“GURPS” stands for the following: “Generic Universal Role-Playing System”. That means anything from a cyberpunk anime to the comic book superheroes to gritty westerns and everything in between and beyond. I will use the Fourth Edition of “GURPS” for this one.
Question #1: What’s the gene? Cyberpunk? My View: 50/50. Mythic View: 89. No.
Question #2: Espionage? My View: 50/50. Mythic View: 21. Yes.
Question #3: Is the Point total for my spy somewhere between 100-200 points? My View: 50/50. Mythic View: 84. No.
Question #4: Higher than 200? My View: 50/50. Mythic View: 47. Yes.
Question #5: 220? My View: 50/50. Mythic View: 62. No.
Question #6: 240? My View: 50/50. Mythic View: 80. No.
Question #7: 260? My View: 50/50. Mythic View: 20. Yes. Ok. So 260 is my Character Points total for my spy.
Question #8: Is my spy a female? My View: 50/50. Mythic View: 3. Exceptional Yes. Her name is Amy Stock. Appearance: Amy Stock is a woman with blonde hair and black eye usually dressed in a red shirt, blue jeans, a pair of white socks, and a pair of brown points.
Step #1 is to do the Basic Attributes. All “GURP” player characters get 10 in all Basic Attributes. The Basic Attributes are Strength, Dexterity, Intelligence, and Health.
Question #9: Should I up Dexterity? My View: 50/50. Mythic View: 78. No. That means no changes for Dexterity.
Question #10: Should I up Health? My View: 50/50. Mythic View: 97. Exceptional No. Fine with me. All of Amy’s Basic Attributes are 10 -- and I still have the full 260 Character Points I start with.
Step #3 is the Secondary Characteristics. And that starts with Damage, which I look upon a table on page 16 of the rulebook. 10 on the table turns out the following: 1d-2/1d. Following that is Hit Point which is equal to my PC’s Strength -- so any way you slice it that’s a 10. After Hit Point, Will is next, and that’s equal to PC’s IQ -- and once again that is a 10 so Will is a 10 as well as Amy’s Perception. Fatigue Points are next and that’s also 10 as it’s equal to Amy’s Hit Points. Next up is Basic Speed is a math problem which is the following: HT + DX/4 - BS (Don’t Round It Off). Let's plug in Amy’s numbers into the math problems. 10 + 10 = 20/4 = 5. 5 is Amy’s Basic Speed is 5. Dodge is another math problem: BS + 3 = DODGE. 5 + 3 = 8. So Amy’s Dodge is a 3. Next up is Basic Move which equals Basic Speed not counting any fractions. So Amy’s Basic Speed is a 5. Next is read the table and do the Basic Left Embrace business and since Amy’s Strength is 10 -- and I get the following for Encumbrance business: Basic Lift = 20; None = 20; Light = 40; Medium = 60; Heavy = 120, & Extra Heavy = 200
Step #3 is Build Business. Question #10, is Amy in the average range? My View: 50/50. Mythic View: 9. Exceptional Yes. Her Height is 6’0” and her weight is 150 lbs -- and I’m going to assume she’s the normal size for a normal human.
Step #4 is Age. I decided on 25 for Amy’s age.
Step #5 is Appearance. Question #11: Is Amy looking like a normal human? My View: 50/50., Mythic View: 53. No.
Question #12: Better looking? My View: 50/50. Mythic View: 7. Exceptional Yes. She gets the Beautiful Advantage. That knocks 12 Points off my 260 CP. 260 - 12 = 248 CP left.
Question #13: Does Amy have a Fashion Sense? My View: 50/50. Mythic View: 69. No.
Question #14: Does Amy has a problem with Mistaken Identity? My View: 50/50. Mythic View: 90. Exceptional No.
Step #6 is the Social Background. Since she is a spy, I’m going to ask questions about different countries. Question #15: Is the country of the United States of America? My View: 50/50. Mythic View: 37. Yes.Question #16: Is familiar with other countries? My View: 50/50. Mythic View: 92. Exceptional No.
