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Old 10-16-2012, 08:43 PM   #1
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Help with Convention Pre-Gen Character Packets

Hi All,
I’m preparing for running a game at a convention in February, and am working on the Character Packets for the Pre-Gens. The game is a GURPS DF adventure. Below is my outline for the packets. The idea is that I’ll have a one page quick pick list with a list and brief description of each of the Pre-Gens, then these packets would be in folders that I hand out after players choose the pre-gen they want to run.

Some Questions:
1. How does the packet outline look?
2. Anything missing from the packet outline?
3. Anything look like it isn’t needed or useful?
4. Does it make sense to move the Setting and Adventure Background from page 2 to somewhere latter in the packet, even the very end?
5. For the Character Background, does a short outline, or couple paragraphs make more sense?

I appreciate your help. Thanks.
-Dan

Outline:
Page 1 (Cover page for the Packet)
> Name
> Description
> Picture
Page 2
> Setting Background
> Adventure Background
Page 3
> Character Background
> Motivations
> Psychology (for non-humans)
> Relationships with other characters
Page 4
> Character Sheet
>> Name
>> Attributes
>> Advantages
>> Perks
>> Disadvantages
>> Quirks
>> Skills
>> Techniques
Page 5
> Equipment List
> Encumbrance and Movement
Page 6
> Sense Rolls
> Social Interactions Skills
> Reaction Modifiers
> Armor DR, HP, Notes about wounds
> Fatigue Point and Energy Reserve levels (Spell Casters)
Page 7
> Combat Sheet
>> General Overview – character’s role in combat
>> Standard Maneuvers – common maneuvers character will use
>> Combat Information
>>> Initiative
>>> Move
>>> Defenses (Block/Dodge/Parry)
>>> Melee Weapons and Attacks – Including item, skill, damage, etc
>>> Range Attacks – Including ACC, range, damage, skill, etc.
>> Table of Simplified Range Modifiers and Hit Location Modifiers
Page 8
> Combat Process – step by step walk thru of combat
Page 9
> List of Maneuver Options
Page 10 > Spell List – Spell, Level, Class, College, Duration, Energy, Time to Cast (Spell Casters)
Page 11 – X
> Description of each spell (Spell Casters)
Page X+1 – Y
> Explanation of Advantages & Perks
> Explanation of Disadvantages & Quirks
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Old 10-16-2012, 08:48 PM   #2
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

Since I mentioned it, here is the quick list of characters the players will see inorder to select a character:

List of Pre-Gen Characters for ‘Ruins on the Bluff’:

Brother Smyth (Human, Cleric):
“Brother Smyth” is a Cleric of Wotan, God of Knowledge and Healing. His spells are mostly for healing, but he can throw a Sunbolt if need arises. In melee combat he uses a Mace and Shield.

Gimble Greenwheat (Halfling, Thief):
“Gimble” is a burglar. He is a master at hiding and sneaking, and is highly talented at opening locks and finding traps. Combat in not his forte. He will hide and snipe with his cross bow once in combat, or launch a surprise attack with his long knife if he must.

“Rook”, Thurin Stonebeard (Dwarf, Knight):
“Rook” is a Dwarven warrior. He is very skilled with his Axe and Shield. For ranged attacks, he has a crossbow and knows how to throw axes.

Willowwind Greenleaf of the Roanoaks (Wood Elf, Scout):
“Willowwind” is an elven ranger from the Roanoaks. She is talented at woodcraft, e.g., tracking, moving silently, navigating, etc. Her preferred weapon is a Composite Bow. She uses a quarter staff in melee combat.

Darien Tiberius (Human, Holy Warrior):
“Darien” is a Paladin of Protem the Light Bringer god of light and fire. His focus is fighting undead. He fights with a broadsword and shield. For ranged attacks, he has a crossbow.

Baer of the Blue Mountain Clan, (Human, Barbarian):
“Baer” is a huge (7’6”) human barbarian warrior. He wields a large sword in battle. He has a longbow for ranged attacks.

