The Rise of Eliryä
Blood of the Elirki
Tone/Genre: Sword and Sorcery in the vein of Conan, Warlord of Mars, etc.
System: GURPS.
Game Type: Play by Post.
IntroductionWelcome to Eliryä, an emergent city-state about thirty miles upstream of the great Utës Hrad - an ancient city carved into the cliffs that line Vaikir Vüŋkaž. Here, the strong seek glory, while the weak fight to preserve the fragile, flickering light of society. Here, heroes are tempered in the fires of the eternal gladiatorial matches and sent forth to push back the darkness that constantly threatens the walled city. Here, the Slayers find themselves in a social class of their own, able to ignore most laws and afforded considerable hospitality so long as they follow a strict code that includes loyalty to the city, refraining from political activism, and limitations on wealth (see Slayer above).
PremiseThe idea is that the PCs are future legends akin to Herekles, Achilles, Perseus, Thesius, etc. They should be superheroes for their time. (In fact, real life superhero comics are little more than retellings of these types of ancient myths.)
They will be mythic Slayers of Eliryä, and as such, will go on adventures for their own glory and the glory of the City. They will be members of a growing class that exalts heroism, combat prowess, and courage, and rewards them with great wealth and partial immunity from the laws of the land. And if they succeed, they will be the subject of many a song for generations to come.
Character CreationStarting Points: 250 + Slayer [-2] (see below).
Tech Level: Early TL 3 with TL 1 medical technology.
PCs should be based on 250 points with no more than -50 points of Disadvantages, -5 in quirks (with points gained when the perk is actually taken), and an additional -2 points from the Slayer trait.
Abilities and secondary characteristics may not exceed 20, but should not dip below 10.
Primary weapon skills should generally be between 13 and 20.
Magic is not appropriate for PCs, but esoteric skills that require Heroic Archer, Trained by a Master, or Weapon Master or with Imbuements are.
Additionally, PCs should take at least 0 levels in one or more power talents that describe how they will gain superpowers as the game progresses. These should be appropriate to a Dark Ages fantasy setting - no Psionics or techy powers, please.
A few things are worth noting: navigation technology follows a Viking progression (advanced by comparison), and there is an utter lack of fencing weapons. Weaponry and armor should be appropriate for Eastern Europe between 700 and 1,200 A.D., except that leather armor, Jack of Plates, and Mail and Plates are all appropriate (a result of squishy humans fighting not-so-squishy monsters for a very long time). Reflex bows and all crossbows are not available. Oh, and no firearms.
Slayer [-2]: Legal Immunity (Slayer's) (Pact, Slayer's Code of Honor, -20%) [8] + Social Regard (Respected or Feared) 1 [5] + Code of Honor (Slayer's) [-10] + Vow (Own no more than you can transport) [-5].
House Rules
- Optional Jumping Rules, p. B352
- Changing Posture in Armor, p. B395
- Bleeding, p. B420
- Last Wounds, p. B420
- Extreme Dismemberment, p. MA136
- New Hit Locations, p. MA137
- Severe Bleeding, p. MA138
- Armor Fatigue, p. LT101
- Chinks in Armor, p. LT101
- Concealing Armor, p. LT102
- Hit Locations, p. LT102
- Blunt Trauma and Edged Weapons, p. LT102
- My Armor Doesn't Fit!, p. LT103
- Layered Armor, p. LT103
- Sneaking in Armor, p. LT103
BooksRequired: GURPS Basic Set
Recommended but Optional: GURPS Powers, GURPS Martial Arts, GURPS Low Tech, GURPS Low Tech Companion 2 - Weapons and Warriors, GURPS Power Ups 1 - Imbuements, GURPS Power Ups 2 - Perks, GURPS Power Ups 3 - Talents, GURPS Powers - Divine Favor
Case-by-Case Reference: GURPS Action, GURPS Dungeon Fantasy, GURPS Monster Hunters, GURPS Horror, GURPS Mystery, GURPS Social Engineering.
I'm a bit slow with play by post games but I'd give this a shot, if you can get it going.
I'll give it a shot. I've got various GRUPs books...I think. Which edition is this? And I'm going to need system help, I know almost nothing about GRUPs but willing to give it a whirl.
It's Fourth Edition (the current version), and I'd be glad to teach. It's not a particularly difficult system to play in; building yoru PC to begin with is where 90% of the work lies. Um, so don't die? Just kidding!
Honestly, I'm pretty slow with these games, too, so that sort of thing isn't daunting to me; it rather fits the time I have for such games. Hopefully we can keep it going for a while. My suggestion for character generation is to begin by coming up with a description in terms of in-game capabilities and then working to model that with the system. Working it the other way tends to overwhelm players with options. So, I'd say by just pitching some PC and party ideas around. I'll chime in and help ya'll make the characters in GURPS, if you want (or you can do it all, I'm good either way). Because of the point limit, we might have to trim some of the character ideas down a little, but generally speaking, aim for something between 3rd adn 5th level dnd 3.5 equivalent. And of course, be creative!
I'm going to give this a couple more days and then start a PC gen thread for the game. That'll be the most laborious part, but it'll pay off in the end. Hope ya'll are still interested!
And of course, we have lots of room for more!