Step #7 is Wealth. I decide her wealth is Comfortable. That knocks 10 points out of CP of 248. 248 - 10 = 238 CP. I assumed it’s the Digital Age for the world of the campaign.
The fictional Game Master isn’t using Rank/Social Status in the game, so I’m skipping them and moving on to Step #8 = Advantages. The following is what I brought for Amy with the math business in brackets as usual:
Absolute Direction (238 - 5 = 233)
Absolute Timing (233 - 2 = 231)
Ambidexterity (231 - 5 = 226)
Catfall (226 - 10 = 216)
Combat Reflexes (216 - 15 = 201)
Daredevil (201 - 15 = 186)
Photographic Memory (186 - 10 = 176)
Double-Jointed (176 - 15 = 161)
Rapier Wit (161 - 5 = 156)
Social Chameleon (156 - 5 = 151)
I done with Amy’s Advantages and it’s time to move on to Step #9 = Perk. All Perks cost 1 CP. The following are the Perks I brought for Amy and in brackets following is the leftover CP rom buying them:
Alcohol Tolerance (150)
No Hangover (149)
And I don with Amy’s Perks, it’s time to deal with Step #10, which is called “Disadvantages” in GURPS which earns me CPS back. The following are what I give Amy in Disadvantage with the math business in brackets as usual:
Bad Temper (149 + 10 = 150)
Curious (150 + 5 = 155)
Gluttony (155 + 5 = 160)
Impulsiveness (160 + 10 = 170)
I am done with Amy’s Disadvantage, and it’s time for deal with the next Step #11
Step #11 is Quirks, which only adds 1 CP back to my CP total. I had no ideas for them so I’m going to say none here.
Step #12 is Skills. There is a table on page 170 of the rulebook that will help me with this one. I had set up a picture of the skill tables to help with Amy’s skills. They are four types of skills: Easy, Average, Hard, and Very Hard. The following are the skills I bought for Amy with the math business.
Hard: Acrobatics 2 (170 - 12 = 158)
Average: Acting 3 (158 - 12 = 146)
Easy: Bicycling 2 (146 - 4 = 142)
Average: Boating 2 (142 - 8 = 134)
Average: Boxing 3 (134 - 12 = 122)
Easy: Carousing 2 (122 - 4 = 118)
Average: Climbing 2 (118 - 8 = 110)
Average: Cooking 4 (110 - 16 = 94)
Average: Disguise 5 (94 - 20 = 74)
Average: Driving 4 (74 - 16 = 58)
Easy: First Aid 5 (58 - 16 = 42)
...And I'm done with Amy Stock, full stats are below as usual.....
=FULL STATS=
Name: “Amy Stock”
Gender: Female:
Occupation: Spy
Appearance: Amy Stock is a woman with blonde hair and black eye usually dressed in a red shirt, blue jeans, a pair of white socks, and a pair of brown points.
Basic Attributes:
Strength: 10
Dexterity: 10
Intelligence: 10
Health: 10
Secondary Characteristics:
Damage: 1d-2/1d
Hit Points: 10
Will: 10
Perception: 10
Fatigue Points: 10
Basic Speed: 5
Dodge: 8
Basic Move: 5
Encumbrance Table:
Basic Lift: 20
None: 20
Light: 40
Medium: 60
Heavy: 120,
Extra Heavy: 200
Build:
Height: 6’0”
Weight: 150 lbs.
Age: 25
Culture:
Language: American English (Native) [0]
Wealth: Comfortable ($40,000)
Advantages:
Absolute Direction
Absolute Timing
Ambidexterity
Beautiful
Catfall
Combat Reflex
Daredevil
Double-Jointed
Photograph Memory
Rapier Wit
Social Chameleon
Perks:
Alcohol Tolerance
No Hangover
Disadvantage:
Bad Temper
Curious
Gluttony
Impulsiveness
Quirks:
None
Skills:
Acrobatics 2
Acting 3
Biking 2
Boating 2
Boxing 3
Carousing 2
Climbing 2
Cooking 4
Disguise 5
Driving 4
First Aid 5
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