Saboo (Human, Martial Artist):
“Saboo” is a Discipline of the Tower of the Winds from the far east. He is skilled at unarmed combat, but will normally use a simple quarter staff. He carries a brace of Shuriken for ranged work.

Pascal de la Fort, (Human, Swashbucler):
“Pascal” is a wiry dexterous swordsman from the Azure Sea. He dual wields a pair of very fine sabers in battle. He has a brace of throwing knifes for ranged attacks.

Arcania Half-Elven (Half-Elf, Wizard):
“Arcania” is a wizardess in the Gray Guild. She knows a number of spells in the Air College, but also knows useful spells in the Fire, Knowledge, Light, Mind Control, Protection, and Sound colleges. She knows the Lightning and Explosive Lightning spells, but she is more of a scholar than battle wizard. She has her staff if she is forced into melee combat.
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Old 10-18-2012, 01:00 PM   #3
Frost
 
Join Date: Dec 2007
Location: Darkest Salop
Default Re: Help with Convention Pre-Gen Character Packets

Quote:
Originally Posted by DAT View Post
Hi All,
I’m preparing for running a game at a convention in February, and am working on the Character Packets for the Pre-Gens. The game is a GURPS DF adventure. Below is my outline for the packets.

Some Questions:
1. How does the packet outline look?
2. Anything missing from the packet outline?
3. Anything look like it isn’t needed or useful?
4. Does it make sense to move the Setting and Adventure Background from page 2 to somewhere latter in the packet, even the very end?
5. For the Character Background, does a short outline, or couple paragraphs make more sense?

I appreciate your help. Thanks.
-Dan
I admire your level of organisation. However I do have a few reservations, a comprehensive eleven page (plus) document runs the risk of information overload something shorter might be more user frendly.

I think you could get away with condensing some of these sheets and seperating others out. Pages 8 and 9 might be worth turning into seperate handout, possibly a couple of laminated cards on the table.

One thing that I wouldn't do is relagate the background information to the back of the pack where people may miss them, keep them at page two or three where they are likely to catch peoples attention. It might be best to keep the background information fairly short and specific. Extending the character descriptions you have given here to include a few more details will probably be best for characters. As for the setting description, it makes sense to keep this fairly sparse and tailor it to the characters with potted descriptions of the world, where each character is from and where they are now.
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Old 10-18-2012, 01:26 PM   #4
Dunadin777
 
Join Date: Nov 2010
Default Re: Help with Convention Pre-Gen Character Packets

I also think your page count is too high for a general handout. In my limited experience, RPG players at a con that aren't familiar with GURPS will maybe studiously look over 4 pages or less. Anything beyond 4 pages should probably be set aside behind your GM screen and only given out if the player really 'gets' GURPS and asks for it.

Generally, I make it a point to have all character basics on 1 page if possible or 2 pages at most--and that includes a picture if I have one. I have a couple examples of my approach to the streamlined character sheet on my blog, if you're interested. This is one of them: Etain from Centurion. Long-term RPGs are another story, but for the most part even then I try to segregate information into fluff, history, mechanics, and player record. Things like combat reference sheets can usually be printed in a handful and placed on the corners of the table. This way the players can share and 'follow along' as others make their choices, but they're not intimidated by being assigned 2-3 pages of combat options.

As far as character and setting fluff goes, I find that the most important part to me is making sure players know how their characters sound, so I like to give them a mini-timeline (1 page) and a glossary of slang, culture, and expressions (1 to 2 pages) and place that in front of them first. After all, it's easier to compensate for players who know their character and not the system than it is to make up for a player lost in a strange setting with a good handle on the rules.

That's my experience, anyways.
__________________
Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister.

"I don't think I'm morally obligated to stop this..."
Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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Old 10-18-2012, 08:06 PM   #5
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

Quote:
Originally Posted by Frost View Post
I admire your level of organisation. However I do have a few reservations, a comprehensive eleven page (plus) document runs the risk of information overload something shorter might be more user frendly.
One thing I intend to do after I hand out the page is to go over them with the players, and one of the items I will point out is that the 2/3 sheet character sheet (plus the spell list for a spell caster) will contain the key information they absolutley need, the rest is as an aid to provide common items they might want to look up in the books at their finger tips.


