Ghost Busters International – new item ideas

In the near future I plan to run the ghost busters role-playing game once again. It is a game I tend to run when I get burned out on rpg gaming. The edition I happen to own is the ghost busters international version. Its pretty cool and I like it a lot but there have been some neat changes to the ghost busters universe since the last time I ran the game. The video game on PlayStation 3 and xbox 360 brought us some new toys and – I love the idea of ghost busters having lots of new items and technology. What makes the options cool too is – that also brings more possibilities into the game by having the new options.

Using the ghost busters wiki’s I have linked definitions for the new options below but for game purposes I listed rough game design ideas to apply the items too. Followed by my rough translations to the game, finally listing in game stats.
Design thoughts:
Slime pack plus would help with environmental puzzle and hazards and threats like black slime monsters.
The new shock pulse would make ghost swarms something to consider as a new element to add to the game.

Mason Collider – just sounds awesome and is a fun idea with possible dangerous uses by crafty pc’s. No super brand new ideas here but something fun to play with.
Stasis beam is required on fast ghosts. Making a new power possible – super speed. In addition, it could be a fun way to hinder non ghost entities.

More powerful items like overload pulse and boson darts need a risk to offset the use so I have considered pack overheating as a potential risk to the reward of added power.

 

In game considerations:

Shock Pulse – bad range. Good against swarming enemies. If used against a summoned pests, it reduces the amount of pests effectively by half. Another application will destroy the rest or cause them to scatter breaking the ghosts control.

Stasis beam- good against ghosts with super speed. Against living targets, damage applies only to moves and if they reach 0 moves, they are effectively frozen solid.

Slime blower plus- removes black slime environmental hazards. Useful for removing possession from people without harming them like a proton pack can. Slime tethering – can create a cord of super strong slime- useful for holding or pulling objects. Effective muscles score of 6 but degrades by one point every round in combat but one per minute outside of combat. Multiple applications of tethering can increase the strength to 10 but duration is set by the last application – so the last person to shoot a tether sets the 1 point per round/minute degradation.

Mason collider- deals lower base damage than standard proton pack but has the added effect of making additional hits on that target easier. Adds +3 to hit the target until the end of the ghostbuster’s next turn.

Overload pulse – shock blast, mason collider, proton stream can be set to overload mode. When this happens, the resulting blast is harder to maintain – (make a lots muscles roll – failure means the blast goes wide) it doubles the base damage of the attachment! Note that once used the proton pack will enter over heat mode, rendering the pack unusable next round. Note that due to the strain this mode has on packs its best not to rely on this functionality. In addition, if a ghost is rolled while using the overload pulse module, the pack could be fried, making it impossible to use other nozzles than the base proton stream – which is weakened (base damage reduced to +1) until repaired.

Boson Darts – Deals additional damage to ectoplasmic entities. If a ghost is rolled during the attack, then the pack overheats, meaning it cannot be used in the following round. Targets hit by the blast are pushed back 10 meters (one hex).

Stats – work in progress on the stats so they are subject to change
Proton pack – range max 5, increment 1, +0 to hit + 3 damage per GBI
Slime blower plus- range max 6, increment 1, +0 to hit 0 damage
Shock pulse – range max 3, increment 2, +3 to hit +1 damage( becomes +5 damage against swarms)
Stasis beam – range max 4, increment 1, +0 to hit +1 damage
Mason Collider – range max 5, increment 1, +2 to hit +1 damage
Boson Dart – range max 3, increment 1, +0 to hit +3 damage (deals +2 additional dice to ectopresence)

Overload pulse – base stats of the pack – but reduces max range by 1 and to hit by 3.

Item descriptions found in the following websites:
http://ghostbusters.wikia.com/wiki/
http://www.gbfans.com/games/ghostbusters-the-video-game/equipment/

Advertisements

GURPS Dusk World – The sanctity of suffering

The sanctity of suffering – a short yet popular sermon found within the book of the absence of warmth.

Brothers and sisters. Rejoice for there is much peace to be found in your lot. You are born to serve and born to observe; for there is much to observe about our lot in this world. The sun is out and it is bright and with its brightness I bring you all meaning for there is much to discuss in the ways in which we live breathe and most important – the way we suffer. When one observes the work in their life one notices that there is a right way to till a field and there is a wrong way. This kind of thinking must be applied to things pleasurable and things unpleasurable hence how one suffers. There are ways to suffer badly and yet there are ways to suffer finely. You must carry on your shoulders the burden of suffering but do so honorably for it shall bring you closer to the light to suffer well.

So when the peoples of the light talk, be sure to bid them suffer well for they too know that it is honor to suffer in silence, suffer in gratitude and most importantly – suffer in the beauty of the light.

Project River – Issue # 1 – a River that crosses OVA

As mentioned in the previous post, I am going to port a character I designed for Tunnels and Trolls Adventures in Japan into other systems. Today I am porting her to Wise Turtle Publishing’s OVA rpg system. A system that emphasizes a characters strengths and weaknesses. 

