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Posted: Tue May 22, 2007 1:04 pm
Rightrightright.
We're using GURPS, as it's remarkably adaptable - you can build pretty much anything through it.
You'll be mid-level - less powerfull than Hellboy, more powerfull than Sidney Leech ("human metal detector detects metal" yeah, congrats...)
GURPs character generation is points-based - you get a set amount of points, with which to buy everything. Keep in mind I want character background along with stats.
You'll begin with 150 points.
Attributes There are 4 attributes: Strength Dexterity Intelligence Health
Attributes start at 10, increasing this costs points, decreasing gives you extra points. 8-12 is the normal range, anything above 16 (or below 4) is considered Incredible
1.............-80 / 7............-20 / 13............30 2.............-70 / 8............-15 / 14............45 3.............-60 / 9............-10 / 15............60 4.............-50 / 10.............0 / 16............80 5.............-40 / 11............10 / 17............100 6.............-30 / 12............20 / 18............125
The rest of your points are split between: Image and Looks Social Standing Wealth Mundane Advantages Supernatural Advantages Mundane Disadvantages Supernatural Disadvantages Quirks Skills
but these I'll list in replies. I'm not actually explaining in the post what things do, this is because there's millions of them - if there's one you want to know more about, message me, and I'll explain (then copy the explanation into the post). You do not need to spend points in all sections. Some parts have a /level or /rating price, this means you can buy multiple levels. Some parts have a /5/10/15 (or whatever) price, the more it costs, the more effective it is (be that positive or negative)
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Posted: Tue May 22, 2007 1:28 pm
Image and Looks
Appearance: Horrific Appearance (-30) Monsterous Appearance (-25) Hideous Appearance (-20) Ugly Appearance (-10) Unattractive Appearance (-5) Average Appearance (--) Attractive Appearance (5) Handsome (or Beautiful) (15) Very Handsome (or Beautiful) (25) Charisma (5/level) Disturbing Voice (-10) Handedness Left (--) Right (--) Height and Weight Dwarfism (-15) Fat(-5/-10/-20) Skinny (-5) Odious Personal Habits (-5/-10/-15) Unnatural Feature (-5 per feature) Voice (10)
Social Standing Clerical Investment (5/rank) Legal Enforcement Powers (5/10/15) Military Rank (5/level) Reputation (varies) Social Stigma (-5/-10/-15) Status (Varies)
Wealth Wealth Dead Broke (-25) Poor (-15) Struggling (-10) Average (--) Comfortable (10) Wealthy (20) Very Wealthy (30) Filthy Rich (50)
Mundane Advantages Absolute Direction (5) Acute Sense(s) (2/level) Alertness (5/level) Animal Empathy (5) Autotrance (5) Combat Reflexes (15) ...you gain +1 to Active Defence, never 'Freeze Up' and add 6 to any IQ roll to recover from suprise or stun Common Sense (10) Danger Sense (15) ...The GM Secretly rolls your IQ, if you pass you get a warning about danger Daredevil (15) Disease-Restistant/Immunity to Disease (5/10) Double-Jointed (5) Empathy (15) Extra Fatigue (3/level) Extra Hit Points (5/level) Gizmo (5/level) High Pain Threshold (10) High Technology (0) Invention (varies) Language Talent (2/level) Luck (15/30/60) Magic and Psychic Resistance (3/level) Musical Ability (1/level) Night Vision (10) Psychic Powers (Varies) Rapid Healing (5/15) Resistance to Poison/Immunity to Poison (5/15) Ritual Adept (10/20/30) Ritual Aptitude (5) Single-Minded (5) Spring-Loaded Fist (12) Strong Will (4/level) Temperature Tolerance (1/level) Toughness (10/25) ...you gain Damage Resitance - 1 for 10 points, 2 for 25 Unusual Background (varies)