Quote:
Originally Posted by Frost View Post
I think you could get away with condensing some of these sheets and seperating others out. Pages 8 and 9 might be worth turning into seperate handout, possibly a couple of laminated cards on the table.
One thing I was doing was staying with a large 12point font and lots of white area on pages, to make it easy to read.

I could put the combat process (page 8) and maneuver list (page 9) as a separate handout, or put a separate tab for it. I'll probably put the pages in a three ring folder, and can add tap pages to divide section and make it easy to jump to the key items.

Which items/pages would you combine?

Quote:
Originally Posted by Frost View Post
One thing that I wouldn't do is relagate the background information to the back of the pack where people may miss them, keep them at page two or three where they are likely to catch peoples attention. It might be best to keep the background information fairly short and specific. Extending the character descriptions you have given here to include a few more details will probably be best for characters. As for the setting description, it makes sense to keep this fairly sparse and tailor it to the characters with potted descriptions of the world, where each character is from and where they are now.
I was thinking of moving the setting background (which they will see/read in the program and session description) and the adventure background (which I will repeat verbally). I was keeping the character background up front.

It may be helpfull for me to show more of an example of what I was thinking.
-Dan
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Old 10-18-2012, 08:08 PM   #6
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

Quote:
Originally Posted by Dunadin777 View Post
I also think your page count is too high for a general handout. In my limited experience, RPG players at a con that aren't familiar with GURPS will maybe studiously look over 4 pages or less. Anything beyond 4 pages should probably be set aside behind your GM screen and only given out if the player really 'gets' GURPS and asks for it.

Generally, I make it a point to have all character basics on 1 page if possible or 2 pages at most--and that includes a picture if I have one. I have a couple examples of my approach to the streamlined character sheet on my blog, if you're interested. This is one of them: Etain from Centurion. Long-term RPGs are another story, but for the most part even then I try to segregate information into fluff, history, mechanics, and player record. Things like combat reference sheets can usually be printed in a handful and placed on the corners of the table. This way the players can share and 'follow along' as others make their choices, but they're not intimidated by being assigned 2-3 pages of combat options.

As far as character and setting fluff goes, I find that the most important part to me is making sure players know how their characters sound, so I like to give them a mini-timeline (1 page) and a glossary of slang, culture, and expressions (1 to 2 pages) and place that in front of them first. After all, it's easier to compensate for players who know their character and not the system than it is to make up for a player lost in a strange setting with a good handle on the rules.

That's my experience, anyways.
I am interest in knowing what you would put in the "2-3 pages". Please take a look at the example I'll include in the next posts.
-Dan
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Old 10-18-2012, 08:13 PM   #7
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

Here are an example of the Character packet:

Page 1:
Arcania (Full Name: Arcania Half-Elven)
Description: A relatively young (age 42, human equivalent of 21) average appearance female Half-Elf (tall slim build with pointy ears and strangely colored hair) of average height (6’) and build (weight 140 lbs). She has shoulder length black tipped silver hair, blue eyes, and pale skin. She is dressed in a heavy dark grey travel cloak over leathers, with a leather cap on her head and shoes on her feet. She carries a quarter staff with runes cut in it, has a small backpack on her back, and a pouch at her belt.


[INSERT Picture]

Page 2:

> Setting Background – Bones of the Dragon Empire The Draconius Empire (or Dragon Empire) had 200 providences that spanned the known world of Aeorth, and lasted over 1000 years. The Empire had great wealth and its wizards produced many magical wonders that are no longer easily produced today. But 300 years ago, a Civil War erupted that splintered the Empire into the separate providences. Now there are only 34 human kingdoms (former providences) and a handful of city states left. Most of the other former providences have been sacked and left in ruin. The ruins, and wilderness areas between, are overrun with goblin-kin and other monsters.
Recovering lost magical items and knowledge from the ruins is a recognized profession, commonly called Adventuring Companies (think a mix of a security firm, an archeology team, and a salvage company). Many of the most learned refer to the current situation as dogs fighting over the bones of the Dragon Empire.
Your party is a licensed adventuring company, chartered in the trade town of Green Rock Keep. Your team earns money by delving into dungeon ruins to defeat monsters and gain treasures.