 

For this, lets presume River is a member of an adventurer’s guild in my anime fantasy sandbox setting of Inheritance of Mana. In this setting, she is from a small town in the outskirts of the emerald region near the sapphire region’s border. She is home to a simple folk whom have often very little mana attunement. It is there they eke out a  simple existence for the goods and services guild. She was born to simple farmers and ranchers but she was born under an auspicious sign and it is said that she was blessed by the Kai elemental Terra herself for River was born with a large capacity of mana energy- earth mana in particular. She grew tall as the neighboring trees, As strong as the double oxen that roam the plains, and yet her mood was as calm the river from which she was named.Eventually she was forced to test for mana capability and found that she qualified for greater than mana laboring. She decided that it would be best for her however if she were to see the world and help peoples of need. So she was placed in an adventurer’s guild.


As I developed her for OVA, I learned more about her through her abilities. I always wanted her to have a soft spot for cutesy things (see her flower buckle) but I decided to develop this further into a fashion hobby. I like the idea of someone so strong and powerful to have a feminine side. You may not agree with me…so if you don’t feel free to create a character of your own that you would like more 🙂

Living along the farms of Emerald region, there was not a lot to do for fun aside from classic games of the fields. But as the years went by traders from the sapphire region would travel the roads to the larger towns and sometimes stop off at River’s little town for rest. There she would meet the great Fashionista and entrepreneur Ms. Bauble. She would teach the girls of the village everything she knew about life in larger cities and that especially took hold of River’s imagination. The young awkward girl would find her way into the heart of Ms. Bauble and they became close friends. It is this where River developed her interest in the fashions of other cultures and incorporate it into the rustic lifestyle of the farmers of Emerald.

20180728_091617
For creation rules (OVA pg 21) I am going with power ceiling – 5 points with ceiling of 20. Allowing up to 15 additional points to be obtained from weakness.

Abilities  15
Attack 2
Beautiful 1
Evasive 1
Knowledge: Agriculture 2
Knowledge: Fashion styles 2
Knowledge: Polearms 2
Knowledge: Swords 1
Knowledge: Travel 1
Strong 4
Tough 2

Weaknesses 17
Absent minded – 1
Awkward size – 1 – she is a bit tall, making finding her size problematic at times (for clothing and armor)
Compulsion – 1 – fashion of those in high station who made certain items.
Easily distracted – 3 – the latest trends.
Fear – 1 – she is actually a bit worried she may not be good enough to find someone due to her height
Fussy – 1 – she can be a bit fussy when it comes to how she wants her food prepared.
Impulsive – 2 – she can be a bit impulsive. She believes everything will work out in the end.
Kind hearted – 2
Naïve – 1 she can be a bit naïve due to her somewhat sheltered upbringing.
Sensitive – 1 height
Soft spot- 3-   all manner of sweets.

She has more weaknesses than allowed but I did it anyway because it’s how I imagine her character.

 

Combat stats
Attack 3
Battle standard spear – weapon -5, effective +5 = 0 EP.
Tempered Katana – Armor piercing +5, weapon -5 = -5 +0

Spear of Destiny – accurate x2(10), effective x2 (10), ranged, strength powered(+5), redirectable(+5), build up x 3(15)


Attacks
Hand to hand – +0 accuracy, DM = 7
Sword slash – +1 accuracy, DM 7

Battle Standard Spear – Accuracy + 2, DM = 8

Spear of Destiny – + 2 Accuracy, DM = 9. -15 endurance to use

 


Health 60
Endurance 40
Defense +1 from evade
TV 13

RPGs on hold! Wha?

Due to work and what not I got super stressed and just called all my rpgs. I am nolonger running a game, just being a player.

But just because I am not running games actively does not mean I am over games. NOPE! I just wanted to take time to look into my hobbies and try to sort something out. I am way too invested in games that rely on other people to enjoy. So in the meantime I am trying to find a new -hopefully inexpensive hobby I can get energy from without a majority of that energy needing validation from others to enjoy…
But I am still me… im still gonna obsess over rpgs too. So I have something I want to talk about. This time I want to talk about Tunnels and Trolls. Specifically – the Adventures in Japan quick start.

20180621_220233

I found out about it from my brother actually. We were looking at free rpg day stuff (unfortunately our FLGS was not able to participate because we didn’t tell them about it quick enough) and he found it down the line. As you may know, I am a sucker for anime based rpgs and while I knew Tunnels and Trolls was not explicitly an anime game, I knew I wanted to find out more about the game. The description I found made it sound like the adventures in Japan quick start would shed some light on the TRPG industry in Japan as well as provide a manga version of the game as a quick start. I was immediately sold… and decided to get myself a copy from amazon. In the meantime, I researched Tunnels and Trolls deluxe and found basically zero information about tunnels and trolls deluxe outside of a few small reviews. The website the game belongs too was archaic at best as well…

Finally I got a copy of the game and really liked what I saw. From the outset I saw really well drawn manga art for a small introduction then came game rules, a few module, a solo module and a little info on the deluxe game. Unfortunately I did not find much about how any game – even TNT was played in Japan. But I figured I would at least discover how the Japanese players may have set up scenarios in Japan… so I tried out the solo game.

