Character Building
You have 125 points with which to build your character, following the GURPS Prime Directive character rules. You need not spend all of them at character creation.
There are a few starting parameters for this campaign:
Roll-Playing Traits
Wildcard Skills: Point Costs
Relative Level | Skill Level | Total Points | WP |
---|---|---|---|
Attribute−3 | 7 | 3 | ½ |
Attribute−2 | 8 | 6 | 1 |
Attribute−1 | 9 | 12 | 1½ |
Attribute+0 | 10 | 24 | 2 |
Attribute+1 | 11 | 36 | 2½ |
Attribute+2 | 12 | 48 | 3 |
Attribute+3 | 13 | 60 | 3½ |
Attribute+4 | 14 | 72 | 4 |
Attribute+5 | 15 | 84 | 4½ |
Each Additional +1 | +1 | +12 | +½ |
- Wildcard Skills: You must take at least one wildcard skill. This skill should reflect your character’s core concept. For every 100 character points your character is valued, you may take another. For example, a 125-point character would be allowed a total of two wildcard skills, while a 315-point character would be allowed a total of four.
Wildcard skills cover extremely broad categories of ability. The names of these skills end in an exclamation point in order to distinguish them from normal skills. For example, [Science!] is the skill of “all science.” Wildcard skills include and replace all specific skills within their area. For instance, you could attempt a [Science!] roll whenever the adventure calls for a roll against [Chemistry], [Physics], or another science skill.
Wildcard skills can also cover all skills related to a profession or background. For example, [Geologist!] includes not only the [Geology], [Geography], and [Chemistry] scientific skills, but also [Teaching], [Research], and [Photography] when making rolls directly related to being a geologist.
For each wildcard skill you take, make a list of the standard skills it encompasses. The rough target range for the breadth of a wildcard skill is 12 to 14 standard skills. Count Easy skills as half a skill apiece, Average skills as one, Hard skills as two, and Very Hard skills as four. Conditional skills (say, [Acrobatics] while falling from a great height using the [Skydiving!] wildcard skill) either count as one quarter of a skill for these calculations, or may be unlisted and attempted on the fly with a penalty.
Wildcard skills cost 3× the points of a Very Hard skill, and have no default controlling attribute—use a base of 10 for straight rolls. When rolling against a skill covered by your wildcard skill, substitute in that skill’s controlling attribute.
Standard skills which are included in (or default to) one of your wildcard skills may be improved independently from the wildcard skill. Your level with the standard skill equals your level with the wildcard, based on the standard skill’s normal controlling attribute. If such a level would cost at least a point, you can improve it by paying the usual point-cost difference to raise the standard skill.
Example #1: A wildcard you have at attribute+3 level includes [Chemistry] (IQ/Hard). This gives you [Chemistry] at IQ+3, which would cost 16 points on its own. [Chemistry] at IQ+4 would cost 20 points. Thus, you could increase [Chemistry] by a level for 4 points, which is less than the 12 points to increment your wildcard by a level—a good deal if all you want is better [Chemistry]. If you later decide that you want to improve that wildcard skill, any points spent on included standard skills may be rolled back into the wildcard skill.
Example #2: Suppose that wildcard known at attribute+3 above includes [Chemistry] but not [Explosives (Fireworks)] (IQ/Average). Fortunately, [Explosives (Fireworks)] defaults to [Chemistry]−3. [Chemistry] at IQ+3 gives you that [Explosives] specialty at IQ+0. That would normally cost 2 points, while IQ+1 would be 4 points, so you could increase [Explosives] by a level for 2 points, which is much cheaper than raising the wildcard.
- Disadvantages: You may build your character with up to 50 points of disadvantages, essentially gaining up to 50 more points to spend. You must take at least one disadvantage which affects your character’s personality.
- Perks & Quirks: You may take up to 5 quirks (1-point disadvantages) and as many perks (1-point advantages) as you like and can afford. Quirks count against the 50-point disadvantage limit.
Role-Playing Traits (Aspects)
An aspect is a phrase that describes something unique or noteworthy about a character, such as:
- Significant personality traits or beliefs: Karma’s a Bitch, Honor Amongst Thieves, The Only Good Klingon Is a Dead Klingon.
- The character’s background or profession: Star Fleet Academy Graduate (With Honors), Just an Old Country Doctor, Engineering Miracle Worker.
- Relationships to people and organizations: Section 31 Operative, The Praetor’s Favor, Proud Student of the Vulcan Science Academy.
- Problems, goals, or issues: I Shot the Sheriff, Kill the Wabbit!, Terrified of Heights.
- Titles, reputations, or obligations: Star Fleet Captain, Order of the Bat’leth, Ruler of Omicron Persei VIII.
- Catchphrases: It’s Clobberin’ Time!, Good News Everyone!, We Come In Peace (Shoot to Kill).
If you’ve ever played FATE, you’ll recognise aspects immediately. Similar to FATE’s aspects, you may invoke these aspects using wildcard points (see Campaign Rules). Along the same lines, the GM may compel an aspect by offering wildcard points to the player, and compels may be declined by paying points to the GM.
Assigning Character Aspects:
Choose at least one of your wildcard skills, and create an aspect based upon it. Label these “High Concepts” in the Notes section of your character sheet. These aspects represents your character’s archetypes.
Choose a disadvantage, and create an aspect which relates to it. It doesn’t need to be your most expensive disadvantage; pick one that seems like it will be fun to roleplay. Label this “Trouble.” This aspect represents a core personality flaw that often causes you difficulty.
Choose three or more advantages and/or disadvantages (perks and quirks are perfect here), and create an aspect relating to each. Label these “Personality.” These aspects represent minor personality details which can be either boosts or stumbling blocks, depending on the situation.