Meta Game Summary – This is a fairly traditional fantasy setting with a fall of the Roman Empire background. There are lots of cultures, history, religions, kingdoms, economics, secret societies, and political in the full background description. All of which is important for a campaign, but none of it of key importance to this adventure.

> Adventure Background - Your company had recovered a map on their last successful delve that showed a backdoor/secret way into a dungeon, what you believed is the Vaults of Azerbarin (a very rich delve site). After several weeks of searching unsuccessfully, your team concluded that they had the wrong site and headed back to their home base in Green Rock.
About two days from Green Rock, they found a camp site that had been overrun, with dozens killed. A detailed search found one survivor, Father Jorden, an elder High Priest of Wotan. Jorden relayed the story of how their group was escorting a young seer of Phtoema, Tanya, to Green Keep (trying to avoid a vision of her being captured) when their camp was overrun by goblin worg riders, and Tanya captured. Jorden overheard the goblin leader say that she would be sacrificed at the new moon to free Nirabreza.
Nirabreza is an ancient Lich necromancer, who was able to defeat the army of one kingdom at the start of the civil war. It took three other armies to imprison him (they were not able to destroy him outright), and they were so weakened that another kingdom’s armies conquered the three. In these degenerate times, Nirabreza could easily take over the known world.
An ancient Lich necromancer out to conquer the world is not good for normal folks or the adventuring business. The fact that the site of the ritual is said to be filled with treasure doesn’t hurt the team’s motivation either.

Meta Game Summary – The dying stranger giving a mission is a fairly traditional fantasy hook (at least it didn’t start in a tavern), but the buildup of a more complex start is somewhat limited by the time constraints of a Convention Game. Go with it, it will be fun.


Page 3:

Arcania Half-Elven, Half-Elf Wizard
> Character Background – (disadvantages are identified in [brackets])
Arcania’s pregnant mother, a human, stumbled alone, wounded and in the late stages of labor, into a travelers inn near the city of Flint Forge. With the help of the staff at the inn, she soon gave birth to a healthy baby girl, whom she named Arcania. She was able to tell that her group had been attached by goblins, but soon died without revealing who she or Arcania’s Elven father were. For the next decade, as Arcania grew from infant to toddler, she was raised by the staff at the Inn. But when hard times hit the Inn, they were no longer able to support the very slowly growing girl.
So Arcania was sent to and raised in an orphanage in the city of Flint Forge for the next twenty years. The kids teased her about being a half-breed [Social Stigma], but she accepted that and even took pride in it, so much so that she took that as part of her name [Proud]. From being teased as a child, she has become very accepting of strangers [Broad-Minded]. The one exception is Goblin-Kin, whom blames for her mother’s death [Dislikes Goblin-Kin].
A wizard touring the orphanage tested Arcania and found she had strong natural magical talent, so arranged for her to be apprenticed to the Wizard Guild. She was well suited for magic, and it soon became her goal to become the most powerful wizard in the world [Obsession] Arcania is very focused [Attentive], so she excelled in her training. She sometimes is a little too focused, so much so that she will forget less important matters [Absent-Minded]. She is also intently curious [Curious], so studied lots of different topics, and has acquired knowledge of lots of hidden lore. From some early spectacular accidents with experiments, she has learned to be cautions [Careful]. After many years of hard training, she was accepted as a journeyman member of the Grey Guild.
From reading and discussions with her mentor, she became convinced adventuring was the best way to train and become a more powerful wizard. So she joined a caravan traveling to Green Rock Keep. She searched around and eventually joined the 'Company of the White Flame'
She has gone on 5 very successful delves with the Company, and is very supportive of her team mates [Sense of Duty]

> Motivation –
Arcania;’s main motivation is to seek lost lore and magical knowledge in order to become the most powerful wizard in the world (her Obsession). Her motivation for going after Nirabreza is to 1) be able to gain some of his knowledge, 2) stop him from coming to power (he is not likely to allow rivals, which is hard on her personal quest) 3) gain some wealth to allow her to continue her quest, and 4) save the Tanya person because it is a “good” thing to do, and there may be a reward in it.

