GURPS High Fantasy
Character creation rules are fairly simple, however, character creation will occur in two phases.
Phase two instructions will occur once the phase 1 character is complete, submitted to the GM, and has complete GM approval.
Character Creation – Mechanics
- The first character created is a representation of the player in character form.
- Phase 1 is unlimited points, as the focus is on accuracy and many elements won’t transfer over.
- IQ should be rather precisely determined. Explanation of the comparative levels can be found in Basic, on page 14.
- Social ads and disads (allies, dependents, enemies, wealth, etc.) that are tied to the setting are permissible, but they will likely be lost in transition. This means they can either be ignored and excluded or points from the traits may be refunded or taken when transitioning to phase 2, as the case may be. Nothing physical will transfer (assets, equipment, personal body, etc.) so physical ads or disads can be ignored.
- Careful consideration should be given to every potential skill as well as traits. Conversely, accuracy should prohibit skills (or traits) trained in long ago but no longer appropriate.
Phase 2 involves the game session at the convention and creating your character’s character for the highlight RPG game, which in turn dictates the medieval character that your modern character (representation of you) becomes.
Character Creation – Backstory
Preliminary gameplay will be RP’ed, covering the convention. This will include the special RPG session where the characters’ characters are chosen and displayed to the rest of the group. Each character will be limited to the backstory provided. This means that if a rich backstory is provided prior to gameplay, then the richness is carried over into the new setting. If no backstory is provided at all, then the character is a complete unknown with no historical connection. Backstory elements will not be able to be created thereafter, so what one starts with is what one gets.
Character Creation – Mechanics
- Need to pick a race and a “profession”. Races are viewable here on the wiki and are limited as described below. Profession overviews are available at the link further below. Up to two professions may be taken, but no more than two professions.
- Your previous characters will be modified and returned, with non-applicable elements removed and any race and profession templates added. Remaining elements (traits and skills) may not be removed or reduced.
- Need to complete the character to 600 points.
- With the exception of the Android, all characters must be created using the High Fantasy GDF.
- Secondary stats Will and Perception are broken out from IQ, made completely independent stats.
- Stats are limited to +3, but can be raised as high as +8 with accompanying unusual background advantages. This is based on personal adjustments, meaning racial adjustments affect the capped end result.
- The price of Luck is much higher than the book price. This reflects the far greater benefit that it gives, as it is really priced too low for its impact.
- Limitations of professions must be adhered to.
- No more than two talents may be taken, except where explicitly granted by the profession.
- Wealth is capped at Wealthy (temporary or regular) unless specified otherwise in the profession. Starting wealth for the game is $10,000 rather than the usual $1,000 for a medieval, TL 3 setting. Any increase (or decrease) in wealth level impacts that figure.
- Only two professions may start with an associated locale (although where those locales are will need to be discovered). These locales are represented in equipment through the “unknown key” item.
- The following abilities are limited to profession-only: 3D Spatial Sense, Gadgeteer, Heroic Archer, Independent Income, Permeation, Plant Empathy, Talent: Master Assassin, Talent: Master Thief, Trained by a Master, Weapon Master, Wild Talent
- Any Exotic or Supernatural ability not on the list above requires GM approval
- Skills that relate specifically to the setting (like Geography, History, Area Knowledge, etc.) are limited to professions indicating as much. This also applies to Hidden Lore skills.
Sentient Races in the Setting
There are five sentient races that coexist in most major towns: Dwarves, Elves, Gnomes, Halflings, and Humans. Such towns also tend to include two half-breed sub-races, Half-Elves and Half-Orcs. PC characters must come from one of these seven races.
There are many other sentient races that exist but do not get along well with the other races or keep to their own cities. Other “civilized” races consist of dark elves, reptile men, and winged folk.
Similar to a civilized society, the insect men race form a hive culture although their race exhibits a caste structure that is inherent to the physiology, much like bees or other such hive-based creatures.
More primitive, tribal cultures include Centaurs, Faeries, Felines, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Orcs, and Trolls. The goblinoid races (Goblins, Hobgoblins, Kobolds, Ogres, and Orcs) will sometimes mix in a given tribe. Goblinoid tribes can also be home to Half-Ogres, an unfortunate cross between a male Ogre and a female Human, typically an unwilling slave. It is exceedingly rare for the female to survive childbirth, and few Half-Ogre children survive the first dozen years. Those that do are rarely accepted in Ogre tribes but find positions of significance in the smaller goblinoid races.
Some sentient creatures have a very decentralized culture, where it is rare to see multiple of the species together. These races include Dragons, Giants (of varying types), Nymphs, and Treants. While such congregations do happen, it is very secretive, generally occurs for an important purpose, and is rarely done within view of anyone outside of their species. Dragons are somewhat of an exception to this decentralized culture in that they are powerful wielders of magic and often take the form of other races, using the form to move among other species undetected. While no dragon has ever clearly stated why they do this, such activity has been noted. Some speculate that it is to study the races, some say to become a part of a community without the rivalry associated with dragonkind, and some even say that the reason is far more nefarious – pitting dragonkind as evil tyrants working on a long-range plan that seeks to subject the races to their will. Of course, such conspiracy-theorists cannot provide evidence nor give details on how long-range this plan is, only that it is a pot heating up that will eventually boil over.
Character professions can be found here. Again, only two can be selected and they cannot conflict, which is indicated where one profession explicitly prohibits the other. Please read each one thoroughly to ascertain the benefits and impacts.
- I DO track encumbrance. Weight carried matters.
- I DO track living expenses. Nothing is ever assumed nor is it free. This is especially true in a medieval setting.
- Currency is not metric, like DnD or other systems, it is more granular. Coins include copper pieces, silver pieces, gold pieces, and mithril pieces.
- 1 copper piece is the lowest denomination possible; a copper piece (cp) is essentially $0.01
- 1 silver piece = 100 copper pieces; a silver piece (sp) is essentially $1
- 1 gold piece = 100 silver pieces; a gold piece (gp) is essentially $100
- 1 mithril piece = 100 gold pieces; a mithril piece (mp) is essentially $10,000
- Starting currency is $10,000, or 10,000 sp.
- Linear d100 dice are used instead of the bell-curve approach of 3d6. To determine percentage chances, simply add up effective results based on all modifiers and multiply by 5. This means that a plus or minus 1 has the same impact regardless of effective skill level.
- Note that a number of House Rules player currencies are used, and can all be found in the Logistics section.