General Directory

 Velitrium Menu 
Creating a Character
Compendium Rules
House Rules
Whats New
My Style
Valuable Links

 History of Velitrium
History of Velitrium, Part 1
History of Velitrium, Part 2
Statistics of Velitrium
Chronology of Velitrium

 Life in Velitrium
Life in Velitrium
Institutions of Velitrium
Law and Order
Who's Who in Velitrium
Common Critters
Royal Mail
Velitrium Calendar
Mitraen Church
Old Faith
The Katallah
Medicine and Healing
Money and Finances

The Encyclopedia Velitrium
Volumes A-C
Volumes D-F
Volumes G-I
Volumes J-L
Volumes M-O
Volumes P-S
Volumes T-V
Volumes W-Z
Goblin Dictionary
Lords of the Velitar

 The Bad Guys
The Valley of Khun Dhagra
The Dark Lore
The Undead
More Baddies

Fighters, Mercenaries, Guards and Soldiers
Thieves and other Low Life
Clerics of Mitra
Knights of Mitra
Sacarium Guards

Circles of Power
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
Food and Drink
General Equipment
Miscellaneous Equipment
Bronze Armor for Mages
Dwarven and Elven Armor
Weapon Accessories
New Stuff

Animal Training

 Maps of Velitrium
Map of Velitrium
Duchy of Gemmatus (South Gate)
Map of the Frontier
Map of Argentium
Map of Ferramentium
Player Maps

 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 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 Ultra Tech

GURPS Ultra Tech II


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.


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.