Character Creation.   Posted by Gamemaster.Group: 0
 GM, 1 post
Wed 16 Sep 2009
at 02:50
Character Creation
Character Creation
150 points
-50 points for Disadvantages
-5 points for Quirks (beyond the -50 for Disadvantages)
No Psionics
No Exotic Advantages
No Sahudese or Cultural Familiary (Sahud)
TL 3 (all starting money ($1000) may be spent on starting gear)
1 free set of clothes
Max Magery 3 for beginning characters
Priestly magic will be as described in the Basic Set - Characters.
Banestorm races will be used.
All characters start with one language known at Native both spoken and written proficiency for free.

Physical Description:
Provide a physical description of your character, including age, gender, race, height, weight, eye color, hair color and style, body type, and any other physically defining characteristics.  What makes your character look different from other members of his or her race?


Where are you coming from?  Where are you going?
What are two or three defining moments in your character's life?  What motivates your character to go on adventures?

This message was last edited by the GM at 08:18, Thu 17 Mar 2016.

 GM, 2 posts
Wed 16 Sep 2009
at 02:54
Character Advancement
Stats can be improved at 1x character creation cost.

Learned advantages, such as Combat Reflexes and Trained by a Master, are available after character creation, but most inherent advantages cannot be bought.  Levels of existing advantages can be improved at the normal rate.

Skills may be improved at normal cost with a logical explanation.

New skills may be added if an attempt to use them was made during an adventure or a trainer can be found for the skill.
 GM, 3 posts
Wed 23 Sep 2009
at 02:53
Character Races

The Elder Races


The Dwarf package is worth 35 points.  ST+2 [20]; HT+1 [10]; FP+3 [9]; Basic Move-1 [-5]; Artificer 1 [10]; Damage Resistance 1 (Tough Skin, -40%) [3];  xtended Lifespan 1 [2]; Lifting ST+2 [6]; Longevity [2]; Resistant to Poison (+3) [5]; Signature Gear [1]; Greed (12) [-15]; Intolerance (Racial enemies) [-5]; Miserliness (15) [-5]; Stubbornness [-5]; Expects male dwarves to have long beards [-1]; Prefers gold to other precious metals [-1]; Axe/Mace (A) DX [2]-10; Merchant (A) IQ [2]-10; Taboo Traits (Jumping, Running skills).

Dwarves are short, stocky humanoids who mostly live underground, mining precious minerals, keeping secrets, and holding grudges.  Dwarves blame elves for the Banestorm (whether or not the elves actually had anything to do with it is irrelevant - they should have prevented it).  Dwarves and Megalos have clashed in the past regarding territory, and are rivals of dragons for wealth and treasure.  Millenia of dwarves fighting orcs have made the two races bitter enemies.

Dwarves are generally 1 1/2 feet shorter than humans of the same ST and 50 lbs. heavier.  Their primary racial enemies are orcs, dragons, or Megalons.  Their 1 point in Signature Gear represents a treasured item, usually hand-crafted by the dwarf.  Many dwarves do not have Greed or Miserliness.  Some have Phobia (Open Spaces), Night Vision, or extra levels of Signature Gear.


The Gnome package is -7 points and includes FP+1 [3]; Basic Move-1 [-5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Green Thumb 1 [5]; Honest Face [1]; Longevity [2]; Sense of Duty (Nature) [-15]; Doesn’t like to live underground [-1].

Physically, gnomes resemble dwarves, but whereas the dwarves prefer their subterranean halls, gnomes prefer the open countryside, often living as farmers and shepherds.  Gnomes can be found in human settlements, as well.  Lacking any real organized political structure, gnomes generally adapt to whatever culture they find themselves living in.  They get along well with dwarves and the other non-monster races.

Gnomes are 1 1/4 feet shorter than humans of the same ST, and weigh 25 lbs. more.  Other common advantages for gnomes include Artificer, Sensitive, Smooth Operator, Versatile, or Social Regard
(Good Neighbor) 2.


The Elf package costs 41 points and includes ST-1 [-10]; DX+1 [20]; IQ+1 [20]; Attractive [4]; Gifted Artist 1 [5]; Magery 0 [5]; Musical Ability 1 [5]; Unaging [15]; Code of Honor (Elven) [-10]; Sense of Duty (Nature) [-15]; +1 to Bow [2].

Long-lived, slender, and physically attractive, elves were once the rulers of Yttaria, long before even the Banestorm.  Once builders of great cities millenia ago, most elves now live deep in the forests in communities of fifty to one hundred individuals.  Some elves mingle freely with humans, however, living in human settlements and marrying humans.