Supernatural Advantages Aquatic/Amphibious (--/10/20) Breathe Fire (varies) ...You can generate a ranged attack for 20 points, it does 1 point damage + 1 for every additional points spent Conjoined Twins (60) Damage Resistance (3/level) ...you gain Damage Resistance, 1 for every 3 points Enchanted Move (10/level) Extra Limbs (varies) Flight (40) Full Coordination (50/attack) Homunculus (131) Independantly Focusable Eyes (15/level) Invunerability (Varies) Magery (35) Modified Arm ST (Varies) Regeneration (varies) Regrowth (40) Shapeshift (Varies) Spirit Form (100) Strikers Claws (15/25/55) Combat Hand (10) Generic (5)
Mundane Disadvantages Bad/Poor Grip (-10/-5) Bad Sight (-10/-25) Bad Temper (-10) Bloodlust (-10) Bully (-10) Code of Honor (-5 to -15) Compulsive Behavior (-5 to -15) Cowardice (-10) Curious (varies) Fanatacism/Obsession (-15) Gluttony (-5) Greed (-15) Hard of Hearing (-10) Honesty (-10) Illiteracy (varies) Impulsiveness (-10) Jealousy (-10) Lame (varies) Laziness (-10) Miserliness (-10) Mute (-25) One Arm (-20) One Eye (-15) One Hand (-15) Overconfidence (-10) Pacifism (-15) Phobias (varies) Primitive (-5 per Technology Level) Pyromania (-5) Sense of Duty (-5 to -20) Stubbornness (-5) Truthfulness (-5) Unluckiness (-10) Vow (-1 to -15) Weak Will (-8/level)
Supernatural Disadvantages Bestial (-10/-15) Dependancy (varies) Dread (varies) Horizontal/Semi-Upright (-10/-5) Inconvenient Size (-10/-15) No Fine Manipulators (-30) Short Arms (-10) Unliving (-50) Unhealing (-20/-30) Vulnerability (varies) Weakness (varies)
Limitation Sometimes you'll want a power that doesn't affect all of you or isn't as reliable as it could be - Hellboy for example has a much higher Damage Reduction on his fist than anywhere else, and Liz's powers are linked more to emotion than will. To represent this, there's Limitations, these make your powers more specific, and also reduce the cost.
Quirks These can be made up yourself, each quirk is worth -1, but MUST be run past me, and roleplayable. And roleplayed. You get the jist.
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Posted: Tue May 22, 2007 2:46 pm
Skills
Skills are a little more complicated, as you have default levels in them. Skills are split between 2 types - Mental or Physical, and cost different amounts to upgrade, depending on difficulty Difficulty represents how difficult a task generally is to do - it's easier to be good at skipping, than at kung-fu Default represents how naturally good you are at a skill, it's generally DX or IQ minus a certain number (DX-3 would be Dexterity minus three)
They're damn chunky to set up, but a breeze once they get going.
If you dont spend points in a Skill, there's no need to record it (there's millions of the bastards) - if I ask for a skill, I'll list it's default.
Skills have 3 sections: Name Type (Attribute and difficulty) Defaults (your base ability)
Final Level...Easy...Average......Hard DX-3..............-..........-.............1/2 DX-2..............-.........1/2...........1 DX-1............1/2.........1.............2 DX.................1..........2.............4 DX+1.............2..........4.............8 DX+2.............4..........8.............16 DX+3.............8.........16............24 DX+4............16........24............36
Final Level...Easy...Average......Hard.....Very Hard IQ-4..............-..........-..............-..............1/2 IQ-3..............-..........-.............1/2.............1 IQ-2..............-........1/2.............1..............2 IQ-2............1/2........1...............2..............3 IQ................1..........2...............4..............8 IQ+1............2..........4...............6.............12 IQ+2............4..........6...............8.............16
