Underlying rules are GURPS 4E. (See references)
- Total of 100 Character Points or less
- No more than -50 points in Disadvantages
- No more than -5 points in Quirks
- Exotic (alien face) Advantages/Disadvantages are not allowed
- Allowed races: Dwarf, Human, Halfling, Half-orc, or Gnome
- Technology Level (TL) of 3
- Mages must have Magery >=0 (spell table below gives restrictions)
- Mages almost always have Thaumatology skill (if you lack it, roleplay a good reason)
- Clerics access schools of magic via Power Investiture >=1 as per the deity he/she follows.
- Clerics also must have Theology and Religious Ritual skills pertaining to their religion. Low levels in these skills preclude high levels of Power Investiture (GM discretion).
- Since everyone in the Enclave works for a living, include one or more practical/professional skills at level >=12 (although young PCs might have a lower level).
- Examples: Animal Handling, Carpentry, Cooking, Farming, Fishing, Gardening, Housekeeping, Jeweler, Law, Leatherworking, Masonry, Merchant, Naturalist, Packing, Professional Skill (e.g., barber, brewer, caregiver, cooper, miner, server, tailor, tanner, weaver, etc.), Prospecting, Research, Sewing, Smith, Teamster, Veterinary, etc.
- Since adventures will frequently involve exploring outside the Enclave, consider buying a few skills with wilderness/scouting applications. However, since the Enclave has been isolated for so long, people are unlikely to be highly skilled in many of these areas. You can still buy high skill levels, but roleplay a good reason for knowing the skill so well.
- Animal Handling, Camouflage, Cartography, Climbing, First Aid, Fishing, Hiking, Hunting, Jumping, Knot-Tying, Mimicry, Naturalist, Navigation (land), Observation, Prospecting, Riding, Running, Scrounging, Stealth, Survival, Swimming, Tracking, Weather Sense, etc.)
Due to the isolation of the Enclave, some skills are completely unknown:
- Area Knowledge outside the Enclave; everyone has area knowledge of the Enclave by default
- Sailing/Seafaring/Navigation(sea) (anything larger than a rowboat is unknown in the Enclave)
- Languages other than Common, Dwarvish, or Orcish (sages might have some basic written-only knowledge of other languages)
Other skills don't fit the game world:
- Skills beyond tech level 3, and 'cinematic' skills
- Ritual Magic, Herb Lore, and Alchemy (if you want magic, become a cleric or mage as above)
Restrictions for mages
Advanced magical lore has been forgotten and highly skilled mages are rare. PCs may not have Magery 3 or higher. Although most spells are available, some spells are unknown to Enclave residents. The mana level is Normal (Magery 0 is required to cast spells).
|Forbidden Spells (all Magery 3(U))|
|Air||Summon Air Elemental(U). Clouds, Frost, Predict Weather, Rain, Snow, Hail, Storm, Wind, and generally any creation of non-point weather(R).|
|Body Control||Transform Body(U).|
|Communication & Empathy||Control Person, Lend Language, and Dream Sending(U). Machine Learning(R).|
|Earth||Summon Earth Elemental, Earthquake, Flesh to Stone (U).|
|Fire||Summon Fire Elemental(U).|
|Gate||Planar Summons and Teleport(U).|
|Illusion & Creation||Create Animal and Phantom(U).|
|Knowledge||Plastic Vision and Schematic(R).|
|Movement||Flying Carpet and Teleport(U). Cloud Walking and Cloud Vaulting(R).|
|Water||Summon Water Elemental(U). Current, Fog, and Waves(R).|
R-Restricted from play
Any spell that requires a spell listed above carries the same limitation
Restriction for clerics
PCs may not have Power Investiture 4 or higher. Clerics/druids derive their spells from their deity. Thereby there is no list of unknown or restricted spells as they are all between the character and the deity (GM). You still have to pay character points to learn clerical spells. Some spells will always be available to your character. Some may only be allowed for certain quests. The character's deity may always forbid certain spells. See the deity pages or Clerics for details.
- Mana normal by default
- Sanctity normal by default (although temples or related buildings such as clinics would have higher sanctity for their clerics only)
- Magic items only available through OK of GM. Some standing stock will be in the stores, and they can also be bought/rented from the Crib.
- Magic items <= 60 energy generally $1/energy + materials.
- Magic items from 61 to ~120 energy generally ~$5/energy + materials (this may need a bit more discussion).
- Magic items > ~120 energy generally $33/energy + materials.
- Items on the boundaries of these cutpoints may have intermediate costs (GM discretion).
- Combat conducted with miniatures on a map (hexes, as is standard in GURPS)
- Combat cards will be available to ease our transition to GURPS combat
- Combat will be conducted with the Basic Rules. Modifications to be made as deemed necessary. No external rules to be included at this time.
- Heavy armor (beyond scale mail) is difficult for PCs to obtain (although the Enclave Watch uses it; in any case, armor heavier than leather is difficult to wear for long periods, such as exploring Outside.
- Most TL3 weapons are available to PCs (since exploration outside the Enclave is being encouraged), although polearms are generally only owned by the Enclave Watch.
- Most TL3 equipment is available to PCs from ordinary shops.
- Pets and livestock are purchased just like equipment (per the GURPS Campaigns manual); however, a remarkable animal (such as a familiar) might be obtained using the Ally advantage.
Equipment Variations by Race
- 'Worn equipment' (clothing, armor, backpacks, etc.) within The Enclave are sized for the use of humans unless otherwise stated
- Halfling and gnome worn equipment is 50% the weight and 75% the cost of human-sized gear (backpacks are 50% capacity)
- Dwarven worn equipment is of equal cost and weight as for Humans
- Half-orc worn equipment is essentially the same as for Humans
- Members of each race vary significantly in size; for example, one particular Gnomish garment will not fit all gnomes. However, magical garments/armor might automagically resize themselves.
- Most other equipment can be used by all races. However, characters prefer equipment appropriate to their size, and characters generally cannot use hand-held equipment that is longer than their height. For example, all races could easily use the same dagger; a small character might use a human-sized hammer, but find it clumsy; halflings and gnomes can never use longbows, but short bows or crossbows would be OK. There are common-sense exceptions (for example, polearms are OK in general, but a halfling has no way to use a human-sized polearm). If there is doubt, the Dungeons and Dragons equipment rules can be used as a guide, with size M being GURPS size modifier 0, and size S being size modifier -1 or -2. For example, a broadsword (size M) can be wielded in one hand by a human (also size M), but a gnome (size S) needs 2 hands.
Staffs (quarterstaffs) for halflings and gnomes are shorter (reach 1) and do 1 less damage than human-sized quarterstaffs, but use the same skill, grant the same parry bonus, and still use 2 hands (although a human-sized person could wield them with 1 hand).
Party guidelines (place-keepers, idea, players should establish these conventions)
- Treasure handed out in equal portions
- Choice of magic item supersedes standard treasure share
- Basic Set
- Low-tech Instant Armor
- Dungeon Fantasy 1 (select portions)