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!

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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…

Inheritance of Mana – Campaign world history

In the world of the Inheritance of mana, history is defined in three broad epochs. Antiquity or mythologies- which takes place millennia ago until the last 1000 years. The eclipse age which the largest battles between the three forces took place and finally there is the current era.

During the age of antiquity the world was created and crafted by the great creator deity. He equally divided up most of his strength between two lesser gods – the sword god Govellias and the shield goddess Auraluin. He did this because he needed to create powerful guardians to prevent his newly formed world from being devoured by another entity called the great blot or the teeming darkness.
Soon after the creation of the lesser gods, the creator disappeared deep under the earth to rest for millennia. It was said that this was not the first sphere he created…but it was the last.

Thus the world was left to Govellias and Auraluin and they did not waste much time alone… The lesser gods created various things together. They crafted spirits, the fey lords, dragons and even crafted a reincarnation cycle that funnels the souls of the expired mortals through the brilliant world, a metaphysical plane of existence, with the end goal of using learned knowledge from these souls in order to better combat the great blot.

While an amazing feat itself, the two gods also created four elementals that had untold amounts of power. The great kai elementals were crafted using the soul arts of Auraluin however it was created using a special technique used only on these four. Govellias and Auraluin crafted souls that are inherently part of the second metaphysical plane of existence the brilliant world- thus causing mighty elementals that can draw almost limitless powers from the brilliant world. Because of this, they almost rival the power of the two lesser gods themselves…

At one point during the age of antiquity, the great blot attempted to devour the planet itself as a whole. Govellias decided to sacrifice himself, leaving a good portion of his strength with Auraluin as a contingency if in the unlikely event that somehow his body be used as a vessel by the darkness. He launched himself up at the great blot, tearing a large chunk of it off – which landed in the vast ocean. This event was greatly sad, however it also lead to peace. This attack caused the darkness to halt for a very long time, giving the elementals and dragons time to experiment with the piece that fell to the ocean.

They found that it, while immune to the effects of time, the great blot was a creature composed of pure chaos. In addition, they found that its body has in imperfection in its healing element and thus it recovers any lost strength at an exponentially slow rate. This was not the only positives to come from this however. This long peace allowed the other lesser races to live in peace for a time as well as gave rise to a new type of technology called magica technology, which would become crucial in the development of a great spiritual weapon.

After 1000 years, the fey lords were able to develop a grand weapon that could be used to sear off parts of the great blot. Auraluin aided in its construction along with the dragons of old. Their hope would be to never lose another god to the great devourer. This weapon is large, so large that an entire city was created around it. Due to this, both the weapon itself as well as the city around it are both referred to as the called the City of Light. The city weapon is powered by focused elemental energy. However it also has the ability to drain the souls of participants to be used as a fuel source. This secondary usage is very dangerous and can lead to instant death for those participants. Because of its nature though, attacks using the soul are significantly more powerful than attacks that use elemental energy.

After another few hundred years of peace, the world would be introduced to another grand threat. Govellias had returned, however it appears that he had become corrupted. It was revealed that he had survived, living within the great blot itself. He was able to draw power from the being itself allowing him to corrupt other beings to his will. He was no ally of the great blot however. He now wished to destroy both Auraluin and the great blot and rule over the small world alone… and thus a three way war began.

Govellias begun working to undermine the greatest weapon the heroes of light had created. He knew that since Auraluin still had a great deal of his original power, he would lose a head on confrontation. He used his new powers to avoid detection and set to work in altering the weapon. At this time, the great blot returned, a most unfortunate timing for him. He was not yet finished altering the weapon but his tinkering worked enough. When the weapon was fired, it dealt a great wound to the darkness however it also wounded him, forcing him to retreat from the land for a time. Scholars argue that the end of antiquity should be from the time Govellias returned however it is now commonly declared that end of the age occurred when the city of light misfired.

The eclipse age is an age where the three forces battled constantly and where each of the leaders of the three forces would wound each other so deeply that they would disappear. Govillias retreated after making the weapon misfire and hatched a plan to gain greater powers. He discovered he was able to absorb energies from the dark blot and remembered that his prior attack on it splintered a great deal of flesh from the being. Govellias travelled to the floating chunk, corrupting its many defenders there. He also used his many troops to scour the land and gather all pieces of the dark blot that fell during the last attack. He would mask this second scheme by having many forces attack at various places, making the forces of light unable to discern his scheme for quite some time. Govillias was able to gain a massive amount of dark power from this.

