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23:16, 10th May 2024 (GMT+0)

Character Creation.

Posted by GMFor group 0
GM
GM, 1 post
Fri 19 Nov 2021
at 03:56
  • msg #1

Character Creation

Capehounds is a GURPS 4e Game. You have 125 points to build your character, including up to 50 points in disadvantages. You can take 5 quirks as part of those disadvantages.

  • Don't take any supernatural or exotic traits.
  • Cinematic stuff is case by case. Ask.
  • You can have training as, say, an FBI agent or martial artist, but nothing as exotic as a Hand ninja, ex-Hydra, secret alien, etc. You're just a capable reporter.
  • Do check out the setting thread and feel fee to incorporate things into your background. Maybe you're Peter Parker's second cousin, or served a tour under Thunderbolt Ross. Take established characters as Allies, Patrons, Enemies, and Contacts... if you can afford it.
  • Take Talents from official GURPS sources.
  • Reluctant Killer doesn't count against the disadvantage limit

This message was last edited by the GM at 21:03, Fri 19 Nov 2021.
GM
GM, 7 posts
Fri 19 Nov 2021
at 22:10
  • msg #2

Useful traits

Attributes:
Per, Will

Advantages:
Contacts (kinda vital)
Reputation
Sage, Smooth Operator, Talker

Skills:
Acting
Administration
Area Knowledge
Artist (Drawing)/Photography
Criminology
Current Affairs
Diplomacy/Fast Talk
Detect Lies
Fast Talk
Professional Skill (Journalist)
Research
Psychology
Savoir Faire/Streetwise
GM
GM, 17 posts
Mon 22 Nov 2021
at 18:05
  • msg #3

Equipment

Starting wealth is $15,000. (Around $2500 in 1960s money but we'll stick to discussing it in GURPS$)

You can spend $3,000 of that on adventuring gear or liquid cash. The other $12,000 is lifestyle stuff - your car, your wardrobe, furnishings, home equity, etc... stuff that doesn't matter and won't help you out on an adventure.

Of that $12k you can set some aside as your stake in the business you and the other PCs maintain. The more you invest the worse your personal lifestyle BUT the more resources the business has, and the greater dividends you'll get at the end of the year.

TL is 7. Buy what you need to do your job. Starting year is 1961 so nothing produced after that point.
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