> Psychology –
Half-Elf psychology is identical to humans.

> Relationships with other Characters –
Arcanial – Self
Baer – An uneducated muscle bound meat shield, but useful for lifting and carrying.
Brother Smyth – A good conversationalist, but too concerned with religion
Darian – Decent with a sword, but also too concerned with religion. A good tactician.
Gimble – Quick witted and too quick at acquiring things that don’t belong to him.
Pascal – A silly sword man. He is skilled with his blades though.
Rook – A hard drinking meat shield, a bit stubborn, but very good in a fight
Saboo – Very talented with a staff, but too focused on his silly ‘inner strength/chi’ stuff.
Willowwind – A very deadly bow fighter. A good listener, and probably your best friend.

{TO BE CONTINUED}
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Old 10-18-2012, 08:18 PM   #8
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

Page 4:

CHARACTER SHEET
Name: Arcainia Half-Elven
Race: Half-Elf
Profession: Wizard


Attributes
Strength (ST): 10
Dexterity (DX): 12
Intelligence (IQ): 15
Health (HT) 12

Damage Thrust 1d-2 / Swing 1d
Basic Lift (BL) 20
Hit Points (HP) 10
Willpower (Will): 15
Perception (Per): 12
Fatigue Points (FP): 15

Basic Speed (BS) 6
Basic Move (BM) 6

Social Background
Tech Level (TL): 3
Cultural Familiarities:
Western Human
Languages:
Western Common

Advantages
Energy Reserve (Magical) ER: Level 7
Magery (level 4)
Signature Gear (Manastone (11EP))

Disadvantages
Absent-Mindedness
Curious (12 or less)
Obsession (To become the world's most
powerful Wizard) (12 or less)
Sense of Duty (Adventuring companions)
Social Stigma (Half-Breed) (-1)
Quirks
Attentive
Broad-Minded
Careful
Dislikes Goblin-Kin
Proud

Skills
Alchemy/TL3 IQ/VH - 15
Cartography/TL3 IQ/A - 14
Climbing DX/A - 11
Diplomacy IQ/H - 13
Fast-Draw (Potion) DX/E - 12
Hazardous Materials/TL3 (Magical) IQ/A - 14
Hidden Lore (Demon Lore) IQ/A - 15
Hidden Lore (Magical Items Lore) IQ/A - 14
Hidden Lore (Magical Writings Lore) IQ/A - 14
Hidden Lore (Spirit Lore) IQ/A - 14
Hiking HT/A - 10
Innate Attack (Projectile) DX/E - 14
Meditation Will/H - 14
Occultism IQ/A - 15
Research/TL3 IQ/A - 14
Speed-Reading IQ/A - 14
Staff DX/A - 14
Stealth DX/A - 11
Teaching IQ/A - 14
Thaumatology IQ/VH - 16
Writing IQ/A - 14

Page 5:

Equipment List:
Item lbs Location
1 Cap, Leather 0 skull (DR 1)
1 Clothes, Ordinary 2 body
1 Gloves, Leather 0 hands (DR 1)
1 Leather Buff Coat 16/2* body, limbs (DR 2)
1 Manastone Medallion 0.0 neck
1 Pouch 0.2 belt
2 Potions: Paut 1 pouch
1 Personal Basics 1 pouch
1 Shoes 2 feet (DR 2)
1 Quarterstaff LC:4 4 in hand(s)
1 Heavy Cloak, Dark Grey 5 body
1 Quick-Release Backpack 3 torso, back
1 Blanket 4 backpack
21 Rations 10.5 backpack
1 Scribes Kit 2 backpack
1 Scroll Case (w/ map) 1 backpack
1 Wineskin 0.25 backpack
Water (1 gal) 8 wineskin
* - Magically Lighten