Govillias’s next move was to summon the blot itself and attempt to absorb strength directly from the otherworldly being. He summoned it, and flew into the core of the beast- the very heart of darkness. It was here he discovered the folly of his plan as it seems he was not the only thing to learn something of their prior union. The darkness itself allowed itself to be called so that it could attempt to reintegrate with Govillias. It converged on him and destroyed Govillias’s body.

During this time, a rather large battle was occurring between Govillias’s forces and the blot. The fighting between Govillias’s forces and the darkness eventually spilled into the quiet lands and destroyed many a city. Angered by this, the war was now joined by the forces of light. A three part war between light, darkness and madness began. Beings of shadow descended upon the cities of the world. Great beasts imbued with chaos ravaged the land. Elemental spirits burned away the darkness and monsters. Each battle was a desperate one as when one side became victorious, another side would attack it. After a year, the darkness launched an attack that shattered mountains, boiled rivers and chilled the air. The attack leveled everything in a 100 mile radius.

The darkness focused vast amounts of power onto heavily populated centers. It did this as it appeared to have learned what made the city of light so powerful. It is a weapon that uses the focused spiritual energy of living beings in order to cause it harm. Realizing this, Auraluin and the fey lords decided to make a desperate attack using the now repaired city of light. The fey lords made the decision to sacrifice most of their kin in order to use their life force to destroy the dark blot once and for all. The weapon fired and hit the heart of darkness directly causing a gigantic, continual explosion that mixed light and darkness.

The darkness lost most of its mass as pieces rained from the sky. The forces of darkness retreated and soon the forces of light quelled Govillias’s monstrous forces.The victory was a pyrrhic one however as many of the people of light were unaware their very lives were used. People would watch as one by one, many people suddenly died where they sat or stood. The goddess Auraluin herself also disappeared, with many elementals saying even during the current age that they could barely feel her presence. A new age was declared with the ending of the great war with the booming eclipse.

During the current age, the leaders of the three forces may be gone but the fighting has continued. Govillias’s forces splintered further and further, fighting themselves and anyone else. Many now follow their own whims, either sticking with their kingdoms or breaking into small tribes. Some even converted to either rivals side, depending on which master they seek. If they can get past the corruption they can potentially ally with the forces of light.

The dark blot now appears as an large moon that orbits the world. It’s large round mass misses a center and can be seen during the daylight as well as in the evening. Even in its weakened state, it still launches attacks at the world, extending a massive tendril onto the surface where its dark children spawn and either infect or attack others. Those that infect others are called dark agents and convert peoples by cuts their very soul from the very soul flow itself and converting their souls into a new form of infectious energy.

Luckily for the forces of light, a sizeable piece of darkness is necessary for the tendrils to extend. The event of when this occurs is referred to as a dark beckoning. The occurrences of this event have lessened since people learned to destroy the darkness pieces however many pieces have dotted the land since the city of light’s last attack, making the task of locating them difficult. Making matters even worse are pieces of darkness that landed in the ocean, giving rise to many aquatic forms of darkness that lie in wait.

It is this age where the stories of the game will be told. Modern life is very different one than the one told in history books. It is a time where people can afford to build their own legacy and seek their own desire. There is still vast threats in the world…but there is also the sense of optimism as well.

OVA character Idea – Kazuma of the Absolute Victory

 

My wife wanted to try to run a game of Open Versatile Anime– OVA anime rpg by wise turtle publishing. She decided to create a setting where special students are scouted and formed into special teams in order to work with the government.  The setting allows for characters to have special abilities- often supernatural in nature. I decoded to go with super science style character with a bit of an edge to him.

 

Meet – Honda Kazuma heir to the Honda Conglomerate.

 

Kazuma Honda is a new cadet to the academy. The academy is always looking for fresh recruits and due to his family’s reputation his inclusion was all but assured. As mentioned, Kazuma is heir to the Honda Conglomerate, a mega corporation that leads in several fields- robotics, engineering, bioengineering, medicine as well as aeronautics. His father Gunpei trained him from a young age to follow their strict and grueling family motto of ‘Absolute Victory’ – victory at any cost. Due to this, he has had a rough upbringing and has a tendency to take many situations seriously and – due to having to achieve absolute victory- many times this means he has to over do his efforts.

Kazuma himself is a genius when it comes to machines of all kinds, including weapons. His true passion is the creative process – creating something tangible from ideas. One of the greatest things he created however is a way to reach into a pocket dimension and store things. Because of the science behind it, it’s not feasible for many to get ahold of this technology so – on top of his father’s top lawyer’s extensive patents this isn’t something the layman is aware of.

 

Kazuma is tall, slender with a brown eyes and brown hair. He excludes a ‘coolness’ yet somewhat cold and dejected demeanor. In conversation he is ‘nice’ enough, but his family’s upbringing does not allow him to get too close as – anyone could prove to be a rival at any time- unless they prove they are worthy.