 

20180625_200626

*example of the short Manga introduction- Illustration by Shohei Nakayama

 

I decided to create my own character… I did the roll method and got a really high score. Eventually I settled on my own short back story for this character. I created a female human named River. She is unnaturally strong for a human and because of this I gave her a background stating she had some Giant DNA in her bloodline somewhere. How that is possible, I don’t really know and care… just an excuse to give her such a massive strength score. I also provided her details as – her being really tall for a woman of the age and very hale.

Since it was a manga story, I would create her design as shown below.

 


Unfortunately for me… the solo story would not actually have any elements I would consider manga unless you were playing a dark fantasy. See I got a light hearted fantasy vibe from the manga art in the comic… but this story provided was a tale about infiltrating a cult, killing cult members – some that may just be innocent people, just to kill and bring back the head of the cult leader. I found this at odds with the cutsy graphics in the book and certainly at odds with what my character would do…

So I headcannon’d some of the encounters to make them more based on the stories I thought I would be playing… but I did pull out some miniatures to represent some of the fights in the book.

20180624_153238

First major encounter with an ogre like creature guarding a quarry.

20180624_153354

Second major encounter – with an undead inside of the basement of the dark chapel

20180624_155055

Final encounter with the head of the cult.

20180624_161109
I was victorious… and brought back the one of a kind broch and signet rings the cult leader had on her person and was given a fair reward. I looked forward to trying more adventures – solo particularly since nobody would GM it for me.

Then I found out there were a lot of solo adventures for this game online… I was optimistic. Until I tried the official TNT App. You cant actually make characters in the APP so I wasn’t able to import my character. Further more, most of the adventures had extremely deadly fail-states killing you instantly if you failed a check. The TNT App left a very bad taste in my mouth so I shelved the game. I may return to River and her adventures by reading some of the fan site solo games…but if instant death is all that awaits her, then I am very disappointed with TNT. Which is unfortunate, because I like the game’s rules. It was just that I felt i was lead to believe the game had something for people that didn’t want a meat grinder for their players.

To make matters worse, everyone I seem to tell about River they don’t really seem to care. This experience I think actually kickstarted my desire to get into a hobby that I can find satisfaction in without relying on others as it really took the wind out of my sails. Especially when you consider that you can count on one hand the number of people that actually read my blog (and on a shop teacher’s hand at that).
In the meantime though… I think I may make River in other games just for fun. I like building characters and I really liked River’s design…so I don’t think I should leave her alone in TNT. So I think I will build her in a few anime games first. Starting with OVA and Anima. Maybe even BESM.

GURPS: Dusk World – Advantages, Disadvantages, Skills

There are a lot of Advantages, Disadvantages and Skills in GURPS. Like…A LOT. It is one thing that is very tough for new groups to get around because – there are so many options that many people get the impression that all options are available for all campaigns.

What’s cool is, Steve Jackson Games has a page that allows you to select which options are available for characters to choose called the Traits Sorter (link a bit below). Even with this nice feature, it will take a bit of time to look at all options you have and select each one that will work for your game and which ones will not as you need a copy of the basic set to review them and I do not have a PDF copy of it yet.

In general, I skimmed the sorter for options that were already forbidden as I was curious if any could be readded. After that, I looked for the options that sounded not of the time period and removed them. There were some options that I found that sounded like they could be ok for only one PC to take so I moved some of those to not recommended.

It took me like an hour to look through the advantages, disadvantages and skills section. Then I did it again for GURPS lite as – I wanted to make something that could be used with lite or Basic set.

Here is the link to the GURPS traits sorter: http://www.sjgames.com/gameaids/gurps/sorter/

First up is the list of GURPS lite stuff…Followed by the Basic Set Lists.


Lite – Advantages

Required

Recommended

Allowed
Acute Senses
Ambidexterity
Animal Empathy
Cat Fall
Combat Reflexes
Danger Sense
Daredevil
Empathy
Enhanced Defenses
Fearlessness
Flexibility
Hard to Kill
High Pain Threshold
Language Talent
Night Vision
Perfect Balance
Resistant
Talent

Not Recommended

Forbidden
Luck
Jumper

Next up, we have the Disadvantages.

Lite Disadvantages

Recommended
Code of Honor
Sense of Duty
Vow

Allowed
Bad sight
Bad Temper
BloodLust
Curious
Delusions
Gluttony
Greed
Hard of hearing
Honesty
Impulsiveness
Intolerance
Jealousy
Lecherousness
Obsession
Overconfidence
Phobias
Truthfulness
Unluckiness

 

Not Recommended
Pacifism

 

Forbidden

Finally We move on to the last section, skills for GURPS Lite.

