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More Character Creation Guidelines.

Posted by ChanceFor group archive 1
Chance
GM, 5 posts
Mon 29 Oct 2012
at 18:39
  • msg #1

More Character Creation Guidelines

Character Creation:

Here I will be posting additional character creation guidelines not covered elsewhere. I am not going to list allowed and prohibited attributes, disadvantages, and skills. Please use your better judgement.

Attributes
- The GURPS standard is that an attribute of 10 is "average". The scale on B.14 still applies.
-- 10 is typical (10-11 for ST).
-- 11–12 is better than typical without being remarkable (12-13 for ST).
-- 13 is the level where the people who know you think of you as being qualified by the attribute. Say, something like the top 3%. A 13 makes you outstanding among amateurs, and a relevant 13 makes you eligible for elites. (14-15 for ST)
-- 14 is the level where people start telling stories "I knew this guy once who…." (16-17 for ST)
-- 15 the level where people start reading stories about you. It is also the attribute value of people who have been much harassed by talent scouts and sports agents, or have been pressured to join advanced academic programs. (18 for ST)
-- 16 is Richard Feynman and Chuck Yaeger territory, the levels where acknowledged geniuses tell stories about your genius. (19 for ST)

- The scale for ST may be slightly wider (as noted parenthetically above), as the measurable abilities of strong men imply that STs between 16 and 20 are not as rare as that. Call 10–11 typical, 12-13 typical for a soldier or athlete, 14–15 like an IQ of 13, 16–17 "I knew a guy who once lifted one end of a car", 18–19 the strongmen of recorded prodigy.

Quasi-Attributes
- Physical Appearance
-- Ugly is as remarkable as an attribute of 6 or 7
-- Unattractive is as remarkable as an attribute of 8 or 9
-- Average is as unremarkable remarkable as an attribute of 10
-- Attractive is as remarkable as an attribute of 11 or 12
-- Handsome/Beautiful is as remarkable as an attribute of 13 or 14
-- Very Handsome/Beautiful is as remarkable as a 15 or 16
-- Transcendent is beyond the human range.

- Charisma
-- Think of Charisma X as being as remarkable as an attribute of 12 + X

- Talents
-- Consider a talent giving +X to be as remarkable as an attribute of 10 + X
This message was last edited by the GM at 14:31, Wed 31 Oct 2012.
Chance
GM, 6 posts
Mon 29 Oct 2012
at 18:41
  • msg #2

Re: More Character Creation Guidelines

Skills
- Skill level 10 is what gets called "amateurish", meaning "not really good enough" (this is, of course, a calumny against amateurs).

- Skill level 12 is what passes for competence in run-of-the-mill occupations. This is the level that you expect of a nameless NPC plumber chosen at random from the Yellow pages.

- Skill level 14 is expertise in the mass occupations and basic competence in intensely-trained elite occupations. This is the level of competence you expect of doctors dealing with routine cases, from commercial pilots, etc.

- Skill level 16 is true expertise. It is the level that you expect in a main skill of a specialist, eg. a designated marksman, the specialist consultant to whom you are referred as a non-routine case.

- Skill level 18 is advanced expertise. An intensely-trained specialist in an elite outfit might be expected to have an 18 in his or her single main skill.

- Skill level 20 is outstanding expertise. This is the skill level of the leading expert whom all the elite outfits wish they could get to work for them.

- Skill level 22 is the sort of thing you see in figures like Don Bradman and Albert Einstein, whose performance and achievement dominates an elite discipline for a generation. Fifty years after these people retire, PhD candidates in statistics write dissertations estimating how outstanding they were.

The above two posts are adapted from here: http://forums.sjgames.com/show...83&postcount=308
Chance
GM, 7 posts
Mon 29 Oct 2012
at 18:41
  • msg #3

Re: More Character Creation Guidelines

Skills:
I suggest everyone consider taking
- At least 1 Speech Skill: Carousing, Diplomacy, Fast-Talk, or Interrogation
- Climbing AND Hiking
- First Aid
- Gesture (sooner or later, you will be in a situation where you want to communicate silently)
- Observation, Scrounging, or Search
- Savoir-Faire or Streetwise
- Some sort of melee or ranged skill (or both)
- Some sort of unarmed skill (you won’t always have access to your weapons)
- Holdout
- Forced Entry
- Handle Animal
- Teamster
- Current Affairs and/or Area Knowledge
This message was last edited by the GM at 19:45, Wed 31 Oct 2012.
Chance
GM, 26 posts
Sun 4 Nov 2012
at 02:10
  • msg #4

Talents

Here are a couple talents open to you, in addition to those listed in the GURPS Characters book.

Teamster (Talent): [+10]
- Animal Handling/Draught Animal (IQ/Avg)
- Area Knowledge/PLAYER CHOICE (IQ/Easy)
- Forgery (IQ/Hard)
- Freight Handling (IQ/Avg)
- Holdout (IQ/Avg)
- Lifting (HT/Avg)
- Merchant (IQ/Avg)
- Navigation/Orienteering (IQ/Avg)
- Packing (IQ/Avg)
- Smuggling (IQ/Avg)
- Teamster (IQ/Avg)

Miner: [+10]
- Architecture (IQ/Avg)
- Blind Fighting (Per/VH)
- Climbing (DX, Avg)
- Engineer/Mining (IQ/Hard)
- Freight Handling (IQ/Avg)
- Geology (IQ/Hard)
- Jeweler (IQ/Hard)
- Masonry (IQ/Easy)
- Prospecting (IQ/Avg)
- Survival/Subterranean (Per/Avg)
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