 

Abilities – still a work in progress but with only so many points I made some concessions.

  • Attack – basic training 1
  • Inventor – 4
  • Knowledge – academics 1
  • Knowledge – Athletics 1
  • Knowledge – devices 2
  • Smart 3
  • Walking Arsenal: Mecha
  • Wealth 3

 

Weaknesses

  • Arrogant 2
  • Code of conduct 3 – absolute victory
  • Fussy – 1 – order cleanliness
  • Infamous 2 – stories of the family’s motto get around and who can say if its been exaggerated or not (often not)
  • Over confident 2 – years of training and success tend to make someone pretty self assured
  • Stubborn 1

 

Inventor allows 2 modern marvels

Marvel 1- AR – Spectralizer Glove – 4

*targetign computer – combat expert 1

*Null space – dimensional pocket 3

>Perk – Accurate x2

>Flaw – Activation -10

 

Blade cycle/Blade AR Alpha Vehicle – LV 4 this device can transform from a bike to a wearable combat armored suit. Attacks include a laser sword in combat armor mode, micro missile launcher in vehicle mode. Targeting computers and jet thrusters to aid in combat and maneuverability respectively. if things get truly dire, there is even a life support mode. All this in the form factor of a briefcase Kazuma keeps near him.

Rail Raiders Infinite- House rule- remove enemy dice rolls

Rail raiders man.

Rail raiders really let us down the second time we played it. I know my opinion is actually controversial as most people don’t like it beyond the first play. For us though, unfortunately it just didn’t happen. I pulled a lot of speed up cards into our random draw, our first train car was insurmountable with all the enemies that were drawn, plus enemy die rolls were insane. We barely made any money and had been pushed around more than a pinball in a cabinet.

I love the miniatures but the game it needs work. the reality is though, the game is really not meant to be anything more than a simple beer and pretzels type affair where you and your mates get together to roll dice, beat up robots and compete to get the most cash.

I don’t have the answer unfortunately. The only thing I can do is try to brainstorm with our peers to make the best out of a bad situation and continue to make more house rules.

My first attempt at house ruling this game made it out to board game geek listed here: https://boardgamegeek.com/thread/1838500/showdown-my-house-rules-raiders-vs-lawbots

My next attempt is not going to be for everyone but I figure I want to cut out some of the dice rolling in the game by eliminating the need to roll for the law bots. Instead, the number and type of law bots will determine the rank the players will need to beat to defeat them.

The rules are:

Each lawbot counts as a count of 1. in order to determine what rank you need to beat to defeat a lawbot, you count up the number of bots in a car and it will determine what you need to beat. The trick is- each type of lawbot is limited in how far they can enhance the rank. The max rank limit per lawbot type is listed below:

Deputy – 3

Sheriff – 5

Marshall – unlimited

What this means is, no matter how many lawbots are in a car, if all of the lawbots were deputies, the rank you need to beat will never advance beyond 3. The additional types of lawbots will increase the overall rank needed to defeat the group as they add their experience and expertise to the fight. However they still only provide the same counts as normal.

For example, the train car is revealed and two cards are drawn. 2 deputies and 2 sheriffs are added to the car. If you were to perform a showdown with them, you would need to beat a rank of 4 to defeat lawbots on the cars. If one were defeated, the rank needed to further win showdowns goes down by 1 each showdown.

Similar situation, if two cards are drawn and 4 deputies are drawn – then the rank you will need to beat will be 3 because duties have a hard limit of 3.

If cards are drawn and you are to add 2 deputies and 1 marshal, then the rank to beat is 3.

Division Street – Power Templates

In Division street, characters will be transformed into a stronger beings that have access to kind of alien magic. In order to make sure characters confirm to the same standards when creating powers, a Power template is necessary.

Cosmic Knight magic – A new source of energy was born from an alien’s influence on the population growing on the planet Earth. The humans natural Ki energy combined with the power of the galaxy to create a new source of energy called Star energy. Not everyone has the capability to produce star energy. Player characters are most likely to be Cosmic Knights or scouts, so they produce this energy.

  • Deplete – Warriors using any kind of cosmic magic requires the expenditure of a user’s star energy.
  • Emotional – Star energy is malleable by the emotional state of the user. In game terms, you must have emotional stimulus to use the ability, like someone being in danger or your health is less than 1/5 its full value.
  • Unique: Must Shout Attack Name and Gesture – Cosmic Knight spells have verbal and somatic components and many of the more powerful spells require the use of them to be successful.