 

Lite Skills

Recommended
Acrobatics
Melee Weapon
Missile Weapon
Observation
Occultism
Search
Shadowning
Shield
Social Sciences
Stealth
Survival
Swimming
Tactics
Thrown Weapons
Tracking
Writing

 

Allowed
Acting
Animal Handling
Area Knowledge
Armoury
Brawling
Camouflage
Carousing
Climbing
Crewman
Criminology
Diagnosis
Disguise
Engineer
Escape
Explosives
First Aid
Forgery
Gambling
Hiking
Holdout
Humanities
Influence skills
Interrogation
Jumping
Karate
Law
Leadership
Lock Picking
Mathematics
Merchant
Naturalist
Navigation
Physician
Pickpocket
Public Speaking
Research
Riding
Scrounging
Search
Shadowning
Shield
SOcial Sciences
Smuggling
Stealth
Survival
Throwing
Traps

 

Not recommended
Mechanic
Vehicle skills

Forbidden
Computer Operation
Computer Programming
Electronics Operations
Electronics Repair
Environment Suit
Photography


Moving along, we have the options I selected for those that have the basic set. Note that even with the Basic set, there were some options in the Trait Sorter I did not see in the book…

Basic Set – Advantages

Required
Rank
Security Clearance

*For my setting, I wanted to set up Rank and Security Clearance up so that certain higher members of the Clergy and some nobility would feel compelled to grant special privileges to the PCs. For now I settled on this for basic set but not sure what to do for the Lite option in this regard. Perhaps give them societal benefits instead – per Status page 8.

Allowed
3D Spatial Sense
Absolute Direction
Absolute Timing
Acute Hearing
Acute Taste and Smell
Acute Touch
Acute Vision
Administrative Rank
Alcohol Tolerance
Allies
Alternate Identity
Ambidexterity
Animal Empathy
Animal Friend
Appearance
Artificer
Autotrance
Business Acumen
Charisma
Chronolocation
Claim to Hospitality
Clerical Investment
Combat Reflexes
Common Sense
Contact Group
Contacts
Courtesy Rank
Cultural Adaptability
Cultural Familiarity
Danger Sense
Daredevil
Deep Sleeper
Double-Jointed
Empathy
Enhanced Defenses
Extra Attack
Fashion Sense
Favor
Fearlessness
Fit
Flexibility
Gadgeteer
Gifted Artist
Gigantism
Gizmos
Green Thumb
Gunslinger
Hard to Kill
Hard to Subdue
Healer
High Manual Dexterity
High Pain Threshold
High TL
Honest Face
Independent Income
Indomitable
Intuition
Intuitive Mathematician
Language Talent
Legal Enforcement Powers
Legal Immunity
Less Sleep
Lightning Calculator
Longevity
Magery
Mathematical Ability
Medium
Merchant Rank
Military Rank
Musical Ability
Night Vision
No Hangover
Outdoorsman
Patrons
Penetrating Voice
Perfect Balance
Peripheral Vision
Pitiable
Plant Empathy
Police Rank
Rapid Healing
Rapier Wit
Reduced Consumption
Religious Rank
Reputation
Resistant
Sensitive
Signature Gear
Single-Minded
Smooth Operator
Social Chameleon
Social Regard
Status
Talent
Temperature Tolerance
Tenure
Trained By A Master
Unfazeable
Unusual Background
Versatile
Very Fit
Very Rapid Healing
Voice
Wealth
Weapon Master
Xeno-Adaptability
Zeroed

 

Not Recommended
Catfall
Channeling
Eidetic Memory
Higher Purpose
Metabolism Control
Oracle
Photographic Memory
Spirit Empathy
Super Climbing
Super Jump
Supernatural Durability
True Faith

 

