We will begin play in Silverhold, the great bastion city of the South.
The City is built within Divine Pillar of Order's aura of protection that regulates the flows of mana through out and prevents the manifestation of monsters within it's area of influence. Silverhold is a predominantly human metropolis built surrounding the Divine Pillar of Order and is structured with defensive walls in concentric rings with the most wealthy and influential at the center, closest to the pillar, and the poorest further from the center. The Surrounding country side is primarily rolling hills and taiga forest, with rocky shores lining most of it's southern coast and smoother beaches along the northern shore abutting the Mearin Sea.
The Divine Pillar of Order is the home of the Halls of Order, a dungeon of Satkuthan the goddess of Civilization, Order, Law, and Trade.
We will begin play as the star heroes of the younger generation. A newly assembled group of adventurers with bright futures, hand picked by the recruiters of the Alethian Pride Guild to be the face of Alethian Pride for younger generations.
Your characters can be from any of the primary races, plucked out of your home cities, adventurer colleges, and Adventuring Guilds as you hot shot up-and-coming adventurers. You've all be brought together to form a party by the will of the guild who pays the expense of having you brought from all corners of the world.
Lets work through how to spend these points.
First everyone in this campaign Begins Play at Bronze Rank and with certain Social and Guild affiliations that cost a total of 55 points (detailed below), leaving you with 245 points.
Your First real step is to choose an Ancestry Templates
Almost all ancestries cost 60 points for basic templates, additional optional enhancements cost more.
Your next step is to look at the Class Templates
All Class Templates cost 150 points and while these are completely optional, Class Templates provide a good place for players begin the process of altering their core stats, and choosing skills and advantages.
Next select at least one Divine Blessing
Additionally, most Adventurers have at least a small blessing from one of the gods.
All characters should have at least a few Disadvantages and Quirks
These are an important aspect of character creation that give your characters a life of their own and offer great role play opportunities.
Your last step is to spend any remaining points on:
Modifying Core Stats
Additional Skills
And finally selecting any additional Advantages and Perks
Duty of an Adventurer -20 points
(Adventurer, 15 or less; Extremely Hazardous)
Adventurers are considered always on duty and are expected to spend as much time as they’re able seeing to the business of monster extermination, and dungeon explorations. They may also be called upon to aid with dire threats whenever they emerge.
Status of an Adventurer 0 points
Become an Adventurer 5 points
You are an Adventurer, a group that most of society holds in high regard. Anyone that knows and cares that you are an Adventurer receives a +1 on all reaction rolls when dealing with you.
To be an advantage, this must be obvious to anyone who meets you. You are treated well because of what you are, not because of who you are. Think of it as “privilege by association.”
Respected: You receive polite and obsequious deference, much as if you had high Status, regardless of your actual Status. Social interactions other than combat usually go smoothly for you – but there may be times when the kow-towing gets in the way.
A giant multinational organization. 30 points
The Adventurers guild is a multinational organization that serves adventurers in a number of ways:
They function as a source of information for monster and adventurer related topics
They aid adventurers to connect with local buyers and sellers of services and gear
They help regulate prices of certain objects and consumables
They can help adventurers find training and mentors
They can advise adventurers on local customs, politics, and laws
They can offer information about local geography and sites of interest
They function as legal representation for adventurers
They post and manage job procurement, validation, and payment
However they are also the regulatory force that is responsible for policing adventurers and holding them to account.
Frequency of Appearance
The Adventurers guild mostly allows their members to operate on an ‘at will’ basis. As a result they rarely give directions to their members, however when there’s an emergency and they need people, saying no isn’t really an option.
Special Enhancements
Special Abilities: The guild doesn’t supply their members with much by way of equipment, however they do a lot of work in aiding adventurers connect with local buyers and sellers of services and gear, even going so far as to create auctions and members only markets in some places.
Powers of an Adventurer 5 points
As an adventurer you may be called upon to act as law enforcement in less metropolis areas that lack formal policing, city guards, or the like. Or in situations that require the specialized assistance adventurers can offer to an especially difficult or dangerous situation.
When you are called upon to assist local law enforcement, you may act as a form of law enforcement with the accompanying powers and restrictions.
You have jurisdiction in areas under the purview of the adventurers guild within the scope of adventurer contracts, the ability to arrest suspected criminals, and the power to perform searches with appropriate cause.
Your individual ability to take these actions is given a certain degree of freedom so long as your judgement isn’t called into question for misusing it.
Adventurer’s Immunity 5 points
You are exempt from some or all of the laws of the societies you find yourself in.
Instead you are classified as an adventurer and any legal issues, should they arise, are directed through the guild.
However, as an adventurer you are required to follow the strictures of the adventurers guild and while many of the laws are different or supersede those of individual cities, regions, or kingdoms, they are also strict and breaking them can hold very serious consequences.
The coat of arms for Alethian Pride
Guild Members Code of Honor -5
Members of the Alethian Pride Guild are expected to behave in certain ways while in public so as to maintain the image the Guild strives to maintain. They're not super strict with this and only really care if something a guild member does becomes public knowledge.
Duty of a Guild Member -15 points
(Guild Member, 9 or less; Extremely Hazardous, Involuntary)
Membership in the guild comes with the occasional ask from those who provide for you. On occasion the guild will request you take on specific quests, join with other groups to achieve more challenging goals, and other tasks. This isn't super common, mostly they want you to be a visible exemplary adventurers and to give the guild a good name. However when a request is made it is expected that it will be accepted, refused requests come with various forms of punishment.
Alethian Pride hates Outworlders. -5 points
One of the core principles of the Alethian Pride Guild is that Adventurers from their world are capable of taking care of their own problems, they view those brought into the world to solve it's problems as interlopers and a waste of resources and time. They are biased against them and work to oppose them whenever the opportunity arises.
