for PCs

Starting point value allowed for PCs:150
Disadvantage limit:N/A

Useful character templates

Warrior[115]
Attributes[80]
·        ST:12[20]
·        DX:12[40]
·        HT:12[20]
Advantages[15]
·        Combat Reflexs[15]
Skills[20]
·        Shield[4],DX/E,14
·        Axe/Mace[4],DX/A,13
·        Thrown Weapon(Axe/Mace)[4],DX/E,14
·        Brawling[4],DX/E,14
·        Intimidation[4],Will/A,11

Wizard[146]
Attributes[80]
·        IQ:14[80]
Advantages[41]
·        Magery 3[35]
·        Speak/Write Draconic[6]
Skills[25]
·        Staff,DX/A,11[4]
·        Thaumatology,IQ/H,14[4]
·        Alchemy,IQ/VH,13[4]
·        Research,IQ/A,15[4]
·        Area Knowledge(Tellene) ,IQ/E,15[2]
7 Spells with [1] each, IQ/H,15 [7]
Mouthpiece[129]
Attributes[45]
·        IQ:11[20]
·        DX:11[20]
·        Per:11[5]
Advantages[54]
·        Charisma+1[5]
·        Fashion Sense[5]
·        Appearance(Attractive)[4]
·        Talent(Smooth Operator)+2[30]
Skills[30]
·        Diplomacy,IQ/H,[4],13
·        Fast/talk,IQ/A,[4],14
·        Detect Lies,Per/H,[4],13
·        Intimidation,Will/A,[4],13
·        Streetwise,IQ/A,[4],14
·        Saviour-Faire(High Society),IQ/E,[4],15
·        Broadsword,DX/A,[4],12
·        Fastdraw(Broadsword),DX/E,[2],12
·        First Aid, IQ/E,[1],11

Rouge[144]
Attributes[60]
·        DX:13[60]
·        IQ:11[20]
Advantages[17]
·        Luck[15]
·        Night Vision+2[2]
·        Ambidexderity[5]
·        Disadvantages[]
Skills[47]
·        Knife[4],DX/A,14
·        Dual Weapon(Knife)[4]
·        Thrown Weapon(Knife) [4],DX/E,15
·        Fast draw(Knife) [1],DX/E,13
·        Climbing,DX/A[2],13
·        Acrobatics,DX/H[4],13
·        Stealth,Dx/A,[4],14
·        Traps,IQ/A,[4],12
·        Search Per/A[4]11
·        Lockpicking,DX/H,[4],13
·        Fast-talk,IQ/A,[4],12
·        Streetwise,IQ/A,[4],12
·        Area Knowledge(Zoa), IQ/E,[4],13

Priest[141]
Attributes[70]
·      ST:11[10]
·      DX:11[20]
·      IQ:11[20]
·      HT:11[10]
·      Will:12[10]
Advantages[51]
·      Power Investiture+3,(Pact,Vow*-10%) [27]
·      Patron(Religion,Fairly often(9 or less), ,(Pact,Vow*-10%) [18]
·      Speak/Write (Celestial)or(Infernal) or (Abyssal)[6]
Disadvantages[-11]
·      Vow(Religious)*[-10]
·      Religious Saying[-1]
Skills[31]
·      Theology(Religion),[4],IQ/H
·      Religious Ritual(Religion),[4],IQ/H
·      Skill appropriate to Religion[4]
·      Skill appropriate to Religion[4]
·      Axe/mace,DX/A,[4]
·      Shield,[4]
·      7 Spells with [1] each, IQ/H, 13[7]

Scout[133]
Attributes[80]
·        ST:11[10]
·        DX:11[20]
·        IQ:11[20]
·        HT:11[10]
·        Per:14[20]
Advantages[5]
·        Direction Sense[5]
Skills[48]
·        Stealth, DX/A,[4],12
·        Climbing, Dx/A[4],12
·        Jumping, DX/E[4],13
·        Swimming, HT/E[4],13
·        Naturalist, IQ/A[4],12
·        Knot-tying, IQ/E[4],13
·        Area Knowledge(Reanaaraia Bay), IQ/E[4],13
·        Navigation(Land), IQ/A[4],12
·        Tracking Per/A[4],15
·        Bow, DX/A[4],12
·        Fastdraw(Bow)DX/E[4],13
·        Broadsword, DX/A[4],12


Common Reanaarian player races, in order of frequency:
  • Human,Reanaarian
    • Spoken Language(Reanaarian)[0], Cultural Familiarity(Reanaarian)
  • Human,Fhokki
    • Spoken Language(Fhokki)[0], Cultural Familiarity(Fhokki)
  • Human,Dejy(Djish)
    • Spoken Language(Djish)[0], Cultural Familiarity(Djish)
  • Dwarf[25]
    • Infravision[10],Talent(Artificer)+1[10],Will+1[5],SM-1[0]
    • Spoken Language(Dwarven)[0], Cultural Familiarity(Dwarvern)
  • Half-Orc[4]
    • HT+1[10], HP+2[4],Social Stigma(Minority Group)[-10]
    • Spoken Language(of parents)[0], Cultural Familiarity(of parents)
  • Half-elf[12]
    • Appearance(Attractive)[4], Magery 0[5], Talent(Gifted Artist) or (Musical Abilitry)+1[5],Night vision+3[3]
    • Spoken Language(of parents)[0], Cultural Familiarity(of parents)

contact me for  a full list of races or for an unusual racial request.

Starting wealth:$500 Starting Wealth levels allowed:Struggling[-10] to Comfortable[10]
Starting Status levels allowed:-2 to 2
Starting TLs allowed:0-3
Languages available:Reanaarian, Fhokki, Low-elvish, Orcish, Dwarvish, Draconic, Celestial, Infernal, Abyssal, Merchant Tounge
Cultural Familiarities available:Reanaarian, Fhokki, Dejy(Djish),Orcish,Elven & Dwarvern.
Appropriate Patrons/Enemies (and base value):
  • The enchantress Ziliana Abeilua of Zoa[10]
  • Miner Mage Suoriina[10]
  • Werlen, most powerful of the council of 12 elders of Zoa[15]
  • A church [20]
  • Sentinels of the True Way [20]

Special Abilities Allowed for PCs

Are PC mages allowed?a maximum of 1 mage and 1 priest per party 
General mana level:Normal
Do areas of higher/lower mana exist?It is rare for arcane magic, uncommon for divine magics.
Are PC psis allowed? Yes, but the general view is that the world is better off without you..
Are any of the powers from Chapter 6 off limits?Teleportation and psychic healing.

Optional rules and variants

  • Will and Per based on 10, not IQ.
  • Great Axe damage is SW+4 cut
  • Unlimited Mana (optional) 
  • Syntactic magic (optional) Described on M202

3 comments:

  1. Hmm, a bit to much in details strait of. I was going to have summaries of the games i can and like to run then go into more details later.

    ReplyDelete
  2. I already had this typed up so I dumped it here :). Regarding players:
    -Aarron has confirmed he's in.
    -Rosie said she wants to play if it's GURPS Kalamar.

    ReplyDelete
  3. rereading this I should have put gnomes and halflings in. (Confederacy of Nissan)

    ReplyDelete