Character Creation Guidelines.   Posted by DM.Group: 0
DM
 GM, 2 posts
Mon 6 Nov 2017
at 20:41
Character Creation Guidelines
BASICS
  1. 80 Character creation points
  2. Max -40 points of cumulative negatives (below average ability scores, disadvantages, etc.)
  3. Only GURPS 4th Edition Characters options available
  4. No alternative Technology Level (TL) backgrounds allowed
  5. Since this is the equivalent of a one-shot, wealth won't be a large factor. Therefore "Debt" may not be taken.
  6. This is a fantasy campaign, so everything must be TL4 and below.
  7. No Ranks (military, government, etc.)
  8. Start with $2,000


Races
I am not going to be making racial templates for this campaign. You can play as whatever race you want, flavor-wise, it just won't give you any mechanical benefits. What you can do, however, is incorporate your race into your mechanical benefits. For example: Do you want to take the "Amphibious" advantage? Then why don't you say you're a Lizardman as an explanation? But you don't have to. Maybe you're a human who worships Hypnotoad and have been granted Amphibious for your pious service. You do you.

Prohibited Advantages
  1. Allies
  2. Altered Time Rate
  3. Alternate Identity
  4. Claim to Hospitality
  5. Contact Group
  6. Contacts
  7. Cybernetics
  8. Destiny
  9. Digital Mind
  10. Duplication
  11. Eidetic Memory
  12. Enhanced Time Sense
  13. Extra Life
  14. Favor
  15. Gadgeteer
  16. Gizmos
  17. Gunslinger
  18. Illuminated
  19. Insubstantiality
  20. Jumper
  21. Luck
  22. Modular Abilities
  23. Patrons
  24. Penetrating Vision
  25. Permeation
  26. Reawakened
  27. Regeneration (Fast or higher)
  28. Shapeshifting
  29. Super Luck
  30. Telecommunication
  31. Unkillable
  32. Visualization
  33. Wealth
  34. Wild Talent

This message was last edited by the GM at 22:20, Mon 06 Nov 2017.

DM
 GM, 3 posts
Mon 6 Nov 2017
at 21:02
Character Creation Guidelines
Prohibited Disadvantages
  1. Addiction
  2. Amnesia
  3. Cannot Learn
  4. Cannot Speak
  5. Decreased Time Rate
  6. Dependents
  7. Destiny
  8. Draining
  9. Electrical
  10. Enemies
  11. Increased Life Support
  12. Killjoy
  13. Mundane Background
  14. Reprogrammable
  15. Secret
  16. Slave Mentality
  17. Sleepwalker
  18. Space Sickness
  19. Timesickness
  20. Terminally Ill
  21. Unique
  22. Unluckiness
  23. Workaholic

DM
 GM, 4 posts
Mon 6 Nov 2017
at 21:30
Character Creation Guidelines
Prohibited Skills
  1. Accounting
  2. Administration
  3. Airshipman
  4. Autohypnosis
  5. Battlesuit
  6. Beam Weapons
  7. Bicycling
  8. Bioengineering
  9. Biology
  10. Boating
  11. Brain Hacking
  12. Brain Washing
  13. Chemistry
  14. Computer Hacking
  15. Computer Operation
  16. Computer Programming
  17. Crewman
  18. Criminology
  19. Current Affairs
  20. Driving
  21. Economics
  22. Electrician
  23. Electronics Operation
  24. Electronics Repair
  25. Engineer
  26. Environment Suit
  27. Force Sword
  28. Force Whip
  29. Geography
  30. Gunner
  31. Guns
  32. Paleontology
  33. Parachuting
  34. Pharmacy
  35. Photography
  36. Physician
  37. Physics
  38. Piloting
  39. Propaganda
  40. Scuba
  41. Seamanship
  42. Shiphandling
  43. Spacer
  44. Submarine
  45. Submariner
  46. Surgery
  47. Typing
  48. Vacc Suit
  49. Weird Science



Skill Alterations
  1. Area Knowledge is just one skill, that acts like Knowledge Local

This message was last edited by the GM at 21:32, Mon 06 Nov 2017.

DM
 GM, 5 posts
Mon 6 Nov 2017
at 22:40
Character Creation Guidelines
Character Motivations
This is only going to be a semi-cooperative game. You're two different people who have entered this dungeon together out of necessity. You have your own reasons for pursuing the McGuffin. So what I need from you is:
  1. Character Name
  2. Race (if not human)
  3. Reason you're pursuing the McGuffin
  4. How would you be affected if you didn't get the McGuffin?
  5. What is your reason for adventuring overall?
  6. Basic personality. Doesn't have to be a fully fleshed out character since it's the equivalent of a one-shot, but one sentence would be nice.


The reason for semi-cooperative is to show off play-by-post's ability to have asymmetrical information distribution.