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The Shard Character Creation Guidlines Book

Read this and the information given at https://donalfall.tripod.com/gurps/shard/chars.html

Points :

All characters are to be built on 100 points.

Background :

All characters are to be native of Durman City on "the Shard".
https://donalfall.tripod.com/gurps/shard/durman.html
Also, setting informations is on the web at
https://donalfall.tripod.com/gurps/shard/setting.html

Races :

Humans and half Elves are the only two races allowed as PC's. Humans cost 0 points, Half Elves cost 30 points ( +1 IQ, Magery 1 & Longetivity )

Statistics :

The stats "base" is as follows -

  Human Half Elf
ST 10 10
DX 10 10
IQ 10 11
HT 10 10

Notes :

Note that I am using the optional rule from GURPS Compendium I, pg 7 "redefining Hit Points and Fatigue". Under this rule, Hit Points are based on your ST characteristic ( representing muscle mass & ability to take a blow ) & Fatigue is based on your HT characteristic ( representing endurance & fitness ). This way becomes more economical to be a fighter, as you do not have to concentrate on HT as much and also should see an end to mages with more ST than anyone else just to be able to power their spells!

Wealth and Status :

Wealth - unless your character has some level of Status, or a Secret, he cannot be of a higher wealth level than Comfortable ( 10 points ).

Reputation - any level of reputation is allowed, to usual limits. ( +4/-4 )

Status - There are 4 levels of Status open to your characters
-2 ( 10 pts ) Criminal, once convicted for a lesser offence.
-1 ( 5 pts ) "questionable", very low birth, descendant of slaves.
0 ( 0 pts ) Average.
1 ( 5 pts ) Knight "Errant", powerful merchant's son/daughter.

Literacy :

The world of the Shard is progressing to a educated status. The general populace are Semi-Literate ( 0 pts ), that is, they know how to make their mark & could read this sentance given about 4 or 5 minutes. Full Literacy cost 5 points & to be Illiterate is a -5 point disadvantage.

Advantages and Disadvantages :

All "mundane" advantages & disadvantages from the GURPS Basic Set, 3rd ed & Compendium I are available. The majority of "Occult and Paranormal advantages and disadvantages are fine too. Use your common sense. I want to get on with this game, not spend days sending emails back and forth cross checking character sheets.

As I intend this to be quite a serious campaign, Weirdness Magnet is absolutely forbidden. Not because it's a game wrecker - I can run it just fine - but because generally the players spend more time going on about the weirdness magnet than paying attention to the game.

On the subject of variable Advantages and Disadvantages, I have summarised the main likely Allies, Contacts, Patrons and Enemies below. Follow the rows to see their points value and then decide on their "frequency of appearance" as per the relevant entry in the GURPS Basic Set.

			Ally	Ally Group	Contact		Patron		Enemy
Administrative & Castle People
King			n/a	n/a		n/a		15pts		-40pts
Seneschal		n/a	n/a		admin, 4pts	10pts		-10pts
Guard Captain		n/a	n/a		police, 3pts	10pts		-20pts
Kings Engineer		n/a	n/a		prof, 3pts	n/a		n/a
Kings Muskets		10pts	20pts		milit, 2pts	n/a		-30pts
Castle Servant(s)	-	10pts		admin, 2pts	n/a		n/a
City Folk & Locals of Durman
Hilsen			n/a	n/a		adven, 4pts	15pts		n/a
Magus Daniel		n/a	n/a		mage, 4pts	15pts		-30pts
City Merchants		n/a	n/a		busin, 3pts	10pts		-20pts
City Traders		n/a	10pts		busin, 2pts	n/a		-10pts
Street Gang		5pts	10pts		crime, 3pts	n/a		-20pts
National Organisations & Foreigners
Merchant's Guild	n/a	n/a		busin, 4pts	25pts		-30pts
Mages Guild		n/a	n/a		mage, 4pts	25pts		-40pts
Kurnull County		n/a	n/a		n/a		n/a		-30pts
Other County		n/a	n/a		n/a		n/a		-20pts	
Cordall			n/a	n/a		n/a		25pts		-30pts
Lord of Vulturr		n/a	n/a		n/a		n/a		-30pts
Orc Warchief		n/a	n/a		n/a		n/a		-20pts
Orc Shaman		n/a	n/a		n/a		n/a		-10pts

anyone else would have to be discussed.

Skills :

Three skills are explicitly forbidden. Karate, Judo and Fencing have no Shard counterpart skills for the characters to possess and are therefore not available. Anything else that contravenes the rules for a magical TL4 world don't come into play either.

All Technological Skills are TL 4. The skill needed to fire a gun is Black Powder Weapons ( BPW ), a P/E skill ( GURPS 3rd Ed, Pg. 49 ). As with all Guns skills, gain +1 to BPW for an IQ of 11 and a +2 for an IQ of 12 or higher.

Your characters age is at least (total number of points in skills)/2, as per GURPS Basic Set pg.43.

Equipment & Encumberance :

As noted before, the $1000 GURPS standard "dollar" translates into 500 Durmese silver pennies (sp). A sample price list is given here for the weapons, armour and equipment usual to Shard adventurers & warriors.

Weapon			Price (	in sp )		Damage/Type	Malf. No.
Hand Weapons ( GURPS 3rd Ed, pg 206 - 207 )
Axe			25			sw+2/cut
Throwing Axe		30			sw+2/cut
Broadsword		250			sw+1/cut
Lg Knife		20			thr/imp
Sm Knife		15			thr-1/imp
Shortsword		200			sw/cut
Spear			20			thr+2/imp
Quarterstaff		5			sw+2/cr
2-h Axe			50			sw+3/cut
Greatsword		400			sw+3/cut
Ranged Weapons ( second figure is for cost of ammunition )
Shortbow		25/1			thr/imp
Regular Bow		50/1			thr+1/imp
Long Bow		100/1			thr+2/imp
Crossbow		75/1			thr+4/imp
Goat's-foot		25			n/a
Matchlock Handgonne	300/1			1d/cr		13
Matchlock Musket	200/1			4d/cr		14
Wheellock Pistol	350/1			1d+1/cr		14
Wheellock Musket	300/1			3d/cr		14
Rifled Musket		300/1			2d/cr		15
Armour ( 3rd Ed Pg 210 )Price ( in sp )		PD/DR
Head
Leather Cap		10			2/2
Chain Coif		28			3/4
Pot Helm		50			3/4
Body
Overcoat		25			0/+1
Cloth Armour		15			1/1
Leather Armour		50			2/2
Leather Jacket		25			1/1
Breastplate		250			4/5
Hands/Feet		
Leather Gloves		15			2/2
Shoes			20			1/1
Boots			40			2/2

As in our own world, the advent of gunpowder has spelt the end of the heavily armoured warrior. Other armour than this is available, but costs +10% extra, as it would have to be specially made. Refer to the Basic Set pg 210 & figure out the prices from there.

Cutomising Characters / Experience :

This will be given out exactly as usual, and you are free to spend it whatever way you wish. The use of free time to improve characters will be used exactly as normal ( "Improvement Through Study" GURPS Basic Set pg 82 - 83 & "Time Use Sheet" in the Instant Characters Booklet) between adventures or when I see fit.

Magery & Spells :

Any "aspected" versions of Magery are allowed, as are magical Knacks. No other optional rules for magery are in place. Spells from the Basic Set, 3rd Ed, are fine, as are any from GURPS Magic. Spells from GURPS Grimoire must be run by me first, there's a couple I don't want in the game.