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Character Design.

Posted by WaywardoneFor group 0
Waywardone
GM, 1 post
Thu 8 Dec 2016
at 12:12
  • msg #1

Character Design

Rules
 Will be using GURPS 4 edition for this campaign

Design
• 500 point with no disadvantages or quirks.
• Depending on character activity and progression; there will be exploration, possible combat, dungeon delving, quests, and social interaction. Where the characters go and how they interact in different situations is their own choice. Do bear in mind actions may promote reactions.

Limitations
• Existing racial template's have a limited increase equal to 50% the lowest Attribute each character has.
 E.g. A Standard Template with ST,DX,IQ and HT of 10 can increase any of these Attributes to 15
A Hypothetical Template with Attributes of ST 18, DX 6, IQ 8 and HT 25. Can only increase their ST, IQ and HT by at most 3 points, due to the low DX.

• Advantages that enhance skills are limited to 50% the Attribute they effect. EG an IQ 12 Mage character can purchase up to Magery 6
• Disadvantages and Quirks can be used to add definition to a character, however they provide no additional CP's. If a player wishes to add these to their character feel free to do so.
• Each Level of Magery above the first allows Casters to expand their knowledge of other Colleges. Only One college can be learnt per Magery. In order to benefit from the MA advantage the Caster is required to either know a minimum of 70% of the spells in that College or allocate a min CP's equal to the number of spells in the College the spells belong to. Additionally casters may learn no more than 20 + their IQ of any non College related prerequisite spells. Please note any spell that have prerequisite spells can not have more than 150% CP assigned to the spell than it's prerequisite.


Religious orders
Require Clerical/Druidical rank & power investiture.

Healing spells are the province of Clerics.
Nature spells are the province of Druids.


• Martial arts are broadly classified as either Hard (Karate) or Soft (Judo) Known, these classifications apply to any techniques associated with these styles.
• Racial templates are taken from Basic, Banestorm and Dragon Fantasy; any identified disparity between similar templates are carried over and higher valued multiple is applied.
• Similarly Enhancements and Limitations have a limit of 50% of the Advantage they are applied to.
• The highest two Status levels are reserved for NPC's

Skills

The CP's used in Character development reflect the individuals proficiency and standing amongst their Peers. The following table provides an guide to standard CP allocated to skills.

ClassificationCP's Invested in Skills
Unskilled-3
Novice-3-0
Junior1-3
Freshman4-6
Senior7-11
Journeyman12-16
Freeman17-19
Specialist20-28
Master29-37
Grand Master38+

Characters should nominate one skill which they are considered Master in.

Challenges

This campaign has many challenges both IC and otherwise ie actions and decisions you make that affect your character have an impact on what happens.
This message was last edited by the GM at 06:33, Thu 12 Sept 2019.
Waywardone
GM, 88 posts
Wed 8 May 2019
at 07:23
  • msg #2

Character Design

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