So to increase Acrobatics to Dexterity+2 would cost 16 points, but to do the same to Jumping would only cost 4
Acrobatics (Physical/Hard) (DX-6) Acting (Mental/Average) (IQ-5) Administration (Mental/Average) (IQ-6) Alchemy (Mental/Very Hard) (No Default) Animal Handling (Mental/Hard) (IQ-6) Area Knowledge (Mental/Easy) (IQ-4) Armoury (Mental/Average) (IQ-5) Artist (Mental/Hard) (IQ-6) Bard (Mental/Average) (IQ-5) Blacksmith (Mental/Average) (IQ-5) Camouflage (Mental/Easy) (IQ-4) Carpentry (Mental/Easy) (IQ-4 or DX-4) Climbing (Physical/Average) (DX-5 or ST-5) Computer Operation (Mental/Easy) (IQ-4) Computer Programming (Mental/Hard) (No default) Cooking (Mental/Easy) (IQ-4) Criminology (Mental/Average) (IQ-4) Demolition (Mental/Average) (IQ-5) Diagnosis (Mental/Hard) (IQ-6) Diplomacy (Mental/Hard) (IQ-6) Disguise (Mental/Average) (IQ-5) Electronics (Mental/Hard) (No Default) Electronics Operation (Mental/Average) (IQ-5) Engineer (Mental/Hard) (No Default) Escape (Physical/Hard) (DX-6) Fast-Talk (Mental/Average) (IQ-5) First Aid (Mental/Easy) (IQ-5) Forensics (Mental/Hard) (No Default) Forgery (Mental/Hard) (IQ-6 or DX-8 ) Gambling (Mental/Average) (IQ-5) Hand Weapon (Physical/Varies) (Defaults vary) Holdout (Mental/Average) (IQ-5) Humanities (Mental/Hard) (IQ-6) Interrogation (Mental/Average) (IQ-5) Intimidation (Mental/Average) (ST-5) Judo (Physical/Hard) (No Default) Jumping (Physical/Easy) (No Default) Karate (Physical/Easy) (No Default) Languages Skills (Mental/Varies) (No Default) Language Gesture (Mental/Easy) (IQ-4) Language, Sign (Mental/Average) (No Default) Law (Mental/Hard) (IQ-6) Leadership (Mental/Average) (ST-5) Lockpicking (Mental/Average) (IQ-5) Magic Spells (Mental/Varies) (No Default) Masonry (Physical/Easy) (IQ-3) Mechanic (Mental/Average) (IQ-5) Merchant (Mental/Average) (IQ-5) Meteorology (Mental/Average) (IQ-5) Missile Weapon (Physical/Varies) (Defaults Vary) Musical Instrument (Mental/Hard) (No Default) Natural Sciences (Mental/Hard) (IQ-6) Naturalist (Mental/Hard) (IQ-6) Navigation (Mental/Hard) (No Default) Occultism (Mental/Average) (IQ-6) Parachuting (Physical/Easy) (DX-4 or IQ-6) Paraphysics (Mental/Very Hard) (No Default) Photography (Mental/Average) (IQ-5) Physician (Mental/Hard) (IQ-7) Pickpocket (Physical/Hard) (DX-6) Psychic Skills (Mental/Hard) (No Default) Research (Mental/Average) (IQ-5) Riding (Physical/Average) (DX-5) Ritual Magic (Mental/Very Hard) (No Default) Ritual Magic Paths (Mental/Very Hard) (Special Default) Running (Physical/Hard) (No Default) Savoir-Faire (Mental/Easy) (IQ-4) Sex Appeal (Mental/Average) (HT-3) Shadowing (Mental/Average) (IQ-6) Shield (Physical/Easy) (DX-4) Singing (Phsyical/Easy) (HT-4) Social Sciences (Mental/Hard) (IQ-6) Spell Throwing (Physical/Easy) (DX-3) Stealth (Physical/Average) (IQ-5 or DX-5) Streetwise (Mental/Average) (IQ-5) Surgery (Mental/Very Hard) (No Default) Survival (Mental/Very Hard) (IQ-5) Swimming (Physical/Easy) (ST-5 or DX-4) Tactics (Mental/Hard) (IQ-6) Teaching (Mental/Average) (IQ-5) Thaumaturgy (Mental/Very Hard) (IQ-6) Throwing (Physical/Hard) (No Default) Thrown Weapon (Physical/Easy) (DX-4) Tracking (Mental/Average) (IQ-5) Traps (Mental/Average) (IQ-5 or DX-5) Vehicle Skills (Physical/Varies) (Defaults Vary) Writing (Mental/Average) (IQ-5)
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Posted: Fri Jun 01, 2007 10:32 am
So I could basically be a hulking, four-armed monster that walks on all arms and has nine tiny horns that protrude from his head while suffereing from social stigmatas, a monstrous appearance, trouble with human speech, and many delusions about him and his broken mentality?!?