Forbidden
360 Degree Vision
Accessory
Affliction
Altered Time Rate
Alternate Form
Amphibious
Arm DX
Arm ST
Binding
Blessed
Brachiator
Breath-Holding
Chameleon
Clairsentience
Claws
Clinging
Compartmentalized Mind
Constriction Attack
Cybernetics
Damage Resistance
Dark Vision
Destiny
Detect
Digital Mind
Discriminatory Hearing
Discriminatory Smell
Discriminatory Taste
Doesn’t Breathe
Doesn’t Eat or Drink
Doesn’t Sleep
Dominance
Duplication
Elastic Skin
Enhanced Move
Enhanced Time Sense
Enhanced Tracking
Extended Lifespan
Extra Arms
Extra Head
Extra Legs
Extra Life
Extra Mouth
Filter Lungs
Flight
Fur
G-Experience
Growth
Healing
Hermaphromorph
Hyperspectral Vision
Illuminated
Improved G-Tolerance
Infravision
Injury Tolerance
Innate Attack
Insubstantiality
Invisibility
Jumper
Lifting ST
Luck
Magic Resistance
Mana Damper
Mana Enhancer
Microscopic Vision
Mimicry
Mind Control
Mind Probe
Mind Reading
Mind Shield
Mindlink
Modular Abilities
Neutralize
Nictitating Membrane
Obscure
Parabolic Hearing
Payload
Penetrating Vision
Permeation
Possession
Power Investiture
Precognition
Pressure Support
Protected Sense
Psi Static
Psychometry
Puppet
Racial Memory
Radiation Tolerance
Reawakened
Recovery
Regeneration
Regrowth
Sanitized Metabolism
Scanning Sense
Sealed
See Invisible
Sensitive Touch
Serendipity
Shadow Form
Shapeshifting
Shrinking
Shtick
Silence
Slippery
Snatcher
Speak Underwater
Speak With Animals
Speak With Plants
Special Rapport
Spines
Stretching
Striker
Striking ST
Subsonic Hearing
Subsonic Speech
Super Luck
Teeth
Telecommunication
Telekinesis
Telescopic Vision
Temperature Control
Temporal Inertia
Terrain Adaptation
Terror
Tunneling
Ultrahearing
Ultrasonic Speech
Ultravision
Unaging
Universal Digestion
Unkillable
Vacuum Support
Vampiric Bite
Vibration Sense
Visualization
Walk on Air
Walk on Liquid
Warp
Wild Talent

 

Basic Set – Disadvantages

Required
Code of Honor
Sense of Duty

*In the setting, I wanted the players to be united in purpose – ultimately to the Order. Whether that means to the King Alexander himself and his interests or just the order and its mission alone- I leave that distinction to the player. Perhaps I can get a recommendation from the GURPS community here… but I selected these both for now.

Allowed
Absent-Mindedness
Acceleration Weakness
Addiction
Alcohol Intolerance
Alcoholism
Amnesia
Appearance
Attentive
Bad Back
Bad Grip
Bad Sight
Bad Smell
Bad Temper
Berserk
Bloodlust
Bowlegged
Broad-Minded
Bully
Callous
Cannot Float
Careful
Chauvinistic
Chronic Pain
Chummy
Clueless
Colorblindness
Combat Paralysis
Compulsive Behavior
Confused
Congenial
Cowardice
Curious
Cursed
Deafness
Debt
Delusions
Disciplines of Faith
Dislikes
Distinctive Features
Distractible
Disturbing Voice
Dreamer
Dull
Duty
Dwarfism
Dyslexia
Easy to Kill
Easy to Read
Enemies
Epilepsy
Extra Sleep
Fanaticism
Fat
Fearfulness
Flashbacks
Gluttony
Greed
Gregarious
Guilt Complex
Gullibility
Habits or Expressions
Ham-Fisted
Hard of Hearing
Hemophilia
Hidebound
Honesty
Horrible Hangovers
Humble
Hunchback
Imaginative
Impulsiveness
Increased Consumption
Indecisive
Insomniac
Intolerance
Jealousy
Killjoy
Kleptomania
Klutz
Lame
Laziness
Lecherousness
Light Sleeper
Likes
Loner
Low Empathy
Low Pain Threshold
Low Self-Image
Low TL
Manic-Depressive
Megalomania
Minor Handicaps
Miserliness
Missing Digit
Mistaken Identity
Motion Sickness
Mundane Background
Nervous Stomach
Neurological Disorder
Neutered
Night Blindness
Nightmares
No Depth Perception
No Sense of Humor
No Sense of Smell/Taste
Noisy
Nosy
Numb
Oblivious
Obsession
Odious Personal Habits
On the Edge
One Arm
One Eye
One Hand
Overconfidence
Overweight
Paranoia
Phobias
Post-Combat Shakes
Proud
Pyromania
Reputation
Restricted Diet
Restricted Vision
Sadism
Secret
Secret Identity
Selfish
Selfless
Short Attention Span
Shyness
Skinny
Sleepwalker
Slow Healing
Slow Riser
Social Disease
Social Stigma
Split Personality
Squeamish
Status
Stubbornness
Susceptible
Terminally Ill
Total Klutz
Trademark
Trickster
Truthfulness
Uncongenial
Unfit
Unluckiness
Unnatural Features
Very Fat
Very Unfit
Vow
Wealth
Workaholic
Wounded
Xenophilia

 

Not Recommended
Charitable
Dependency
Dependents
Draining
Dread
Lunacy
Magic Susceptibility
Maintenance
Nocturnal
Pacifism
Revulsion
Sexless
Unique
Vulnerability
Weakness

 

