Walking Gods Campaign


Premise

You are a mage, a good mage, originating in some fantasy world (any setting, TL3 with magic, of your choosing). One day, somebody grabs you -- a higher being of some kind, and your life is forever changed. You awaken in a new land, stripped of all companions and most of your equipment, feeling the mana course through you stronger than ever, and quickly realizing you have become an aberration -- you don't cast a shadow or have a reflection, you have no body heat, and you also heal extraordinarily quickly. You also discover that except for a few mages like yourself, kidnapped and transplanted in a similar manner, you are the only user of magic in this entire world. To the bronze age people of the land you now live in, you are like a god. A walking god.

Campaign Info

The campaign will start much like one might expect from reading the premise (see above). Characters will be designed from the walking god character template.

Alternate Rules for the Campaign

Several optional rules from various people's GURPS web pages will be in effect for the Walking God's Campaign. The following two rules have been locally mirrored (without the author's permission -- I hope he doesn't mind) to make sure the links don't change on me all of a sudden. The original copies can be found at Blue Room GURPS, a page by S. John Ross. The following alternate rules have also been locally mirrored (again w/o the author's permission). The originals can be found at Kromm's Collection of Optional GURPS Rules, a page by Sean M. Punch.

Lay of the land

  • Native Communities
    A short description of some of the local peoples in the land in which the characters are transplanted.


Equipment of the Land

  • Weapons
    A list and short discussion about what weapons are in common use in the lands the characters now call home.




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