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Posted: Fri Jun 01, 2007 10:39 am
Wahoo! I'm gonna LOVE this!!! biggrin
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Posted: Fri Jun 01, 2007 4:13 pm
That's the beauty of Gurps! The other nice thing, is that all the different settings have the same rules, so in theory you can mix-and-match (Hell, with the right books, you could build Hellboy, the Half-Rabbit Malkavian and fly around in space on a giant seal...)
'course, if you try this I'll beat your a**, but still...
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Posted: Tue Jun 19, 2007 4:13 pm
What if we combined Hellboy with X-Men, Batman, and Sandman? Do you dare defy me? YOU'RE RESISTANCE WILL BE NOTED!!!
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Posted: Wed Jun 20, 2007 10:48 am
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Posted: Wed Jan 02, 2008 3:34 pm
I have no freakin clue how to use the Gurps system could u pm me and explain it a litte more?
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Posted: Fri Jan 04, 2008 9:56 am
I'll do another post here, as a few people seem to be struggling, if it still doesn't make sense, message me.
You start with 150 points, which you spend to build your character, these points can be spent anywhere (meaning you could put them all in a single place - have a character with terrible skills and attributes, but a lot of superpowers, or a character with no powers, but who's just all-round good at stuff). Different things cost different amounts, and cost more the higher they are.
Attributes are the core of your character - the base that everything else is built off. There's 4 of them. Strength - how strong your character is Dexterity - how nimble and agile your character is Intelligence - how smart your character is Health - how tough your character is, how much they can take without dying.
They all start at 10, which is the standard human average. You can increase these by spending points, how many points you spend depends how high you want them to be (check the chart - to increase an attribute to 14 would cost 45 points). Alternately you can reduce these to gain points to spend elsewhere (reducing Dexterity to 7 would give you 20 points, giving you 170 to spend on other things).
Image & Looks, Social Standing, Wealth, Mundane Advantages, Supernatural Advantages, Mundane Disadvantages and Supernatural Disadvantages
These are more specific statistics, detailing unique advantages or powers you might have. They cost the amount in brackets, some (like Odious Personal Habits) have several prices, because you can buy it multiple times (each time making it more pronounced - buying Odious Personal Habits once may mean you tend to scratch a little too much in public, buying it three times suggests you can't remember the last time you washed, and tend to sneeze into your hand before shaking someone else's). Where the number is a negative number, it's a disadvantage, and gives you points to spend elsewhere.
There's a lot of these, so I havent given detail on many of them - if you want to know more about one, ask and I'll flesh it out.
Limitations Powers in Hellboy are never as usefull as they could be - Liz's powers are a great example, as they're controlled by her emotions (and can't necisarily be activated at will) you can attach Limitations to your powers to make them cheaper. These are a bit complicated (using fractions), so we can sort these out in private.
Quirks These are small things that dont fit anywhere else - Hellboy's love of Kittens or similar, and give you an extra point each to spend elsewhere.
Skills Some skills are easier to learn than others, and people start at different levels - people are generally better at Skipping than at Ballroom Dancing, and find it easier to learn Times-Tables than Rocket Science. Because of this, skills start at different levels, all derived from your Dexterity (for physical things) or Intelligence (IQ) (for mental things). Acting, for example, starts at IQ-5, meaning a character with a Intelligence of 12 has a base Acting of 7 (12-5). If they want to increase it to it's maximum (IQ+2 = 9) they'd have to pay 6 (as it's Average), but to increase Alchemy to the same level would cost 16 (as it's Very Hard to learn).
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Posted: Sat Jul 19, 2008 2:13 pm
Um....why can't we just...oh never mind =.=
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Posted: Sun Jul 20, 2008 10:01 am
Make it all up?
I find if that happens, you lose a degree of the suspense and balance - there's nothing quite like realing that the fate of the entire world depends on whether your character actually can beat the big bad. As opposed to freeform, where you just do it because it's awesome (or one person does it, like they've done everything, because they're RPing a unstoppable all-powerfull godling). On the other hand, using a system's also a bit more restrictive, and the chance for failure's higher (of course, that's just cannon for roleplaying imo, but...) so it's not to everyone's tastes.
I can see why people would like either, or both. Which is the reason there's two forums!
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