Here's an explanation of the various character traits:Attributes
This represents a character's raw talent. The higher an attribute, the easier it is to perform a skill or action.
A character begins with all 10s in attributes, which may be raised or lowered during character creation and according to templates.
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Less than 6 Crippling. An attribute this low severely limits your lifestyle.
7 Poor. Your limitations are immediately obvious to anyone who meets you.
8 or 9 Below average. Such scores are limiting, but within human norms.
11 or 12 Above average. These scores are superior, but still within human norms.
13 or 14 Exceptional. These attributes are immediately obvious to anyone who meets you.
15+ Amazing. An attribute this high draws constant comment and probably guides your life decisions.
Note, the above is for humans. For non-humans, use the racial template to determine what is considered average.
Strength (ST) - 10 points/level
Dexterity (DX) - 20 points/level
Intelligence (IQ) - 20 points/level
Health (HT) - 10 points/level
Fighters need good ST and HT. Mages need good IQ. Rogues need good DX.Secondary Attributes
These are based off of primary attributes and can be bought up individually.
Hit Points (HP) - represents how much damage you take before you are in danger of falling unconscious or dying. Equal to ST, + 2 CP/additional level
Will - represents how strong your will is. Some skills are based on Will. Equal to IQ, + 5 CP/additional level.
Perception (Per) - represents your general alertness. Equal to IQ, + 5 CP/additional level.
Fatigue Points (FP) - represents your body's energy supply. You lose FP when you go without eating or sleeping, hike for long distances, and use special attacks and spells. Mages should buy extra FP. Equal to HT, +3/additional level.
Basic Speed - measures your basic reflexes and physical quickness. Add HT+DX, and then divide by 4 (do not round off - 5.25 is faster than 5.0). Can be increased at 5 CP/+0.25, or reduced in a like manner.
Basic Move - measure your ground speed in yards per second without encumbrance. Equal to Basic Move (without the fraction). Can be increased by 5 CP/yard/second or reduced in a like manner.
Build - your body type. Choose Skinny (-5), Normal, Overweight (-1), Fat (-3), or Very Fat (-5).
Size Modifier - your size compared to a human. Social Background
Technology Level (TL) - rates technological development. Ytarria is roughly TL 3, but your TL might be higher or lower dependent on your background.
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TL0 Stone Age
TL1 Bronze Age
TL2 Iron Age
TL4 Age of Sail
TL5 Industrial Revolution
TL6 Mechanized Age
TL7 Nuclear Age
TL8 Digital Age
TL9 Microtech Age
TL10 Robotic Age
TL11 Age of Exotic Matter
TL12 Whatever the GM likes!
Culture: Each character receives their own culture for free.
Language: Each character receives their own language for free. Other languages and levels in a language can be bought individually.Advantages
- a useful trait that gives you a mental, physical, or social edge. Useful advantages for fighters include Combat Reflexes and High Pain Threshold. Useful advantages for mages include Magery. Useful advantages for priests include True Faith and Power Investiture. Useful advantages for Thieves include High Manual Dexterity. For anyone, Talents and Luck can be very useful.
Some useful GURPS Advantages from GURPS for Dummies
: http://www.dummies.com/how-to/content/t ... tages.html
Perks - 1-point advantages like Alcohol Tolerance and No Hangovers.Disadvantages
- a problem or an imperfection that your character has. In general, you should take the full amount of disadvantages that you're allowed to take.
Ten or so disadvantages that aren't too painful (also from the Dummies book): http://www.dummies.com/how-to/content/t ... inful.html
Quirks - 1-point mental or physical disadvantages that give specific, minor penalties. This can be anything you'd like, as long as it could inconvenience you at some point. You should take all five quirks, and if you want to assign them after you begin playing, that's ok. Just put "Quirk 1 - TBD" or something like that.
Mental Quirks include Attentive (focusing on the task at hand but ignoring your surroundings), Broad-Minded (quirk level form of Xenophilia), Careful, Chauvinistic, a minor Code of Honor, a minor Delusion, Dislikes, Habits or Expressions, Imaginative, Likes, Minor Addiction, Nosy, Obsession, Proud, a minor Trademark, or a minor Vow. (Note, many of these are 1-point versions of a Disadvantage).
Physical Quirks include Alcohol Intolerance, Distinctive Features (green mohawk, Mike Tyson's facial tattoo), and Horrible Hangovers.Skills
These are a particular kind of knowledge. Examples include Broadsword, Diplomacy, Lockpicking, and the Zombie spell.
You'll start with some, and you can improve them as you play and add others to your skill list.
Skills are tied to a particular attribute. For instance, Fast-Talk is an IQ/A (average) skill. If a character has IQ 10, it costs 1 CP to buy Fast-Talk at skill level-1, 2 CPs to buy Fast Talk at skill level, 4 CPs to buy Fast-Talk at skill level+1, and +4 CPs for every skill level past that.
So, for an IQ 10 character:
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CPs Skill level Relative level to attribute
1 9 IQ-1
2 10 IQ
4 11 IQ+1
8 12 IQ+2
12 13 IQ+3
+4 +1 +1
So to improve the skill, pay the difference in CP cost. If you start with Fast-talk at IQ-1, you only need to pay 1 more CP to improve it one level, then 2 CPs for IQ+1, then 4 CPs for every level after that.
The higher your starting IQ, the easier it is to get a higher level in the skills it controls. For an IQ 15 wizard, she would only need to pay 1 CP to buy Fast-Talk at level 14. For an IQ 10 bouncer, he'd need to spend 16 CPs (!) to buy Fast-Talk up to level 14.
Skills are either Easy, Average, Hard, or Very Hard.
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Final Skill Level Easy Average Hard Very Hard
Attribute-3 - - - 1
Attribute-2 - - 1 2
Attribute-1 - 1 2 4
Attribute-0 1 2 4 8
Attribute+1 2 4 8 16
Attribute+2 4 8 12 20
Attribute+3 8 12 16 24
Extra +1 +4 +4 +4 +4
Note: It's usually better to have several higher skills than many Skill-9 and Skill-10 scores. Your primary weapon score should probably be 13+, along with any skills you'd want to use professionally.Techniques
Techniques are based off of existing skills and let you pay off the penalty for a specific move. For instance, if you want to use Elbow Strike, normally you'd use Brawling or Karate at a -2 penalty. Buying the Technique Elbow Strike lets you buy off this penalty.Magic
If you want to your character to be able to use spells, see me for more information.