DF/Banestorm Mash Up Idea

mercredi 11 mars 2015

OK, so I'm planning on offering to GM a GURPS campaign for my group this year. Specifically I'm thinking of offering a DF/Banestorm mash-up as that seems to be about the level that we normally play at. Please note that this will be my first time GMing and the groups first GURPS games



Now I'm planning on setting things in Caithness, for the heavy combat bent, starting with DF type plots like guarding caravans, retrieving rare herbs for alchemists and finding out what's keeps closing that mine near Wallace and moving up to more complicated stuff involving the civil war, I've just got to figure out how.



Now details are pretty sparse in Banestorm, so leaning on Katherine Kerr's Devery serries this is what I figure for military power:

*Each baron has about 100 riders/knights in a warband, plus skirmishers raised from his villiens



*King Conall has 3 warbands of the above size, and likewise higher number of skirmishers, but most of these are tied down in Mershall town. Note also that these numbers exclude the Knight of the Stone.



*Baronets will only have about 30 men in their warbands, with a consumately smaller number of skirmishers



*A manor will only have the knight who owns it and perhaps one or two others, either friends or possibly very senior squires.



*A town charter will require it to maintain a force of pikemen, spearmen or other heavy infantry, quite likely with supports. In times of peace this is normally ignored bar for the City Guard. (The Town Watch isn't part of this arrangement). In times of war the Town Charter specifies who can call upon this force to supplement his own, however this has never been tested before the civil warehouse



Magic will be apply the DF fixes for time/space, radiation and creation spells, but not the wizard/cleric/druid rules.



With the -5 for low mana every is going to have two effects as I see it. One (Excluding PCs and other adventuring types) most mages are going to be more background types, not Battle Mages like in Megalos, which fits nicely with the Arthurian theme.



Two, in an effort to counteract the low mana mages in Caithness know the full range of Hermetic Astrology modifiers from Thaumatology, taking the Extra Option perk from Magical Styles allows the character to just know what will get him bonuses, other wise a roll against Thaumatology at -5 with the MoS gives the number of bonuses you can remember. This last option is aviable to mages from other lands, bar Megalos.



Now DF means magic items, which at first sounds at odds with a low mana environment, but it does sort of fit with the idea of wizards hanging back and providing advice and support. Anyway, with the astrology bonuses this actually goes away. I figure there's an enchanting guild with an enchanting hall hidden beneath a walnut farm in a high mana pocket, it of course has 13 levels, etc. The high mana offsets the penalty for it having to work in a low mana area, while the others boost it to a plus ten bonus allow up to 20 or maybe even more mages to take part. I'm placing costs a $1 plus 1/100 total energy, round up, up 500 energy points in a single casting once you account for extra HT/FP, ER and powerstones. Of course you may not get you work request done very soon.



Points cost, I actually need some advice, do I use the 150 points suggested early on, use the DF 250 or average it to 200 points?



Now is there anything I've forgotten?

DF/Banestorm Mash Up Idea

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