"Rob Justice" gives me a bit of a "Revolutionary" vibe, but "Optimistic" keeps her solidly on the good side. So, the character is an Optimistic Occultist who wants to Rob Justice. Rolling, I get a 97 and a 60, for Rob Justice. The next two gives us the characters Motivation. Rolling, I get a 90 and an 8, which gives me Optimistic Occultist. The first two provide a "Modifier" and a "Noun" which gives me the basic concept for the character.
#Gurps 3rd edition social status series
The UNE provides a series of charts to provide various terms to the character in question-each is based on a percentile roll.
But, I'll have to stick with what I have. I'm pretty sure I won't pick the best interpretation, and I'm sure others will come up with more insightful and cunning ideas. So, I'll need to interpret the results in light of the above. Oh, and other thing, the UNE is one of my favorite tools, but it does lean towards "fantasy"-this is unfortunately true of most "generic" tools. Maybe she'll be a "near-future" character, or a "post-apocalypse" or 1800's or something. I also have quite a few "contemporary" games coming up eventually, so I don't want this character to be either. Finally, though relatedly, I've had a run of "fantasy" style games, so I don't want to do that. Secondly, I've made quite a few characters based on "western European heritage," so I want her to be something different. First, the past few characters I've made have been men, so this character will be a woman. Given that, I'm going to once again turn to the Universal NPC Emulator, with a few caveats. Both could kick my ass, but both would have pretty different skills. A "professional fighter" in the modern world might be an MMA fighter, while one from 2,000 years ago would be a Gladiator. Not only what character I want to make, but also what kind of world they live in.
So, before I do anything else I need to have a concept. I could allow random charts and die rolls to guide my character creation in other games, but GURPS is all about making decisions. Since GURPS is a Universal RPG, Concept is more important than others. Obviously, this means that starting with high Attributes makes high level skills cheaper to get. The better the skill, the more points it will cost. So, for example, if you have an Intelligence of 12, you can buy it at "Attribute -1" for 11 or "Attribute +2" for 14. Unlike AD&D, you can purchase them at different values. Much like AD&D, skills are derived from a controlling attribute. Everything is generally on a rating of 1-20, with checks being made by rolling 3d6, with the objective to roll below the value. You start with a single pool of points that you spend to purchase Attributes, Advantages, Skills, and the like. GURPS uses a point based system for character generation. So, for this Challenge, I'll be trying to create my first character with 4th Ed. There was no particular reason why, just other games took our attention and we have never found our way back. But sometime around the release of the 4th Edition, my group and I just stopped using GURPS.
Back in the day, GURPS was my go to game for any time I wanted a system that ran fast at the table, and would otherwise stay out of my way, and played/ran a ton of games with the 3rd Edition rules. Even if you don't want to use their system, GURPS has put out some absolutely amazing supplements that cover almost every conceivable game idea you might have.īut I did use the system-a lot. More recent games have stolen some of its thunder-Fate, Savage Worlds, Powered By The Apocalypse, etc.-yet it still remains a corner stone of gaming. While not the first, GURPS is probably the most famous of the classic "Universal" Systems.