Character Generation
This page reflects pretty much everything I would ramble about
as I sat down to help a player make a character.
Table of Contents
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Creating a Character
The character types, templates, and points allowed will all be affected
by the specific guidelines for the campaign being played.
Be sure to check them out. |
When purchasing attributes, please be sure to look at the specific
guidelines for the campaign you are playing in. In general,
I will have limits as follows:
- Maximum points on attributes will generally be limited to
80 points.
- Maximum attribute values
- one attribute can be bought up to 15.
- all other attributes are limited to 13.
- Minimum attribute values
- anything below 8 must be explained in your concept/background
and approved by me.
I will use various optional rules from the three rules books:
- Extra Effort - I will use the Expanded rules [CII 171]
- Throwing distance and damage - I will use the tables from
CII [CII 11]
- Fatigue and hit points are swapped. Fatigue is based
off of HT; hit points are based off of ST.
- Consistent Character Concept: a character with a high ST
that is intended to reflect some weight training or similar
resistance training, should probably buy Lifting skill [CI 132].
- Consistent Character Concept: I expect a character to have
points spent on DX-based skills equal to or greater than half
the points spent on DX, e.g. if a character has a DX of 14,
they should have at least 14 points of DX-based skills.
- Consistent Character Concept: I expect a character to have
points spent on IQ-based skills equal to or greater than its
IQ score, e.g. if a character has a IQ of 14, they should have
at least 14 points of IQ-based skills.
- Be sure and see the house rules on Will
below as well.
- Consistent Character Concept: consider buying Athletic Skills,
Toughness, etc. to reflect the kind of Health your character
has. If a below average health, such purchases might be
inappropriate.
I am using the optional Will rules "Three-pronged Approach" [CI
9sb] and Frequency of Submission [CI 10sb]. Some clarifications,
reminders, and pointers:
- Physical Will = HT+ (Strong/Weak) Will. This is not
so much an extra attribute, but rather allowing characters to
use their (Strong/Weak) Will on HT tests that would be reasonably
affected by will.
- Mental Will = IQ + (Strong/Weak) Will. This would be
used to resist a mental attack.
- Emotional Will = 10 + (Strong/Weak) Will. Generally,
this will be used for Fright Checks and fear-like effects.
There really is no need to record this as an extra attribute,
per se, just be aware of the formula.
- Resisting a disadvantage will be based on its respective
Frequency of Submission [CI 10sb]:
- Almost always (15-) - 3 x value
- Quite often (12-) - 2 x value
- Fairly often (9-) - listed value
- Quite rarely (6-) - halve the listed value (rounded up).
Do not abuse this.
- Will example: The young girl punches her hand through
your team mate's chest, killing him. You make an Emotional
Will Roll to stand your ground. She then uses a psionic
attack on you to control you; you use your Will-modified IQ
to resist. The stench of death and decay threatens to
overwhelm you and incapacitate you with wretching, you use your
Will-modified HT to resist. Any questions? Yes,
your team mate is dead, sorry.
Perception
Raising and
Lowering Figured Quantities [Rationales]
I allow the raising and lowering of Fatigue up to 3 points,
Hit Points up to 3 points, and Speed up to 2 points. They
are still based upon their respective attributes and if any of the
base attribute (ST, HT, IQ) values change, the figured quantities
will be re-calculated. |
Physical Appearance
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Wealth and Status
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Acute Hearing - no more than 2 levels
Acute Taste/Smell - no more than 2 levels
Acute Vision - no more than 2 levels
Alertness - this has been replaced by the Perception
Attribute
Strong Will - buy as a 1/2 cost attribute and limited to four levels
(see Will). |
Addiction - some examples:
Appearance - some more examples
- Ugly (scarred) [Wa 48] - I assume a -3 to reaction rolls
Code of Honor - some examples:
- Arabian -10
- Aztec Knight's -5
- Bushido -15
- Enlisted Man's -10
- Officer's -10
- Gentleman's -10
- Hospitality -5
- Mercenary's -5
- Norseman's -10
- Pirate's -5
- Roman -10
- Secret society -10
- Viking -10
- Warrior's -10
Compulsive Behaviors - some examples:
Duty
- A corporation
- Leader of some sort
- Military
Enemy
- Thugee Cult (large group)
- Tong gang (medium)
Obsession - some examples:
- Destroy robots and AIs -15 [for a Reign of Steel campaign]
- Fight gang violence -10
- Improving rank and status -5
Odious Personal Habit
- "By the book" -5
- Mutters constantly -5
- Takes ears from dead enemies -10
- Eats other sentients -15
Odious Personal Habit
- Bloody -10
- Yells when excited -5
Poor Hearing - 2 points per level, no more than 2 levels
Poor Taste/Smell - 2 points per level, no more than 2 levels
Poor Vision - no more than 2 levels
Sense of Duty - some examples:
- Anyone character perceives as a victim -5 [Wa 15]
- City's inhabitants -10
- Clients -5
- Comrades in arms -5
- Squad -5
- Temple -5
- Village -5 [Wa 14]
Vow - some examples:
- Fight spread of necromantic diseases -10 [provided they exist]
- Poverty -10
- Uphold animal rights -5
Weak Will - buy as a 1/2 cost attribute and limited to for four
levels (see Will).
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Quirks
It can be hard to think of good quirks. I have started to amass
some from GURPS books on my Quirk List.
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Skills
Skill level cap
The maximum level for a default skill is
20. The maximum level for a skill is Attribute + 10.
Scientific Skills
Occultism: you might want to have your character specialize in some
category, especially if there is some particular evil they fight
routinely. |
Equipment and Encumberance
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Completing Your Character
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Character Development
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Random Characters
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