Forbidden
Bestial
Blindness
Cannot Learn
Cannot Speak
Chronic Depression
Cold-Blooded
Decreased Time Rate
Destiny
Divine Curse
Electrical
Fragile
Frightens Animals
G-Intolerance
Horizontal
Incompetence
Increased Life Support
Incurious
Infectious Attack
Innumerate
Invertebrate
Lifebane
Mute
No Fine Manipulators
No Legs
No Manipulators
Non-Iconographic
Personality Change
Phantom Voices
Quadriplegic
Reprogrammable
Responsive
Self-Destruct
Semi-Upright
Shadow Form
Short Lifespan
Slave Mentality
Sleepy
Slow Eater
Space Sickness
Staid
Stress Atavism
Stuttering
Supernatural Features
Supersensitive
Timesickness
Uncontrollable Appetite
Unhealing
Unusual Biochemistry
Weak Bite
Weirdness Magnet

 

Basic Set – Skills

Required
Hidden Lore

*I selected Hidden lore as a required skill to reference the fact that the players in this setting would have access to knowledge on the Wraith lords that most people simply would not have. I am considering moving it down to recommended level though.

 

Recommended
Acrobatics
Area Knowledge
Axe/Mace
Broadsword
Flail
Knife
Observation
Occultism
Shield
Shortsword
Sling
Smallsword
Survival
Throwing
Two-Handed Axe/Mace
Two-Handed Flail
Two-Handed Sword
Urban Survival

 

Allowed
Accounting
Acting
Administration
Aerobatics
Alchemy/TL
Animal Handling
Anthropology
Archaeology
Architecture/TL
Armoury/TL
Artillery/TL
Artist
Astronomy/TL
Autohypnosis
Biology/TL
Blind Fighting
Blowpipe
Boating/TL
Body Control
Body Language
Bolas
Bow
Boxing
Brawling
Breaking Blow
Breath Control
Camouflage
Captivate
Carousing
Carpentry
Cartography
Chemistry/TL
Climbing
Connoisseur
Cooking
Counterfeiting/TL
Crewman/TL
Criminology/TL
Crossbow
Cryptography/TL
Current Affairs/TL
Dancing
Detect Lies
Diagnosis/TL
Diplomacy
Disguise/TL
Dreaming
Economics
Engineer/TL
Enthrallment
Environment Suit/TL
Erotic Art
Escape
Esoteric Medicine
Exorcism
Expert Skill
Explosives/TL
Falconry
Farming/TL
Fast-Draw
Fast-Talk
Filch
Finance
Fire Eating
First Aid/TL
Fishing
Flying Leap
Forced Entry
Forensics/TL
Forgery/TL
Fortune-Telling
Forward Observer/TL
Free Fall
Freight Handling/TL
Gambling
Games
Gardening
Garrote
Geography/TL
Geology/TL
Gesture
Group Performance
Gunner/TL
Guns/TL
Heraldry
Herb Lore/TL
Hiking
History
Hobby Skill
Holdout
Housekeeping
Immovable Stance
Intelligence Analysis/TL
Interrogation
Intimidation
Jeweler/TL
Jitte/Sai
Judo
Jumping
Karate
Kiai
Knot-Tying
Kusari
Lance
Lasso
Law
Leadership
Leatherworking
Lifting HT
Light Walk
Linguistics
Lip Reading
Literature
Lockpicking/TL
Machinist/TL
Main-Gauche
Makeup/TL
Market Analysis
Masonry
Mathematics/TL
Mechanic/TL
Meditation
Melee Weapon
Mental Strength
Merchant
Metallurgy/TL
Meteorology/TL
Mimicry
Mind Block
Mount
Musical Composition
Musical Influence
Musical Instrument
Naturalist
Navigation/TL
NBC Suit/TL
Net
Packing
Paleontology/TL
Panhandling
Parachuting/TL
Parry Missile Weapons
Performance
Persuade
Pharmacy/TL
Philosophy
Photography/TL
Physician/TL
Physics/TL
Physiology/TL
Pickpocket
Piloting/TL
Poetry
Poisons/TL
Polearm
Politics
Power Blow
Professional Skill
Propaganda/TL
Prospecting/TL
Psychology
Public Speaking
Push
Rapier
Religious Ritual
Research/TL
Riding
Ritual Magic
Running
Saber
Savoir-Faire
Scrounging
Scuba/TL
Seamanship/TL
Search
Sewing/TL
Sex Appeal
Shadowing
Shiphandling/TL
Singing
Skating
Skiing
Sleight of Hand
Smith/TL
Smuggling
Sociology
Soldier/TL
Spear Thrower
Spear
Speed-Reading
Sports
Staff
Stage Combat
Stealth
Strategy
Streetwise
Suggest
Sumo Wrestling
Surgery/TL
Sway Emotions
Swimming
Symbol Drawing
Tactics
Teaching
Teamster
Thaumatology
Theology
Throwing Art
Thrown Weapon
Tonfa
Tracking
Traps/TL
Typing
Vacc Suit/TL
Ventriloquism
Veterinary/TL
Weather Sense
Weird Science
Whip
Wrestling
Writing
Zen Archery