Travel Load = 59.95 lbs (Medium Encumbrance (2))
Combat Load = 18.00 lbs (None Encumbrance (0)) [Drop backpack and cloak ]

Encumbrance and Movement:
Weight Carried Encumbrance Movement Penalty/FP Cost
< BL (20 lbs) None BM (6) 0 / 1
< 2xBL (40 lbs) Light BM x 0.8 (4) 1 / 2
< 3xBL (60 lbs) Medium BM x 0.6 (3) 2 / 3
< 6xBL (120 lbs) Heavy BM x 0.4 (2) 3 / 4
< 10xBL (200 lbs) Extra-Heavy BM x 0.2 (1) 4 / 5

Penalty to Dodge Rolls and to Climbing, Stealth, and Swimming skills
FP (Fatigue Point) Cost is per hour of travel or battle fought carrying that load

Page 6:

Sense Rolls:
Vision 12
Hearing 12
Smell/Taste 12

Social Interactions:
Diplomacy 13

Reaction Modifiers
+2 for sense of duty in dangerous situations

Armor: DR HP Notes Head
Skull 1*+2 10 x4 wounding mod., knockdown rolls are at -10,
Face 0 5 Knockdown rolls are at -5, blinding in >5 dam
Eyes 0 1 damage over 1 blinds, other wise as for skull
Body
Neck 2* 10 x2 wounding mod. for cutting
Torso 2* 10 x2/x1.5 wounding mod. for imp/cut
(Vitals) 2* 10 x3 wounding modifier for impaling
Groins 2* 10 as torso
Limbs
Arms 2* 5 x1.5 wounding mod. for cutting
Hands 1* 3
Legs 2* 5 x1.5 wounding mod. for cutting
Feet 2* 3
* - Flexible

Spell List – See page 10

Energy Points (Magical) (EP) for arcane spells:
Self Recharging: FP (15) + ER (7) = 22 EP
External Rechargeable ($5 per EP per in town): Manastone (11 EP)

Generally split EP spell costs between ER and FP, since they recharge independently 2 EP per minute in normal mana fields. When FP drops to below 6, have to be concerned with physical impacts (halve Move, dodge and ST (roundup)). When FP drops below 1 (but above -15), you need to make a Will roll to do anything other than rest, and for each additional FP lost you also take HP damage. On a successful Will roll you can act normally. On a failed Will roll, you collapse, incapacitated and can do nothing until you recover positive FP. On a critical failure, make an immediate HT roll. If you fail, you suffer a heart attack. At –FP (-15) you fall unconscious. Your FP can never fall below this level. After this stage, any FP cost comes off your HP instead!

(TO BE CONTINUED)
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Old 10-18-2012, 08:29 PM   #9
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