While your character may not care either way, but the rest of the membership and especially the leadership really do. So unless you plan to push against this you have to at least pretend to be Intolerant in the presence of anyone from the guild.
A giant multinational organization. 15 points
The Alethian Pride guild is a multinational organization that serves their members in a number of ways:
They function as a source of information for monster and adventurer related topics
They aid their membership with by providing deals with local buyers and sellers of services and gear
They can help adventurers find training and mentors
They can advise adventurers on local customs, politics, and laws
They can offer information about local geography and sites of interest
They function as legal representation for adventurers
They post and manage job procurement, validation, and payment
Frequency of Appearance
The Alethian Pride guild mostly allows their members to operate on an ‘at will’ basis. As a result they rarely give directions to their members, however when the guild leadership makes a decision those involved often find they lose some of their autonomy.
With what the guild provides and pays you are considered wealthy. 20 points.
Wealthy: Your starting wealth is five times average; you live very well indeed.
Most native Alethian races are born with the magical potency of an Iron rank creature. During puberty (at whatever age is appropriate for their race) they advance to Bronze rank. Very few ever make the jump to Silver rank. Those that do are primarily adventureres of the highest caliber and royalty who use the wealth and resources of their lands to fund the ritual. Navives that reach gold rank fall into the realm of myth and legend.
In addition to standard rank bonuses listed below there is also a bonus/penalty to engaging in fights against opponents outside your rank.
A 1 rank difference causes a ToR modifier of 2
A 2 rank difference causes a ToR modifier of 5
A 3 rank difference causes a ToR modifier of 10
A 4 rank difference causes a ToR modifier of 20
The ToR modifier is applied to any damage you deal before checking against your opponents DR. Thus wounding multipliers are applied after this modifier.
If a Bronze Rank Adventurer attacks a Silver Rank monster, their attack will suffer a -2 penalty to all damage dealt. Additionally the Monsters attacks against the Adventurers will receive a +2 bonus to their damage.
With the level of Hp available in GURPS this isn't an insurmountable barrier, but it is a dangerous one.
However if those same adventurers attacked a Gold Rank monster, they would likely quickly be put down as a Gold Rank monster's attacks are likely to be more potent at that level even before considering the +5 ToR modifier.
All characters begin play at bronze rank which costs a total of 20 pts. and comes with the following advantages:
Hard to Kill: 2pts.
You have 1 levels of Hard to Kill. Hard to Kill give characters a bonus to Health rolls made to remain alive while at negative HP
Acute Senses 8 pts.
All your basic senses (Hearing, Taste and Smell, Touch, and Vision) gain a +1 bonus to all sense rolls.
Regeneration (Slow): 10 pts.
Recover 1 Hp every 12 hours
Increased Stat Advancement Maximums:
HP +50%, Basic Speed +3.0, MP +50%, FP +50%
A character's secondary stats can only be increased by a percentage of their Base stat calculated from the primary stat. Normally this is 30%, thus a character with 10 hp could increase their maximum hp to 13. This increases the maximum to 50% allowing such a character to increase their max hp to 15 from 10.
* Note that this is slightly different from the standard rank advancement bonuses applied to Essence users.
In addition to these benefits many Native Alethian's receIve Additional Advantages during puberty from the following list:
Catfall - 10 pts
Combat Reflexes - 15 pts
Daredevil - 15 pts
Fit - 5 pts
High Pain Threshold - 10 pts
Perfect Balance - 15 pts
Sensitive Touch - 10 pts
Voice - 10 pts
Some of these may be purchased outside of rank up's with enough training; such as catfall, fit, and combat reflexes.
When a creature or character reaches a certain level of magical potency they may perform a ritual to advance from Bronze rank to Silver rank, but the ritual is expensive, requiring a considerable expenditure of material resources and a high cost in Advancement Points.
The transformation ritual used to reach Silver Rank Costs 200 character advancement points.
In addition a character may wish to spend extra points on Additional Advantages or by buying off any Disadvantages the character may wish to purchase.
Upon reaching Silver Rank apply the following changes to your character:
Silver Rank Stat Bonus
+2 ST, +1 DX, +1 IQ, +2 HT, +3 Hp
Hard to Subdue 2
At Silver Rank you gain a +2 bonus on HT rolls to stay conscious when at -HP
Hard to Kill 4
At Silver Rank you gain a +4 bonus to HT rolls to resist dying at -HP.
Acute Senses
At Silver Rank your Rank bonus to All Senses becomes +2
Regeneration (Regular)
Recover 1 Hp every hour
Extend Lifespan
400% lifespan (Applied to your remaining lifespan at the time the rank up ritual is performed)
Language Talent
Injury Tolerance
Unliving
Metabolism Control
No more toilets
Temperature Tolerance 8
With 8 in Temperature Tolerance you gain a significantly broad range of comfort.
For ordinary humans, this zone is 55° wide and falls between 35° and 90°. Expand the normal 55° range of comfort by a number equal to 8 times your HT, adding equally to the top end and low end of the spectrum.
Resistant (Metabolic Hazards)
You are Immune to all threats that only affect the living, including all disease and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag.
Increased Stat Advancement Maximums
HP +70%, Basic Speed +4.0, MP +70%, FP +70%
Danger Sense - 15 pts
Discriminatory Hearing - 15 pts
Discriminatory Smell - 15 pts
Discriminatory Taste - 10 pts
Doesn’t Breath - 20 pts
Double-Jointed - 10 pts (Requires Flexibility)
Eidetic Memory - 5 pts
Flexibility - 5 pts
Pressure Support 1 - 5 pts
Recovery - 10 pts
Unfaze-able - 15 pts
Very Fit - 10 pts (Requires Fit)