 

Not Recommended
Airshipman/TL
Aquabatics
Cloak
Pressure Points
Pressure Secrets

 

Forbidden
Battlesuit/TL
Beam Weapons/TL
Bicycling
Bioengineering/TL
Body Sense
Brain Hacking
Brainwashing/TL
Combat Art Sport
Computer Hacking/TL
Computer Operation/TL
Computer Programming/TL
Diving Suit/TL
Driving/TL
Dropping
Electrician/TL
Electronics Operation/TL
Electronics Repair/TL
Flight HT
Force Sword
Force Whip
Hazardous Materials/TL
Hypnotism
Innate Attack
Invisibility Art
Liquid Projector/TL
Monowire Whip
Spacer/TL
Submarine/TL
Submariner/TL

 


Ok. So with all that out of the way, hopefully adding the skill lists to the site with some of my thought processes here and there is helpful to someone. So- with the first post, we have some setting feeling, the second post we have some details on the region the game will take place in and this page – has allowed advantages, disadvantages and skills.

My next efforts will be to create a starting town, some notable NPCs as well as some NPC threats. With all of this, I hope someone can find inspiration to either run a game in Dusk World or get inspired enough to do better – cause you absolutely could!

GURPS – Dusk World setting notes part 1

In creating my setting I wanted to use advice from both the core books and GURPS lite. I decided to start with GURPS lite as many new players will have access to just this file.

 

GURPS lite has the following categories listed at the end of the pdf file under the Game Worlds header:

 

Languages

Laws and Customs

Society and Government

Tech Levels

Economics

Other Planes of Existence (if any)

Adventure Settings

Skills, Jobs, and Professions

Weapons and Combat

 

Below, I will be providing some campaign information on each header in the order above.

 

Languages –

The Kingdom of Alexander – king’s English. Because the goal of the game is to keep things rather simple, this is the most broadly spoken language. The only other named languages would be Jedahian and ancient Alexanderian. If you want to add languages such as dwarven- ask the group if they want more complexity here.


Laws and customs –

nothing out of the ordinary here for general laws. No killing, no stealing, etc. Those of higher social class (see below) often are granted the benefit of the doubt over accusations. Depending on circumstances this can allow nobility to get away with a lot.

In general people are actually free to worship whatever however there are exceptions. Those that worship the Witch mother are often accused of crimes or held prisoner for days until they can be proven innocent. This is due to the up rise of crimes by cultists that twisted the book of the divine dead’s meanings to suit their own agenda – causing peoples of that faith to be feared. It is half justified in that these teachings also ended up leading to the rise of the Sorcerer kings, now, Wraith Lords. Do not dare mention belonging to Jedah or risk being run out of town. More on faiths below.


Society and government –
The system of government the game takes place in is a monarchy. It is a kingdom is ruled by King Edward Alexander 11th. The royal family and capital region is north of the region this game take place in. The kingdom is split into 4 separate Earldoms. The Earldom the game takes place in is the Earldom of Davis Marshall.

Game takes place in the Northlands. For the interest of keeping things simple the general direction decides where people can come from with regards to ethnicity and ethnicity does not hold any bearing on whom can belong to the game. Southlanders can be anyone from Egyptian to African descent for example. The world map is fantasy but in general the same kinds of peoples that are from this world are in this fantasy world.In addition, if your PC wants to play a fantasy race, let them – but this kingdom is a human dominated one. The PC can inform how their character’s peoples interact in general with humans – let them shoulder that burden.

The Kingdom of Alexander social hierarchy (in order)

Royalty – The King, Queen, Princess, Prince

High class- Nobility such as an Earl or Duke, patrician, Politician, The High Clergy of Dawn

Citizen – standard citizen, soldier, crafting guild member, Clergy of the noon day sun

Free Peoples – merchant, traveler (technically do not have citizenship but make a name for themselves), , non humans are often considered free peoples until they own land – then they are citizens

Low Class – Destitute (poor or non land owners), slaves, refugee, laborer

This is based on ‘Desdichado”s post from http://www.enworld.org/forum/showthread.php?327175-Social-ranks-and-pseudo-medieval-fantasy-worlds



Tech Level –

In general the technology level in the world as I envision it would be mostly 4 with some amenities from tech level 5. In general weapons and armor are from tech level 4 (see below) however if a player wants to do something a bit different, hear them out.


Economics –
The currency of the Alexander Kingdom is the Sovern dollar. Other places trade with the kingdom but in general, to keep things simple, I will only list the most pertinent currency for the realm.

Other planes of existence –  The Plane of woe (a plane of shadows), The land of Dawn where the sun resides, The tomb of elements, the dread oblivion.


Adventure settings- 

Character points-  according to GURPS lite, 100 – 200 points would define heroic  or very capable characters. I decided to go with 150 character points though I was gonna actually aim lower, like 100 or 125 but i figure 150 will be a nice starting point.


