One Minute
This is the description of an event that Bill will be running at GenCon 1999. Note
that playtesting before the convention may alter the details given below slightly.
General Information
In 60 seconds the world ends unless you can save it. You have to battle past
the minions of the evil mage Foozle (tm) and stop him. Can you do it?
By Sunday most people at GenCon are getting a bit worn out mentally so come
and kick some monster butt in a glorious GURPS dungeon crawl!
Background
The High Council and their allies have battled the evil Foozle (tm) and his minions for
nearly 100 years. Now as victory over him finally approaches the council has discovered
that Foozle (tm) will destroy the world at noon today and it's five minutes to noon
right now! You are a member of an elite squad of volunteers to
be gated into Foozle's (tm) tower in a last-ditch (and probably suicidal) attempt to stop him.
Some notes:
- The gating process disrupts active magic so no spells cast before gating,
potions already quaffed, nor activated magical devices will be in effect
after you gate. This also reduces the effectiveness of all unshielded potions carried
through the gate by about two thirds (which will render most of them useless).
- The gate will only remain open for a few seconds so only a few will be able to
make it through.
- Each of you will be receiving one shielded flask of Chiron potions. The shielding
should protect them against the gating effect. Additional shielded flasks for other potions are
on order and will be available in six to eight weeks.
- Opening the gate takes four minutes. That leaves you one minute to get
to Foozle and stop him!
- The Death Swords of Disruption, Flaring Axes of Doom, Ultimate Wands of Devastation, Impenatrable
Armors of Invulnerability,
and other such magical
equipment promised you is in production and will be available in
about two months.
- The Council will reopen the portal for your return
but that will take another four minutes.
Maps and Locations
The interior layout of Foozle's (tm) tower is unknown. It is believed to have four levels
above ground and an unknown number below. The tower is square and over 100 feet on a side
at the base tapering to about 90 feet on a side at the peak.
This is the probable layout of the ground floor based on interviews with captives:
Foozle's (tm) tower is in his Fortress of Doom where he has been holed up for some time.
There are several thousand of his minions in the fortress so you may want to seal off
the tower if you get a chance.
It is thought that Foozle (tm) probably has some traps and or deadfalls in the tower.
Foozle's (tm) minions include:
- Evil humans. Yes, a few perverted souls do serve him.
- Orcs. What evil overlord would be complete without them?
- Ogres. There shouldn't be too many of them, though. Remember, they are magic resistant.
- Undead? While Foozle (tm) himself is not a necromancer it is believed he has some in his service.
- Elementals. Foozle's specialty!
- ??? Who knows what other foul creatures Foozle (tm) may have!
Characters
I will bring a pile of various combat oriented sorts built with the following restrictions.
What About Bringing My Own Character?
You can bring your own character to this event *IF* you OK it
with me first, follow the rules below, and get me a copy before
GenCon. Remember, this is a tactical combat event with a duration
of exactly 60 game seconds.
- 200 points total
- *NO* points for *ANY* disadvantages or quirks (you can take any you want, though)
- No more than 125 points in attributes and no attributes above 15
- No more than 125 points in advantages
- No more than 75 points in TL3 skills and spells
- Unarmed combat is limited to Brawling
- No more than 16 points in any one skill
- No more than 30 spells
- Spells are limited to those in GURPS: Magic
- No cinematic, psionic, nor super-powered anything
- Humans only
- Any non-magical, TL 3 equipment of the usual European middle ages variety
- All weapons are Fine quality (+1 damage where appropriate)
- No gunpowder, fencing, or "weird" weapons (lassos, bolas, etc.)
- You may have 5 "points" worth of magical equipment as follows (ask about any others you
in which you are
interested):
Cost | Enchantments |
Free
(if you want them) |
Staff spell (on one item), 5 doses of Chiron potion (heal 1d6 hits or restore
2d6 fatigue each dose) |
1 point |
25% lighten (all armor), +1 puissance (one weapon), +1 accuracy (one weapon),
+1 fortify (all armor), each 5 points worth of unflawed powerstones,
any other potion (but remember the reduced effectiveness) |
2 points |
50% lighten (all armor), +2 puissance or flaming or icy (one weapon),
+2 accuracy (one weapon),
+2 fortify (all armor), +1 deflect (all armor) |
3 points |
+2 deflect (all armor) |
For example, you could take 50% lighten (2 points) on all your armor, +2 puissance on your
broadsword (2 points), and a 5 point power stone (1 point).
20 arrows or bolts counts as 1 weapon for the above.
Some suggestions:
- Speed is WAY important. Keep that in mind when choosing skills, spells, armor, and weapons.
Begin able to summon a demon is cool but useless if it takes a minute or more to do so. And
if your move is 2 you're going to be left in the dust by the faster characters.
- Choose weapons/spells of several ranges. Being the world's best swordsman isn't going
to do you squat if you can't reach your target or yout target gets up close and personal.
Rules
We'll be using the GURPS advanced combat rules and my battlemats and cardboard heroes. Some
rules may be modified to make the game run faster. All decisions by Bill are final.
Foozle, 7, and the letter E are
probably trademarks of someone-or-another. Just being cautious... :-)