Gurps Character Creation Basics

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Rukellian
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Gurps Character Creation Basics

#1 Post by Rukellian »

Character Points

Character points are the “currency” of character creation. Anything that improves your abilities costs character points: you must spend points equal to the listed price of an ability to add that ability to your character sheet and use it in play. Anything that reduces your capabilities has a negative cost – that is, it gives you back some points. For instance, if you start with 125 points, buy 75 points of advantages, and take -15 points of disadvantages, you have 125 -75 + 15 = 65 points remaining.

Since this game is a 'super' themed setting, with heroes and villains of great power duking it out, your starting character point total will be 250.

Disadvantage Limit

A disadvantage is anything with a negative cost, including low attributes, reduced social status, and all the specific disabilities listed under the Disadvantages thread. In theory, you could keep adding disadvantages until you had enough points to buy whatever advantages and skills you wanted. In practice, most GMs (like Rukellian) will want to set a limit on the disadvantage points a PC may have. A good rule of thumb is to hold disadvantages to 50% of starting points – for instance, -75 points in a 150-point game.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Rukellian
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Re: Gurps Character Creation Basics

#2 Post by Rukellian »

Attributes

Four numbers called “attributes” define your basic abilities: Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT).

Instead of rolling for starting attributes you start with a baseline average for each stat. Through character points, you can raise or lower the values, each action having a specific cost.

A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember that negative point values mean you get those points back to spend on something else!)

Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. At the other end of the scale, 1 is the minimum score for a human. The basic attributes you select will determine your abilities – your strengths and weaknesses – throughout the game.

6 or less: Crippling. An attribute this bad severely constrains your lifestyle.

7: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for “able-bodied.”

8 or 9: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 8 to active adventurers.

10: Average. Most humans get by just fine with a score of 10!

11 or 12: Above average. These scores are superior, but within the human norm.

13 or 14: Exceptional. Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet you.

15 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices.


Secondary Attributes and other stats

“Secondary Attributes” are quantities that depend directly on your base attributes. You can raise or lower these scores by adjusting your base scores.

Hit Points (HP) is determined by your ST.

Basic Lift (BL) is also governed by a character's ST.

Will and Perception (Per) are tied directly to INT.

Fatigue Points (FP) is tied to the HT stat.

Basic Speed and Move are based off of both DX and HT.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#3 Post by Rukellian »

Strength (ST) ±10 points/level

Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. Strength is more “open-ended” than other attributes; scores greater than 20 are common among beings such as large animals, fantasy monsters, and robots.

Damage (Dmg)

Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated “thrust” or “thr”) is your basic damage with a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier. Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST.

Consult the following table for your basic damage. This is given in “dice+adds” format.

Code: Select all

ST       Thrust       Swing 
1         1d-6          1d-5 
2         1d-6          1d-5 
3         1d-5          1d-4 
4         1d-5          1d-4 
5         1d-4          1d-3 
6         1d-4          1d-3 
7         1d-3          1d-2 
8         1d-3          1d-2 
9         1d-2          1d-1 
10       1d-2          1d 
11       1d-1          1d+1 
12       1d-1          1d+2 
13       1d             2d-1 
14       1d             2d 
15       1d+1         2d+1 
16       1d+1         2d+2 
17       1d+2         3d-1 
18       1d+2         3d 
19       2d-1          3d+1 
20       2d-1          3d+2
Damage is sometimes abbreviated “Dmg.” On your character sheet, list thrust followed by swing, separated by a slash; e.g., if you had ST 13, you would list “Damage 1d/2d-1.”

Basic Lift (BL)

Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs. If BL is 10 lbs. or more, round to the nearest whole number; e.g., 16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs.

Hit Points (HP) ±2 points/level

Hit Points represent your body’s ability to sustain injury. You have HP equal to your ST. For instance, ST 10 gives 10 HP.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#4 Post by Rukellian »

Dexterity (DX) ±20 points/level

Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time) and Basic Move (how fast you run).

Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed, your chance of dodging an attack, and the order in which you act in combat (a high Basic Speed will let you “out-react” your foes).

To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5!

Dodge: Your Dodge defense (dodge explained in combat section) equals Basic Speed + 3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. You must roll under your Dodge on 3d to duck or sidestep an attack.

Basic Move is your ground speed in yards per second. This is how fast you can run (although you can go a little faster if you “sprint” in a straight line). Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#5 Post by Rukellian »

Intelligence (IQ) ±20 points/level

Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.

Will ±5 points/level

Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). Will is equal to IQ. Will does not represent physical resistance – buy HT for that!

Perception (Per) ±5 points/level

Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something. Per equals IQ. Some character skills are based off of perception, but most Per rolls be passively done by the GM for the most part.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#6 Post by Rukellian »

Health (HT) ±10 points/level

Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.” A high HT is good for anyone – but it is vital for low-tech warriors. HT determines Fatigue Points, and helps determine Basic Speed and Basic Move.