Protectors and cultivators of the forest, they grow many useful plants, such as fayflax, whose fibers can be woven into paper and cloth.  Each community is loosely ruled by a council of elders.

Before the Banestorm, the elven race was ruled by a High Council of 33 elders, but if such a council still exists, the elves aren't saying.  Although elves lack little political clout, most human rulers with elven subjects have at least one trusted elven adviser.

Most elves treat other humanoids without prejudice, but a rift remains between them and the dwarfs, and few elves can tolerate orcs.

Elves possess the same facial complexion hues as humans do.  Their hair is usually gold, silver, black, or red, and their eyes are usually gold, green, or blue.  Many elves have Intolerance (Orcs), Animal Empathy, Perfect Balance, Plant Empathy, more levels of Magery, or a wider Sense of Duty.


The Half-Elf package is worth 27 points and includes IQ+1 [20]; Extended Lifespan 1 [2]; Magery 0 [5].

Half-elves are the result of the union of elves and humans, and as such have some characteristics of both races.  Never common, half-elves can be found where humans and elves settle.  They are welcomed by elves and most other races, other than the dark elves.


The orc package is -22 points and includes IQ-1 [-20]; HT+2 [20]; HP+3 [6]; Acute Hearing 2 [4]; Bully (12) [-10]; Intolerance (Total) [-10]; Social Stigma (Barbarian) [-10]; Quirks: Doesn’t regard betrayal as wrong; Kowtows to  stronger people; Measures social standing by
things “controlled” [-3]; Brawling (E) DX [1]-10.

Although a monster race, orcs have lived on Ytarria for as long as dwarves and elves, and are thus accounted among the Elder Folk.  They are short, hairy humanoids with enlarged canines.  Most other races consider them filthy, stupid brutes, and usually, they're right.  Humans are orcs' greatest rivals, being the only race on Ytarria that can match orcs for aggressiveness, tenacity, and constant breeding.  Orcs share bitter feuds with dwarves and elves, although renegade dwarves often become orc warband leaders.

Some orcs have adapted to human civilization, serving in such occupations as servants, herders, and woodsman.  Civilized orcs are generally viewed with suspicion by other orcs until they prove themselves; barbarian orcs are distrusted by everyone, even other orcs.

Common advantages include advantages Acute Vision, Combat Reflexes, High Pain
Threshold, Night Vision, or Rapid Healing. Common disadvantages include Bad Temper, Berserk, Gluttony, Greed, Sadism, and Unattractive Appearance (though some orcs possess a fierce kind of attractiveness). Civilized orcs usually lack Intolerance and even Bully.


The half-orc package costs 6 points and includes HT+1 [10]; HP+2 [4]; Acute Hearing 1 [2]; Social Stigma (Minority Group) [-10].

Half-orcs result from the nonconsenual union of humans and orcs.  Looked down on by humans, they nevertheless can pass for husky, unattractive humans, and the stronger half-orcs often find places for themselves among orc tribes.


The Ogre package is 28 points and includes ST+10 (Size, -10%) [90]; DX-1 [-20]; IQ-3 [-60]; HT+3 [30]; SM +1; Acute Taste and Smell 1 [2]; Damage Resistance 3 (Tough Skin, -40%) [9]; High Pain Threshold [10]; Magic Resistance 2 [4]; Night Vision 9 [9]; Hideous [-16]; Odious Racial Habit (Eats other sapients) [-15]; Social Stigma (Barbarian) [-10]; Social Stigma (Uneducated) [-5].

Bigger, meaner, and uglier than their orcish cousins, ogres can nevertheless be found in human settlements, often working in menial jobs such as servants and slaves.  Ogres are even more stupid than orcs, and are generally trusted with only the most basic tasks.  Most live among orc tribes, serving as shock troops and laborers, but some solitary ogres have made homes for themselves in the wild.

Some ogres are smarter and more social, and a few frown on eating sapient flesh.  A tiny portion of ogres are much smarter than normal, and, instead of Magic Resistance, have Magery.  For an ogre's height, take the ST before the +10 racial bonus and increase it by 60%.  Average weight is five times a human's (pre-modifier) ST.



Humans are by far the most numerous race in Ytarria.  Most are Christian and Megalan, but their race is known most of all for its diversity.


The Goblin package is worth 19 points and includes ST-2 [-20]; DX+1 [20]; IQ+1 [20]; Night Vision 9 [9]; Impulsiveness (12) [-10].

One of the most common races in Ytarria, goblins are short, green humanoids.  After they arrived via the Banestorm, they quickly established the Goblin Kingdoms, but now they have been absorbed by Megalos and are good Imperial Christians.  In other parts of Ytarria, they follow Islam or pagan religions.

