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Old 10-18-2017, 03:26 PM   #3
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Jag Fairchild Delvers to Go

Quirks don't "go away" if you use them for extra money. The way it works is like this:
  • Your professional template is worth 250 points. You're at 250 points when you've selected a template and made all the choices it offers.

  • A full load of quirks is worth -5 points. You're at 245 points after you've defined five.

  • The standard power level is 250 points, so you have 5 points to spend at this stage. Each point spent on abilities adds 1 point to your total, while points traded for money do not. So your options are being worth 245 points and trading 5 points for +$2,500, 246 points and trading 4 points for +$2,000, 247 points and trading 3 points for +$1,500, 248 points and trading 2 points for +$1,000, 249 points and trading 1 point for +$500, or 250 points and having no extra money. No matter which choice you make, you'll have five quirks.

  • How much money you end up with depends also on Wealth. Add the amount from your Wealth level to any extra money.
Jag is worth 247 points, which means he traded 3 of the 5 points generated by his five quirks for +$1,500. This adds to the $2,000 for a Wealth of Comfortable, whence his $3,500 in gear.

Power items have nothing to do with quirks. Everybody who can cast spells gets a power item "for free." It's generally just the most expensive piece of gear the character owns, in Jag's case his shortsword, but it can be any article the player likes. It's common to save one of the points that quirks generate to "insure" one's power item with Signature Gear [1], but that's optional.
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