A character with a high HT will be able to resist stuns, knockdowns, knockbacks, as well staying conscious and or alive when your HP are dangerously low. Rolls against HT can sometimes mean life and death!

Fatigue Points (FP)±3 points/level

Fatigue represent your body’s “energy supply.” You have FP equal to your HT. For instance, HT 10 gives 10 FP.

You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort and supernatural powers (e.g., magic spells). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT.

Those with the Machine meta-trait (discussed in Templates thread) should list FP as “N/A,” regardless of HT. They can neither buy extra FP nor reduce FP to save points. This is both an advantage and a disadvantage: machines do not fatigue, but they cannot spend FP to use extra effort or fuel special abilities. When a machine operates beyond its normal limits, it risks lasting structural damage. This takes the form of reduced HT, not lost FP. A character with the Machine meta-trait should buy up HT to be more tolerant of being “redlined.” Overall, this is a 0-point feature.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#7 Post by Rukellian »

Image and Looks (Optional)

This defines your character’s intrinsic “social” traits: appearance, manner and bearing. Traits with positive point values (e.g., above-average Appearance, Voice) are considered advantages, and obey all the usual rules for advantages. Others (e.g., below-average appearance, Odious Personal Habits) have negative values, and are treated as disadvantages. Still others (e.g., height and weight, handedness) merely add “color.”

Appearance is mostly a “special effect” – you may choose any physical appearance you like. Appearance is rated in levels. Most people have “Average” appearance, for 0 points. Good looks give a reaction bonus (see How the Gurps System works for more details); this is an advantage and costs points. Unappealing looks give a reaction penalty; this is a disadvantage, and gives you back points.

Hideous: You have any sort of disgusting looks you can come up with: a severe skin disease, wall-eye . . . preferably several things at once. This gives -4 on reaction rolls. -16 points.

Ugly: As above, but not so bad – maybe only stringy hair and snaggle teeth. This gives -2 on reaction rolls. -8 points.

Unattractive: You look vaguely unappealing, but it’s nothing anyone can put a finger on. This gives -1 on reaction rolls. -4 points.

Average: The default level. Most people have Average appearance. 0 points.

Attractive: You don’t enter beauty contests, but are definitely good-looking. This gives +1 on reaction rolls. 4 points.

Handsome (or Beautiful): You could enter beauty contests. This gives +4 on reaction rolls made by those attracted to members of your sex, +2 from everyone else. 12 points.

Very Handsome (or Very Beautiful): You could win beauty contests – regularly. This gives +6 on reaction rolls made by those attracted to members of your sex, +2 from others. 16 points.

Charisma 5 points/level

You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls; and +1 to Leadership and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.

Odious Personal Habits -5, -10, or -15 points

You usually or always behave in a fashion repugnant to others. An Odious Personal Habit (OPH) is worth -5 points for every -1 to reaction rolls made by people who notice your problem. Specify the
behavior when you create your character, and work out the point value with the GM. Examples: Body odor, constant scratching, or tuneless humming would give -1 to reactions, and are worth -5 points apiece. Constant bad puns or spitting on the floor would give -2 to reactions, worth -10 points apiece. We leave -15-point habits (-3 to reactions) to the imagination of those depraved enough to want them!

Voice 10 points

You have a naturally clear, resonant, and attractive voice. This gives you +2 with any skill that depends on speaking or singing (with the GM’s approval, of course). You also get +2 on any reaction roll made by someone who can hear your voice.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#8 Post by Rukellian »

Social Background

It is an advantage to be technologically advanced or linguistically talented. Inadequacy in these areas can be a crippling disadvantage.

Technology Level (TL)

“Technology level” (or “tech level”) is a number that rates technological development. The more advanced the society, the higher its TL. The GM will tell you the TL of his world. Characters also have a TL, equal to that of the technology with which they are most familiar. Unless you are especially primitive or advanced, your personal TL will be the same as the world. In some game worlds, your personal TL may differ from the campaign average. A world might be TL8 on average, but the citizens of one advanced nation might be TL9 while those from an underdeveloped region might be TL7.

The reboot of Rebirth of Power will take place in a TL 8-11 setting, a modern day base foundation with areas of higher science fiction and fantasy mixed in, your basic super hero setting.

Low TL -5 points/TL below campaign TL

Your personal TL is below that of the campaign world. You start with no knowledge (or default skill) relating to equipment above your personal TL. You can learn DXbased technological skills (pertaining to vehicles, weapons, etc.) in play, if you can find a teacher, but fundamental differences in thinking prevent you from learning IQbased technological skills.

High TL 5 points/TL above campaign TL

Your personal TL is above that of the campaign world. You may enter play with skills relating to equipment up to your personal TL. This is most useful if you also have access to high-TL equipment, but the knowledge of a high-tech doctor or scientist can be very useful in a low-tech setting, even without specialized equipment!

