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#1 |
Join Date: Dec 2013
Location: Piscataway, NJ
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I printed out Jag Fairchild just now for a player and read it for the first time. In the design notes it says that 3 Quirks were sold back for more starting cash. But it seems to still show 5 in the character information:
Equal opportunity lecher -1 Lies for innocent fun - not compulsively -1 Loves to spread rumors of his awesomeness -1 Prefers spells for stealth an observation, song of command to affect minds -1 Sneaks whether it’s necessary or not -1 Is there something in the character I missed that gives him the quirks. Also wouldn’t one have been used for his Power Item?
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~~The Illuminati is your friend~~ |
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#2 | |
Join Date: Jul 2015
Location: Phoenix, AZ
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$1000 normal starting cash +$1000 for comfortable wealth +$1500 for selling points = $3500 The same note box says what he spends the points on from the other two quirks (fast-draw (knife) and signature gear) All characters get up to 5 quirks.
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Blog Running Games on Tuesday (online). Playing Sunday. |
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#3 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quirks don't "go away" if you use them for extra money. The way it works is like this:
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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My LiveJournal [Just GURPS News][Just The Company] |
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#4 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Note that that unless something has changed, if you are using GCA to check if the totals are correct the software does this incorrectly and counts points spent on money towards your total.
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