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General Directory

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New Spells: Body Control
New Spells: Mind Control
New Spells: Enchantment
New Spells: Making and Breaking
New Spells: Meta
New Spells: Movement
New Spells: Elemental Air
New Spells: Elemental Fire
New Spells: Elemental Water
New Spells: Elemental Earth
New Spells: Elemental Weather
New Spells: Elemental Acid
New Spells: Illusion and Creation
New Spells: Knowledge
New Spells: Protection and Warning
New Spells: Necromantic
New Spells: Light and Darkness
New Spells: Gate and Teleport

 Equipping a Character
Clothing and Accessories
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 Miscellaneous
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 Maps of Velitrium
Map of Velitrium
Duchy of Gemmatus (South Gate)
Map of the Frontier
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Map of Ferramentium
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 Archives of Pre-Yahoo Games
The Archives











Creating a Character

So, you want to play...

                                                        Okay, this is what your going to need.

Regardless of what campaign or genre you are playing in, this will be invaluable.

GURPS Basic Set, Third Edition

If you are playing in the Swords & Sorcery campaign or the Muskets & Magic campaign, and you want to play some type of spell caster, these are practically indispensable.

GURPS Magic

GURPS Grimoire


If you are part of the Muskets & Magic campaign, then this is useful, but not required.

GURPS High Tech

If you are playing in the SPACE campaign, then these are extremely valuable

GURPS Space

GURPS Ultra Tech

GURPS Ultra Tech II


DON'T WORRY!

You don't have to have ANY of these books to play!  If you are missing any of them I will work with you to fill the gaps. However, if you don't have a copy of the  'Basic Set, Third Edition'  I suggest you click on the link below and download a copy of GURPS Lite. This is a 32 page summary and guide to the game system. It is available in PDF or zip formats.

GURPS Lite


Starting your character

Though the basic information for setting up a character specific to each campaign and genre will be posted, the process is a cooperative effort between player and GM.  Please e-mail me before embarking on the task of Character generation. If you are familiar with GURPS then you know the drill. If you are not, I suggest that you contact me AND review the books. Go and click on GURPS Lite. You can  download a copy of GURPS Lite, a condensed  version of the rules.                                                                                                                 

All characters start with 100 points and are allowed 40 points of disadvantages and 5 points of quirks.
No Unusual Backgrounds without prior approval.
No Psionics.

Consult with me prior to taking wealth levels above Wealthy or any Status level above 1.

There are no Super Powers or Cinematic advantages.

The disadvantage 'Weirdness Magnet' is not permitted in Velitrium
(Things get strange enough without it.)

Consult with me prior to taking an Enemy disadvantage greater than 20 points.

Check the detailed list of prohibited Advantages and Disadvantages from the
Compendium I

Character skills. Obviously not all skills are appropriate for all genres. If you have a question please contact me. 
Check the detailed list of prohibited Skills from the Compendium I.

Equipping the character. Starting funds are determined per the campaign, as are available equipment lists. Though the lists of available weapons and armor are fixed per genre, the equipment  lists are by no means exhaustive. If there is some item that you would like your character to have AND that fits with the campaign's technology and genre, e-mail me and we'll work out the particulars. 

Magic & Spells. Each campaign that includes magic (the Space campaign does not) has a list of available colleges and spells. Some spells listed in GURPS Magic and GURPS Grimoire are not allowed. Contact me if you have any doubts. I will be using the GURPS Umana system as well as Standard GURPS Magic system.  If you are unfamiliar with this please visit the link on the main page or contact me. Characters do not start with magic items.