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Old 09-01-2010, 12:08 AM   #1
Davies
 
Join Date: Aug 2004
Location: Edmonton, AB
Default [OOC] GURPS Dungeon Fantasy: Mystara

SEEKING ONE PLAYER, WHO MUST BE WILLING TO PLAY A CLERIC.

Current Party:
Maas Spector, Human Knight (played by Captain-Captain)
Anelas, Human Scout (played by sheldrine)
Melchior Kohler, Human Holy Warrior (played by Kuroshima)
Kip Thollen, Halfling Thief (played by Dorin Thorha)
Witiza del Resplendo Místico, Elven Elementalist (played by Sir Pudding)

This is a Dungeon Fantasy campaign set in the D&D world of Mystara, intitially the Grand Duchy of Karameikos. Don't worry too much if you're not familiar with that setting. Knowing too much may actually be a disadvantage, because I've changed quite a few things.

Your character should be built using the 150 point templates for the character archetypes from Dungeon Fantasy 1: Adventurers presented here. If you want to be a character with a mixed profession, you can start with a 100 point template from that page and a 50 point lens from Dungeon Fantasy 3: The Next Level. (One exception to that is noted further down.)

Racial templates, if any, must be bought out of the character's "extra" advantage points. The following races are available for PC use: Dwarf, High Elf, Wood Elf, Gnome, Halfling.

No evil clerics or unholy warriors, thank you. If you want to play a variant cleric or holy warrior from Dungeon Fantasy 7: Clerics, let me know and we'll work out the details privately. There are two "generic" holy deities available as patrons.

Tarastia is the Patron of Justice, worshipped as Forsetta in the Northern Reaches. Her followers must take Honesty (12) as their required disadvantage. (They rarely take Vow (Never use edged weapons) and favor the use of an axe.)

Petra is the Patron of Defense, for the most part only worshipped by the Traladarans. Her followers are required to take Sense of Duty (coreligionists) or (good entities), depending on their template. (It's more common for them to take Vow (Never use edged weapons).)

Dice Rolling by Invisible Castle; except for secret rolls by the GM, players roll all their own rolls.

Modified Template

Swashbuckler -- 100 points

Attributes: ST 10 [0]; DX 12 [40]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 5.00 [-15]; Basic Move 6 [5].
Advantages: Remove Enhanced Parry and Luck from the template. Take only 30 points (not 60) from among the listed advantages.

(This allows for a High Elf Swashbuckler-Wizard who spends the last 10 points of advantages to bump his ST back up to 10.)

Last edited by Davies; 09-14-2010 at 08:12 PM.
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