Disadvantage limit – 50 points (still debating on lowering this. I really want characters to be manageable and even with magic be more down to earth in power level. The rule of thumb states it would be a good idea to limit the disadvantages to 50% of the starting character points but 75 felt like a lot.

Magic as per gurps Basic Set or GURPS Magic.

Explicit- things to do with time travel such as Jumper are not allowed. Just to keep things simple.

Race – As mentioned above, this region is a human centric one however one can add in fantasy races if desired. My wife for example expressed interest in playing a dwarf. Therefore I will be adding the Dwarf racial template from GURPS per page B261. If your players express interest, feel free to work their ideas into the setting.


Skills Jobs and professions- 
Everyone in this campaign belongs to a secretive order that was formed by the King himself. It is an order that fights beings of chaos and death in shadow wars across the globe. As of late, the order has suffered great losses in battling the wraith lords. The order conscripts those they find valuable into the order, teaching them its customs and secrets with the expectation that they be loyal to the order – which can sometimes put them at odds with the local laws.

Skills- it is expected that people be trained in the basics of martial combat as often times one will have to defend themselves against the forces of darkness.
It is expected one should know how to travel good distances and keep good time in doing so. Along with learning how to climb, swim and traverse difficult terrain.
Someone should know how to keep good company in case the order is expected to interact with nobility. New allies are often found this way so at least someone should have good interpersonal skills.
All new recruits will be trained in the basic knowledge of the occult. Not everyone needs to be a sage but everyone should be alert on what to look out for.

Roles that would be beneficial to the group- mercenaries, magical adepts, thieves (useful to obtain documents that sometimes arent given freely), clergy of the noonday sun, merchants as they often have interesting connections…, Scholars can be helpful, wilderness rangers can help as often there are times where threats take place outside the watchful eyes of the knights.

I will be posting both GURPS lite and basic set allowed skills, advantages and disadvantages in a separate page to keep this post from ballooning even more.

 


Weapons and Combat –
Weapons-  Tech level appropriate gear is permitted. GURPS low tech can be a great option for this game. Note that fire arms can be a thing but often they are not mass produced meaning ammunition can be problematic.

In general, the game will try to stick to rules lite combat but some subsystems from the basic rules may be appended on.

There will be various creatures of the night the order will be tasked to face. Sometimes it requires gear that will affect insubstantial creatures. Other times, silver may be necessary. Be warned not to waste precious materials such as these as they can be hard to acquire.



Faiths –
The common faith of the land follows the teachings of the Sun lord. A being that teaches that mortal beings can transcend their bodies and follow him into the land of Dawn – a world where they will be at peace for all eternity. There are many books made by scribes from the past, with volumes named things such as “Reunification of the Black Obelisk”.

The book of the Divine Dead – follows the path of the witch mother. Her teachings deal with grief and loss and the bleakness of reality. It also has many teachings on the dead and the nature of the husk (the body) and the soul. It is said that parts of the teachings of the witch mother ended up causing the Jedah’s rise.

The Sphinx of the Black Quartz – one of the many southlander faiths. There are often enigmas surrounding the great tragedy of life and it is said the Sphinx grants power to those that can answer its questions.

The bearers of the elements – this is a faith that prays to beings that reside in the tomb of elements. In return, they are sometimes granted insight into various aspects of things. Sometimes a person is selected and granted power based on the element in which they prayed to.

The teachings of Jedah – otherwise known in this land as the Heretical bible of Jedah. Jedah was a dark knight of the land of Cargous and the first to become what is known as a Sorcerer king. It was he, his children- Abagail, Fabien, Tristian and possibly his most trusted –  that delved into the world of woe and founded a new faith. A ‘faith’ that teaches submission to void and wishes to bring the world of balance into oblivion. Those that served were to be granted high positions and those that proved especially useful were granted some measure of dark power. Some of this was foretold in the books of twilight by the sun lord himself as it warned that those may find power in the dark but those that do will challenge all forces of the light for dominance- even coming back from death for vengeance.

Dark Fantasy Setting idea for GURPS

I am in the process of writing a sword and sorcery style rpg setting. The general idea is – castlevania/swords and sorcery and soulsborne dark fantasy. Premise below:

Reunification of the Black obelisk verse 2 – a premonition from the sun lord mentions the return of the once deceased sorcerer kings as the wraith lords – Each holding a key to oblivion…


The general populace isn’t aware of our order. To them, we are but a myth. The general populace also isn’t aware a wraith lord had appeared once every 10 years at the start of the 200th year in the age…

Each time a lord appeared, our order stopped them and their allies but each time was at cost…

The auors of the lasting dawn have foreseen a wraith lord’s appearance this year… which is not fortuitous timing for us as our order has naught recovered in number since the last battles.

We still hold the other keys to oblivion but should we fall, there is nothing to stop the world from reaching its end…