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Character Creation (for GURPS veterans)

Posted by GMFor group 0
GM
GM, 1 post
Tue 27 Oct 2020
at 17:20
  • msg #1

Character Creation (for GURPS veterans)

You're creating a pro-gamer; above average, but no action movie hero. 100 point character.

Character Points: 100
TL: 9.
Disadvantages: -50, including up to 5 quirks. Low attributes count against this limit.

Advantages: No exotic or supernatural powers are permitted.
  • Remember: Most advantages cannot be developed after character creation without a good in-game rationale - Fit, Combat Reflexes, and Languages are some of the few exceptions.
  • Talents may be taken to level 4, and must be chosen from a published GURPS book.
  • You may take up to two "NPC traits" such as Ally, Dependents, or Enemies. You may take as many Contacts as you care to.



Disadvantages:
Most exotic or supernatural traits are not permitted. If you do well as a pro-gamer you'll probably end up having to buy off poverty.
  • Weirdness Magnet is not permitted.
  • Dependents will generally inconvenience you by costing you time, money, or other resources. Enemies will work to foil your plans, make you look bad, or otherwise inconvenience you, rather than giving you more time in the spotlight.
  • Most people are Struggling Wealth and Status -1; you don't have to be, but the middle-class standard of living is out of reach for most.



Skills:

Helpful skill benchmarks:

Most skills: Attribute level.
Main "earning a living" skill or a dedicated hobby: Attribute +2.
Misc odd skills you've picked up here or there: Attribute -1 or -2.

Extensive and obsessive training, of course, can justify higher skill levels. 12 is generally "good enough to do for a living." 15-16 is mastery, or "earning a living" level for jobs like Surgeon and Airline Pilot.

Skills to consider (Not an all-inclusive list):

Area Knowledge (hometown), Computer Operation, Current Affairs (Pop Culture), some kind of social skill maybe. Housekeeping if you can do chores - not everyone can. Various hobby skills. Driving.

Games (AR Games): The general skill of "metagaming." You understand how these games are constructed, what choices the designers tend to make, how they *work*, what the rules are, who the major teams in the League are, etc. Sometimes used for "minigames" that sometimes crop up. (Think hacking/lockpicking in Fallout)

Professional Skill (Pro Gamer): All the parts of being a pro gamer that aren't actually playing the game. Maintaining an internet presence, how to handle taxes, how to avoid getting in trouble with your sponsors, etc.

You should have a day job unless you're a student, and Professional Skill in that job unless it's like a day laborer or whatever.

Running, Hiking, Jumping, Climbing, Stealth, etc: These are Augmented Reality games. You do end up doing a lot of physical activities. Most players rely on their default, but you have a good excuse to have a point or two if you want them.

Beam Weapons (Pistol or Rifle): All missile weapons used in the game are effectively recoil-less energy weapons even if they *look* like a revolver, crossbow, bazooka, whatever. You hear they're developing guns with more "realistic" force feedback, but you haven't used them. If they do, those weapons will use the Guns skill. If you have the Guns skill, it isn't because you learned it in the game.

Combat Skills: Combat in the games is definitely not full contact, and in fact, hitting an actor or anamatronic with a full-strength blow can get you disqualified. Use the Sport version of whatever weapon or unarmed skill instead, and notes that "contact free" grappling doesn't really make sense. You can of course have a point or two in some self defense skill, or even play a full on martial artist, but you don't use those skills in the game (except at the -3 default).

Technical/Medical/Scientific Skills/lockpicking: Generally speaking any kind of repair or building you need to do in the game is an ability your character's Avatar has in the game, or a minigame that uses Games (AR) instead of the real world skill. Understanding the science behind technology may still be useful in figuring out what to do.

Heraldry: This covers the different tags and logos of major teams within the League.

Hobby Skills: Topics like Comic Books, Horror Movies, etc will help you identify elements from those media. (Likewise Literature or Games specialties... note that the Literature skill covers "Great Works" - if you want familiarity with mass market sci fi or fantasy novels, take that as a hobby!)

Performance: Putting on a good show for your sponsors and audience. Won't win you the game, but might win you more fans!

Propaganda: The skill of self promotion over social media and the press. Being an "influencer."

Social Skills: Not generally useful *within* the games - the AI aren't that sophisticated - but might be good when you want to deal with opponents, the press, trolls, etc.

Equipment:
TL is 9, starting wealth is $30,000. 80% of that is your lifestyle; home, car, wardrobe, computer, furnishings, stuff. Generally won't come up, exact quality determined by your Status. The extra 20% is liquid cash and "adventuring gear" though note that you can't buy anything to help you in the Game itself; in the pro-league it has to be earned in play. More $ does mean better training facilities though!
This message was last edited by the GM at 22:30, Tue 27 Oct 2020.
GM
GM, 2 posts
Tue 27 Oct 2020
at 17:33
  • msg #2

Character Sheet

Character:
Attributes:
ST 10 [00] hp: 10 [0]
DX 10 [00] per 10 [0]
IQ 10 [00] wil 10 [0]
HT 10 [00] fp: 10 [0]

Speed: 5	Move: 5
Thrust: 1d-1	Swing: 1d
Basic Lift: 20

Advantages:

Disadvantages:

Skill			RSL	points	Level
Example Skill		IQ+1	[4]	11

Equipment			Cost	Weight	Notes
GM
GM, 3 posts
Tue 27 Oct 2020
at 17:35
  • msg #3

Notes and Observations

1. Empathy and Intuition aren't as useful as you'd imagine. These are advantages where, on a failed roll, I lie to you. You will often be wrong, and acting on those feelings could be disastrous. It does not eliminate the need to observe and judge a character's motives.

2. Eidetic Memory isn't that helpful. It isn't instant access to every book you've ever read. It isn't wikipedia in your head. It's a good memory. All it does is allow a roll to remind you of what's happened in game (not terribly important considering every thread is written down) and give a small bonus to an already easy "learning skill" roll.

3. Common Sense is an advantage. For ten points you can have me caution you when you're going to do something stupid. If you don't spend the ten points, you won't get any hints from me.

4. Combat Reflexes is underpriced. The developers want characters to take it by making it cheaper than what is balanced. I strongly recommend it to characters who come from backgrounds where they've had to react quickly in a crisis.

5. Luck is very helpful. Nothing much else to say about it, really. Another skill the developers want you to take.

6. Charisma is a forceful personality. Don't just take it to be likeable. It's not that.

7. Contacts are very helpful. But often underrated.

8. Consider taking Fit instead of raising HT. It's cheaper, you get a +1 to almost all HT rolls, and you recover FP faster. If it makes sense: take it.

9. Talents are better than attribute increases. They give reaction bonuses, allow you to focus on your core skills, and make your character more unique than just being "the smart guy" or whatever.

10. Mental Disadvantages are significant mental problems. They are the kind of thing that prevent people from living normal lives, the kind of thing people have serious therapy to resolve. Unless your character is that messed up, I recommend taking quirk-level traits instead.

11. Dependents are there to make your life more difficult. Do not expect them to be terribly helpful unless they are also Allies.

12. Curiosity and Xenophilia are more severe than they appear. There are many situations where either of these traits will get you killed. Think carefully before taking them.
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