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Word has reached me that as of 1997, GURPS Camelot was
part of the recommended reading list for a course in Arthurian Literature
in Indiana University. A big thank you to "Shadowcat", whose use of the
book as a reference in a paper for that course set off a chain of events
that resulted in a copy being put in the university's reserve room...
And another big thank you to that nameless professor for his/her
openmindedness about gaming materials...
Also, there is a rather unusual
original fiction work blending the Japanese anime "Sailor Moon" and the
Arthurian mythos, which was written using GURPS Camelot as a
reference. This story and some supplementary material can be found at
http://www.tass.org/~rhea/Stories/Arthur.
I've checked it out and it's very well done.
There was very little that was cut from GURPS
Camelot. Besides the usual editorial trimming, the
following items were removed:
From "Characters" Chapter, Disadvantages:
Wanderlust (-15 points)
You can't stay in one location for very long -- the desire to
"move on down the road" becomes overwhelming after a few weeks
(or at most, a few months) in one location.
After you have been in the same place for 1 month, you must
make a Will roll at the end of each successive week, or pack
it up and hit the road!
This is a very appropriate disadvantage for
knights-errant!
From the "Bestiary" Chapter:
Black Beast of Arrrghhh
ST: 40
This unique reptilian predator is clearly a distant
relative of dragons, but it is unlikely that the dragons would
acknowledge it. It is a bipedal, wingless creature covered
above with greenish-yellow scales and beneath with
cream-colored plates. It most prominent feature is its huge,
misshapen head. Much larger than its body, the Beast's head is
little more than a huge maw filled with sharp teeth,
surmounted by a tapioca-like mass of foot-wide eyes. A pair of
monstrous curving, yellow horns extend for yards from either
side of its head behind the eyes, their base covered with a
bristly, straw-like hair. Large, cow-like ears and a flat
snout complete the picture. It has a heavy, thick tail with
which it can attack in the manner of dragons.
The Black Beast inhabits the Cave of Caerbannog and never
comes out (although this may be because the White Rabbit of
Caerbannog guards the only exit large enough to afford it
egress). It is not a clever hunter, but it is adapted for the
semidarkness in which it lives, with both Night Vision and
Alertness +2; it has a 16 IQ for the purposes of sense rolls.
Its favorite (perhaps sole) tactic is to pursue its prey
relentlessly. It has enough brains not to roar when it stalks
hiding prey, but that is the extent of its craftiness. When it
does catch its prey, it attacks only with its bite; if it does
over the victim's HT in one attack, it has swallowed him
whole.
White Rabbit of Caerbannog
ST: 1
The so-called White Rabbit of Caerbannog is a unique creature
which guarded the Cave of Caerbannog and the clue to the Grail
hidden within. Superficially it resembled a normal white
rabbit, approximately 1 foot in length and 5 pounds in weight.
It is, however, an omnivorous creature that prefers to feed
upon human flesh, as evidenced by the great numbers of nibbled
skeletons surrounding the mouth of its lair.
The White Rabbit of Caerbannog is by its nature
territorial, protecting its turf fiercely from all invaders.
In the one known case, this territory was quite small -- the
mouth of the Cave of Caerbannog and a small clearing
(approximately 20 feet across) immediately in front of it.
However, if its turf is violated, it goes
If a person is unlucky enough to encounter a White Rabbit
in combat, the enraged rodent will exclusively attack for the
throat. Treat this as an attack to the head for purposes of
hit penalty, but if the rabbit's damage penetrates DR, it is
tripled. Damage to the throat over HT/3 results in the
victim's jugular vein being ripped out; on the following turn
he will begin losing blood at the rate of 3 HT per turn. A
successful roll versus HT-3 will reduce this to 1 HT. Damage
to the throat over 3/4 HT results in instant decapitation.
The White Rabbit rarely attacks the same target two turns
running if others are available; it prefers to stay in the
air, zooming from one victim to another until they flee or
die. In no case will it pursue a target beyond the range of
its territory.
The Bunny is an incongruous creature from a humorous
retelling of the Arthurian tales, but a deadly one
nonetheless. If a GM sees fit to place this creature in his
game, it should be guarding something of great value.
The Dark Knight of Gotham in Nottinghamshire. |
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This web page is Copyright © 1992- 2001, Robert M. Schroeck. GURPS and GURPS Camelot are trademarks of Steve Jackson Games, Inc. |
The material presented here is my original creation, intended for use
with the GURPS
system from Steve Jackson Games. This
material is not official and is not endorsed by Steve Jackson Games.
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