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System and House Rules


The campaign uses the 4th edition of Steve Jackson's GURPS system.

Character Creation

The original characters were all young boys (or girls, though no one took me up on that) living in the town of Northenden built on 75 points with up to 40 points in disadvantages and 10 points in quirks.

For those wishing to create a character to replace your old one, I might let you if I'm feeling particularly nice today, or if I absolutely despise your old character. This sort of thing should be getting near a last resort. New characters need not be from Northenden, and for many backgrounds could apply, but always double check with me before leaping into the character creation process. For new characters, use the current point total of the campaign but with about 5% points less (my discretion—this is because the current characters, while high in point value, are not as optimized as a starting character would likely be). The disadvantage limit is 55, including up to 5 quirks. Try to avoid extremely high or low attributes or skills unless I like your character concept a lot. Any attribute over 15 is asking for raised eyebrows and huffing.

Obviously no paranormal, magical, or supernatural abilites of any kind will be allowed. Choose only from skills your character would have a good reason to learn and have access to, and when finished please provide a description like the ones you can find on the PCs page. Here is a list of allowed advantages, disadvantages and skills (however its word is not law as I have only gone over it with a rather widely toothed comb).

Considerations:

  • a richly detailed personality is the best thing to strive for. An intriguing character history is often a nice way of encouraging such growth of personality, but is by no means necessary.
  • since it goes without saying that things will get interesting for the characters, try to aim for someone that would be relatively suited to adventuring.
  • the characters will all know each other and like each other (at least somewhat) from the very beginning, so try not to make someone who is impossible to get along with.
  • characters should be morally well-developed (good guys), and aware and at least partially respectful of the social order of the world.
  • as always, I am not particularly fond of ridiculously crippling disadvantages/disadvantage combinations. keep in mind that it is totally possible not to take the full 40 pts of disads (who'd have thought?).
  • GURPS Historical Folks provides templates for mundane historical professions. Though written for 3e, it is very useful for seeing what sorts of skills a person would have, or even for seeing what sorts of options exist. (Of course, not nearly all the templates would exist in a medieval town)

    House Rules

    Night Vision: 5 pts halves darkness penalties. This is no longer a levelled advantage.

    Wounds are recorded separately and each one heals as per regular healing rates. Accumulated wounds do not cripple limbs.

    If a character has an IQ score of 14, the other players are free to suggest ideas, solutions etc to the player of that character.

    As per B269, for damage rolls, +4 converts to 1d and +7 converts to 2d (does not affect '+x per die' modifiers).

    The extra effort in combat options described on p357 are available to PCs and NPCs, but require a Will Roll to activate.

    When recovering from extended unconsciousness, the amount by which you pass your HT roll reduces the unconsciousness time by increments of 20 minutes (when unconscious for 12 hours).

    Other than that we're using 4th ed rules exactly as written for now. If problems arise, we will adress them, and hopefully I'll remember to include the changes here.

    Combat Notes: I'm looking into ideas to make ranged combat, especially bows, a little more flexible and interesting. Also, for slamming, we must all remember that you can make a strong AOA with +2 to damage which greatly increases the odds of the attacker knocking his target down.

    Playing your character

    Roleplay is good. Roleplay makes GM happy. I am attempting to make this campaign as open-ended as possible, so its not necessary to follow what you 'think' I want you to do, but ignoring obvious plot hooks isn't usually fun for anybody. Though sometimes it is. The campaign has acquired a decidedly realistic flare these days, so generally it is better to think of things in terms of what makes sense, rather than what is logical story-wise. Like any GM, I'm prone to make a few mistakes, but assume I haven't made one unless you hear a lot of swearing from behind the screen. There may be more combat than in some previous games, or at least more opportunity for it, but a peaceful solution is often the best one anyway.

    Remember that you know very little about the world, because your experience of it is profoundly limited, and books and literacy are not particularly common. Religion is so prevalent that it is likely you would simply accept it as true, whithout giving it much thought. You have grown up in a very restricted social environment; it is likely that you view yourself as a bit inferior to those of higher ranking.. at least in that they know much more than you and command you, a lot of backtalk would seem quite inappropriate.

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