Within the empire, goblins possess significant political and economic clout, being bright, extroverted, numerous, and often magically gifted.  They generally get along well with other races in Ytarria.  They adapt themselves to whatever culture they live in, and identify themselves by where they live first, and their race second.

Their height is normal for their ST, but their weight is 10 lbs. less.  Many goblins have "Interested in magic and mages," or the Talents of Business Acumen or Smooth Operator.  Successful gnome merchants do not have Impulsiveness.


The Hobgoblin package is worth -15 points and includes ST+1 [10]; DX+1
[20]; IQ-2 [-40]; Night Vision 9 [9]; Bad Temper (12) [-10]; Stubbornness [-5]; Brawling (E) DX [1]-11.

Hobgoblins are larger, dumber versions of goblins.  Some live in goblin society as servants, and others live in the wild as hunter-gatherers, attacking those who are smaller and weaker than they.

Many hobgoblins are Poor or worse, and Miserliness is rare.  Other mental disadvantages are common, including Intolerance.  However, some hobgoblins have higher IQ and lack Stubbornness or Bad Temper and may rise to positions of prominence within their warband.


The centaur template costs 100 pts.  With this comes ST+8 (Size, -10%) [72]; IQ-1 [-20]; HT+2 [20]; SM +1 (2 hexes); Basic Move +2 [10]; Per+1 [5]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four total) [5]; Fearlessness 1 [2]; Hooves [3]; Impulsiveness (12) [-10]; Overconfidence (12) [-5]; Compulsive carousing [-1]; Finds the trappings of domesticated horses (saddles, harness, stables) offensive [-1].

Some centaurs are much wiser than others, often having IQ of 13 or higher.  These centaurs are called sages, and are usually experts in at least one field of knowledge.  Almost all centaur wizards are sages.

Centaurs are human from the waist up and equine from the waist down, with four legs.  Lovers of freedom, they often live in plains and grasslands near elven forests and get along with their elven neighbors.  Most are wanderers, but some are well-versed sages, and some have advised kings and rulers.  Nomadic, centaurs are only rarely found in Yrth.


The Halfling package is worth 0 points and includes ST-3 [-30]; DX+1 [20]; HT+1 [10]; SM -1; HP+1 [2]; Basic Move-1 [-5]; Halfling Ranged Weapon Talent 2 [10]; Silence 1 [5]; Social Regard 1 (Good Neighbor) [5]; Chummy [-5]; Code of Honor (Halfling) [-5]; Gluttony (12) [-5]; Dislike large bodies of water [-1];
Staid [-1].

Most halflings come no higher than three feet tall.  They are typically 1 1/2 feet shorter than humans of comparable ST, although they have normal weight.  Halflings almost never wear beards.

Halfling settlements can be found throughout human lands.  As a people, they are generally peaceful and laid-back, but they make stout warriors.  Halflings get along well with most races, especially civilized folk.

Many halflings have an Addiction to Tobacco, and some have Alcoholism.  Some have Xenophobia instead of Chummy and Staid, and many have higher levels of Silence.


The Minotaur package costs 13 points and includes the following:  ST+3 [30]; DX+1 [20]; IQ-2 [-40]; HT+3 [30]; Absolute Direction [5]; Acute Hearing 3 [6]; Damage Resistance 3 (Tough Skin, -40%) [9]; Damage Resistance 2 (Skull Only, -70%) [3]; Impaling Striker (Horns; Limited Arc, Front Only, -40%; Long, +1 SM, +100%) [13]; Magic Resistance 3 [6]; Peripheral Vision [15]; Berserk (Battle Rage, +50%) (9) [-22]; Bloodlust (9) [-15]; Hideous [-16]; Intolerance (Total)[-10]; Loner (12) [-5]; Odious Racial Habit (Eats other sapients) [-15]; Social Stigma (Uneducated) [-5]; Brawling (E) DX+2 [4] -13.

Bull from the waist up, human-like from the waist down, minotaurs are carnivorous, solitary, and aggressive, and are considered dangerous monsters by most races.  Although most live in the wilds, some live in human cities, working as guards, mercs, gladiators, entertainers, or other occupations.

Their weapons of choice are large axes or club-like branches, and they rarely wear armor.  They stand 3" taller than humans of similar ST, with corresponding weight.  Minotaurs found in civilized lands typically lack Loner, Intolerance, and the desire to feast on intelligent creatures' flesh, although Berserk and Bloodlust seem to be inherent.  Some minotaurs possess high levels of Magic Resistance, and minotaur mages are entirely unknown.

This message was last edited by the GM at 16:37, Sun 27 Mar 2016.

