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LFG GURPS DF - Midweek or on the Weekend?

Looking to start a new campaign with Roll20, and using g+ Hangouts. This'll be a weekly game. I'd prefer to have four players in my group. I'd prefer players who have experience with both roleplaying in a campaign and GURPS as a rule set, because that'll make the game run smoother. I don't yet have a time and day of the week set to run sessions. My time zone is Perth, Western Australia. List all the days and times you'd prefer to play on, use the time zone converter website to convert those time frames to my time zone of Perth, Western Australia. Whichever ones work with both my schedule, and the schedules of the rest of the group have a better chance of being picked. 250-point character with -50 Disadvantages and up to 5 Quirks. Same guidelines as the DF books, especially DF 1. Sandbox campaign with opportunities for mega-dungeon crawling, wilderness exploration and urban adventures. List what DF books and Pyramid issues you are using for your character. Be sure to write up extensive notes and page references at the bottom of your sheet about your equipment, racial template, disadvantages, advantages and so on to be better aid your GM in making calls. Coins don't have weight, but still have volume - you need something to keep them in, and you may have trouble with filling just the one container with every coin you have. We're using the Game-Time (Powers 108) modifier for abilities that normally have "per session" or "per real-time hour" limitations, like Luck, Wild Talent or Serendipity. Uses per real hour = uses per game day. Uses per real session = use per game week. Available races: Dwarf, High Elf, Half-Elf, Wood Elf, Human, Halfling, Half-Orc, Gnome, any Half-Spirit Available CFs: Elven, Dwarven, Faerie, Goblin-Kin, Hell, Heaven, Frozen North Tribes, Forbidden East, Western Kingdoms, Southern Chaos Wastes Tribes, Dragon, Coleopteran, Wildman Available Languages: Demontongue, Celestial, Elven, Dwarven, Orcish, Western Common, Eastern Common, Northland Tongue, Southern Common, Draconic, Reptilian, Coleopteran, Troll, Wildman The Setting: What Your Characters Know Where you are now: Hell's Throat, The Western Kingdoms. About right on the border of two kingdoms that were at war five years ago and at the Southern fridges of the Orc-riddled wilderness, the county is somewhat untamed with the main point of civilisation being Starhold Keep - which garrisons soldiers to patrol the area to defend it against invasions both from the rival nation and from avenging Orc tribes. In the surrounding wilderness, monster lairs, woodlands, the large river and some mountainous terrain. To the North: Up the Hell's Throat Trail and into the mountains of Orc tribal territory, very dangerous. To the North-West, is an somewhat cold island not known to many, but said to include a city of necromancy named Abydos and some kind of underground mega-crypts. To the North-East, avoiding the mountains and travelling for days, are the snowy Tribal nations. To the South: South-East of Starhold Keep and requiring travel by ship is the town of Faelin, on the island of White Pillar. South-West of Starhold Keep and closer to the edge of civilisation is the city of Than, an unique trading centre known for its underground tunnels connecting it to other towns in the region via magically floating barges travelling along Ley Lines. The terrain here is arid plains and some desert. Just after the last of the civilised towns way down South are The Devouring Lands, a place of deserts and sandy hills. Further south, across the barren wastelands, is the demon-run city of Hellsgate. West of here: Directly connecting Starhold Keep to the rest of the nation is the Borderland Road, a major trade route. Following it will lead you through waystations and into small towns, then eventually the city of Kingsbridge. Further West of Kingsbridge is a direct route to the Capital. Near the Capital is the infamous ruins of the ancient Stonehell prison. North-West into the nation leads to the city of Worminghall, near the Dunheath Labyrinth. The Dunheath Labyrinth is said to lead into the underground Crystal Wilds. Across the ocean and to the South-West, a continent of savage jungle. East of here: Over the border into the rival nation, where some more towns and the Greythorn Forest are, before journeying onto actual trade routes to cities. Notable towns near Starhold Keep are High Blackwillow, Wesp and Millford Bridge on the Greenroad. Going South-East into this nation is the major trade port of Pagan's Landing. Going North-East into this nation, meanwhile, passes you through the isolated villages of the countryside, including the village where the reclusive wizard-scholar Octavius is overlord in his tower. Across the ocean, the Forbidden East where Ninja, Samurai and Chi Monks come from. The seven Arch Demons, worshipped by evil clerics and unholy warriors, are the rulers of Hell and each rules a domain of a specific sin: Lucifer: pride Mammon: greed Asmodeus: lust Leviathan: envy Beelzebub: gluttony Satan: wrath Belphegor: sloth Any questions? Thanks for your time.
Bump.
Sorry about that title - it should read LFP rather than LFG.
Since you bumped this again I'll post a reply... I am afraid to do so because I might not be able to actually play depending on the chosen schedule (but Monday is free), specially considering you are UTC+8 and I'm UTC-2... Anyways, if you get players and a schedule that isn't 7am my time (or taken by any of my other games) I'd join.