Language

GURPS assumes that most characters can read and write their “native” language. This ability costs no points, but you should note your native language on your character sheet; e.g., “English (Native) [0].”

Comprehension Levels

The point cost to learn an additional language depends on your “comprehension level”: a measure of how well you function in that language overall. There are four comprehension levels:

None: You don’t know the language at all. 0 points.

Broken: You know just enough to get by in daily life, but you’re at -3 when using skills that depend on language. 1 point for spoken, 1 point for written.

Accented: You can communicate clearly. You’re only at -1 when using skills that depend on language. 2 points for spoken, 2 points for written.

Native: You can use the language as well as an educated native. You start with one language at this level for free. 3 points for spoken, 3 points for written.

Literacy

Your written comprehension level determines your degree of literacy in that language:

Illiteracy: A written comprehension level of None means that you cannot read the language at all.

Semi-literacy: A written comprehension level of Broken means you must read slowly. Roll vs. IQ just to get the basic meaning!

Literacy: A written comprehension of Accented or Native means you can read and write at full speed.

You get Native level written comprehension in your native language for free. It’s a disadvantage to be less literate: -1 point for Accented, -2 points for Broken, or -3 points for None.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Gurps Character Creation Basics

#9 Post by Rukellian »

Wealth and Status (Optional, though fun for roleplaying)

Now you need to determine your position in your society: How much money do you have, what privileges do you enjoy, and how do others react to you?

Wealth

Wealth is relative. A middle-class American lives in more luxury than a medieval king, though he may have fewer gold coins in his basement. It all depends on the game world. Personal wealth is rated in “wealth levels.” A level of “Average” costs no points, and lets you support an average lifestyle for your game world. The rest of these rules apply if you are unusually poor or wealthy, or have a source of income that does not require you to work.

Above-average Wealth is an advantage; it means you start with two or more times the average starting wealth of your game world. Below-average Wealth is a disadvantage; it means you start with only a fraction of average starting wealth.

Dead Broke: You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found. -25 points.

Poor: Your starting wealth is only 1/5 of the average for your society. Some jobs are not available to you, and no job you find pays very well. -15 points.

Struggling: Your starting wealth is only 1/2 of the average for your society. Any job is open to you (you can be a Struggling doctor or movie actor), but you don’t earn much. -10 points.

Average: The default wealth level, as explained above. 0 points.

Comfortable: You work for a living, but your lifestyle is better than most. Your starting wealth is twice the average. 10 points.

Wealthy: Your starting wealth is five times average; you live very well indeed. 20 points.

Very Wealthy: Your starting wealth is 20 times the average. 30 points.

Filthy Rich: Your starting wealth is 100 times average. You can buy almost anything you want without considering the cost. 50 points.

Multimillionaire: “Filthy rich” doesn’t even begin to describe your wealth! For every 25 points you spend beyond the 50 points to be Filthy Rich, increase your starting wealth by another factor of 10:

Multimillionaire 1 costs 75 points and gives 1,000 times average starting wealth, Multimillionaire 2 costs 100 points gives 10,000 times starting wealth, and so on. 50 points + 25 points/level of Multimillionaire.

Independent Income 1 point/level

You have a source of income that does not require you to work: stock portfolio, trust fund, rental property, royalties, pension, etc. Your monthly income is 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. If your income derives from investments, you need not specify their value; this trait assumes that you cannot or will not invade your capital.

This trait is unrelated to wealth level. A Filthy Rich heiress has Independent Income . . . but so do an Average pensioner and a Poor welfare recipient. Independent Income most often means your occupation is something like dilettante, retiree, or welfare recipient – not an actual “job.”

However, you can have Independent Income and a job; just add the income from both sources. If you are wealthy, this allows you to work less than full time (e.g., 10 hours per week instead of 40, for 1/4 the usual salary) and still make a good living.

Reputation

It is possible to be so well-known that your reputation becomes an advantage or a disadvantage. This affects reaction rolls made by NPCs. The details of your reputation are entirely up to you; you can be known for bravery, ferocity, eating green snakes, or whatever you want. However, you must give specifics.

Specify the reaction-roll modifier that you get from people who recognize you. This determines the base cost of your reputation. For every +1 bonus to reaction rolls (up to +4), the cost is 5 points. For every -1 penalty (up to -4), the cost is -5 points.

Importance

Your formally recognized place in society is distinct from your personal fame and fortune.

Status 5 points/level

Status is a measure of social standing. In most game worlds, Status levels range from -2 (serf or street person) to 8 (powerful emperor or god-king), with the average man being Status 0 (freeman or ordinary citizen). If you do not specifically buy Status, you have Status 0. Status costs 5 points per level. For instance, Status 5 costs 25 points, while Status -2 is -10 points.

Status greater than 0 means you are a member of the ruling class in your culture. As a result, others in your culture only defer to you, giving you a bonus on all reaction rolls. Status less than 0 means you are a serf or a slave, or simply very poor.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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