 GM, 11 posts
Tue 20 Oct 2009
at 06:25
Useful links
These links were posted elsewhere, but they come in handy.

GURPS Lite 4e (English)

GURPS 3e to 4e Update

GURPS 4e Spell Flow Charts (Useful for spell prerequisites)

GURPS 4e Skill Categories

GURPS 4e Combat Cards (Handy for reference during combat)

GURPS Martial Arts Techniques Cheat-Sheet

More about GURPS combat:

This message was last edited by the GM at 06:38, Tue 07 Jan 2014.

 GM, 12 posts
Tue 20 Oct 2009
at 06:27
Re: Useful links
Originally Posted by Kromm @

Relying on defaults -- whatever the game system calls them -- is rarely fun. In GURPS, I hint that certain skills are necessary for adventurers, true action heroes or not, to keep the story flowing without annoying breaks caused by PCs being incompetent at tasks that adventure fiction commonly treats as "everyman" skills:

  Carousing, Diplomacy, Fast-Talk, or Interrogation -- Eventually, everybody wants to interrogate NPCs. I'm generous about what skills work, but some skill is required.

  Climbing, Hiking, and Stealth -- The party is only as good at these things as its worst party member, and nearly every party has to move around as a unit at some point.

  Driving or Riding -- Travel is vital to adventure, and while "every hero can drive/ride a horse" is often assumed, it isn't automatic in games that have skills for these things.

  First Aid -- Effective bandaging isn't an unskilled activity, AD&D notwithstanding. Non-action heroes often want to do this to "contribute" to party combat effectiveness, so they especially need this skill.

  Gesture -- Sooner or later, communication without making a sound will be vital to almost any party's survival.

  Observation, Scrounging, or Search -- Noticing interesting things takes training, and finding clues and useful items is so central to adventures that no PC should lack at least basic training here.

  Savoir-Faire or Streetwise -- Everybody came from somewhere. It's passing annoying when a player just assumes that her PC would "get on with folks in her element" without having any practical social skills to back up the assumption.

I further suggest -- strongly -- that action heroes have this list as well:

  Axe/Mace, Broadsword, Knife, Shortsword, or Staff -- Wielding a stick, knife, or heavy tool to any real effect requires practice. These common improvised weapons are not idiot-proof, trivial, or safe to use without training.

  Beam Weapons, Bow, Crossbow, or Guns -- However easy "point and shoot" looks, it's quite tough in reality. No credible action hero lacks competency at all ranged combat.

  Boxing, Brawling, or Karate -- Fisticuffs are the worst place to be untrained. Your fists are the only weapons you always have, so learn to use them.

  Forced Entry -- No, it isn't easy to kick in a door. Actually, unless you know how, you'll hurt yourself.

  Holdout -- "Concealable" equipment only works if you have skill at concealment, and frustratingly few players realize this.

  Judo, Sumo Wrestling, or Wrestling -- The number of people who think they should be able to grab others automatically is astounding. In fact, this is a difficult feat, trickier than hitting people, and absolutely requires training.

  Throwing -- Whether you're tossing spare magazines to friends or grenades at enemies, this is a trained skill, so it pays to know it.

I think that players would be far less unhappy about surprises if more GMs made lists like this and did everything possible to get players to take them seriously. A PC with Brawling, Fast-Talk, Forced Entry, Holdout, Knife, Scrounging, Stealth, and Wrestling should be able to make and conceal a shiv, overpower a guard, steal his clothes, sneak away from the scene, talk his way past the other guards, and leave through an inadequately bolted back door.
 GM, 213 posts
Mon 24 May 2010
at 00:16
Lost Inheritance
These skills and advantages will come in handy in "Lost Inheritance," the second adventure in Fantasy Adventures.

Magical Aptitude
Danger Sense
Common Sense
Night Vision

Horse Riding
General Weapons Skills
 GM, 596 posts
 Keep calm
 And carry on
Sat 21 Dec 2013
at 03:20
More GURPS links
Here's a nice page on coming up with quirks.  Protip:  pick your quirks first!

"Gaming Ballistic," a nice collection of articles on ST, DX, melee and ranged skill levels, and more from the author of GURPS Martial Arts: Tactical Grappling, the great GURPS archer article "The Deadly Spring," and other Pyramid articles:  http://gamingballistic.blogspo...lee-academy.html?m=0

"Dungeon Fantastic" - the home of an excellent GURPS Dungeon Fantasy campaign, GURPS NPCs, and other assorted goodness:

How to survive Worst-Case Scenarios:

This message was last edited by the GM at 10:21, Sat 26 July 2014.