Page 7

Combat Sheet
General Overview
Arcania is not a front line fighter or a battle wizard. She knows the Lightning and Explosive Lightning spells, but these are for individual targets and small groups (not room clearing damage attacks). Mass Daze or Mass Sleep are useful for combat, but require setup. Her standard procedure is to stay behind the front line fighters and either snipe with the lightning, provide other spell support (see invisible, light, darkness, create fire, etc.), or provide other advice (e.g., “Kaa demons need to have their heads cut off to kill them”).. If she is forced into melee combat she will use her staff, mostly staying defensive.
Standard Maneuvers
For most situations, Arcania’s first maneuver will be Concentrate, in preparation of casting a spell the next turn. If she plans to cast a missile spell with more than 4 energy points in it, she will take a Concentrate and an Aim maneuver (requiring a Will roll to maintain the Concentration while Aiming). If forced into melee combat by a worthy opponent, she is likely to use All-Out Defense, possibly using a Retreating Parry or Dodge, until someone else can come to her rescue. She will likely try to drop her backpack and cloak to reduce her Encumbrance (i.e., increase her Dodge). If forced into melee combat by a mook, she may just do a Feint and then an Attack.
Combat Information:
Initiative: BS = 6.00 (DX = 12)
Move: 4 (Carrying Travel Load)
6 (Carrying her Combat Load – Dropping Backpack and Cloak)
Parry (Staff): 12 / 13 , If Retreating
Dodge: 7 (Travel Load) / 9 (Combat Load) / +3 if Retreating
Melee Weapons & Attacks
1 Quarterstaff
staff swing Dam:1d+2 cr Reach:1,2 Parry:12 Skill:Staff = 14
staff thrust Dam:1d cr Reach:1,2 Parry:12 Skill:Staff = 14
Ranged Attacks
Lightning Spell
Acc: 3 1/2D 50, Max 100 Skill: Innate Attack (Projectile) = 14
Damage: 1d-1 burn per ER used, + HT roll at -1 per 2 damage for electric stun
max ER amount is Magery level per second for up to 3 seconds
Explosive Lightning Spell
Acc: 3 1/2D 50, Max 100 Skill: Innate Attack (Projectile) = 14
Damage: 1d-1 burn per 2 ER used, + HT roll at -1 per 2 damage for electric stun
Those further away divide damage by three times their distance in yards
from the explosion (round down).
max ER amount is 2 x Magery level per second for up to 3 seconds
SIMPLIFIED RANGE TABLE
Range Band Penalty Actual Ranges
Close 0* 0-5 yards
Short -3 6-20 yards
Medium -7 21-100 yards
Long -11 101-500 yards
Extreme -15 501+ yards
HIT LOCATION
Modifier Location
0 Torso
-2 Arm/Leg
-3 Groin
-3 Vitals
-4 Hand/Feet
-5 Face
-5 Neck
-7 Skull
-9 Eyes

Page 8

Combat Process
1. At their turn in the imitative, PCs (& GM for NPCs) determine the Maneuver they want to perform that turn. Maneuver Options are listed on the next page.
2. To Attack an opponent, take an Attack, All-Out Attack, or Move and Attack maneuver
For Melee:
a. Determine the weapon you are using
b. Pick a location to target (or select random)
c. Determine any special techniques you want to use (deceptive attack, etc.)
For Ranged Attacks
a. Determine the weapon you are using
b. Pick a location to target (or select random)
c. Determine any special techniques
3. Make your Attack roll (3d6). If your roll was less than or equal to your effective, your attack is on target (if
4. Your Opponent, if they performed a maneuver that allows and the attack roll wasn’t a critical success, can take an active defense. Options Include:
Dodging
A Dodge is an active attempt to move out of the perceived path of an attack:
Dodge Defense = BS+3 – Encumbrance
- With Acrobatics skill, an Acrobatic dodge may be made. A successful Acrobatics Skill roll give a +2 to Dodge, a failure gives a -2 to Dodge
- If you can move back a step, you may make a Retreating Dodge that gives a +3 to Dodge (can be combined with acrobatics)
Against ranged attacks, can do a Dodge and Drop
Blocking
Use a ready shield or cloak to physically block an attack.
Block Defense = 3 + half your Shield or Cloak skill, dropping fractions.
If you can move back, you may make a Retreating Block that gives a +1 to Block
Parrying
Use a ready weapon to deflect an attack
Parry Defense = 3 + half your skill with that weapon, dropping fractions
If you can move back, you may make a Retreating Parry that gives a +1 to Parry
5. Your Opponent, makes a defense roll, if successful, they avoid damage
6. If defense roll is failed, roll basic damage
7. GM accounts for Damage Resistance from armor and wound multipliers based on damage type
Repeat Steps 1-7 until combat is done

Page 9
Maneuver Options:
Aim
Aiming a ranged weapon (1 sec get weapon ACC bonus, 2 sec ACC+1, 3+ sec ACC+2). May take a step each turn. May a Will roll to avoid interruptions if injured
...

Page 10
One sheet list of spells, cost, casting time, duration, etc.

Pages 11 - 15
For each of the spells on page 10, a copy of the description from GURPS Magic

Pages 16 - 17

Explaination of Advantages & Perks
Race – Half Elf
Attribute Modifiers: DX+1
Advantages: Magery 0
Disadvantages: Social Stigma (Half-Breed)
Energy Reserve (Magical) ER: 13
Extra energy for casting arcane spells. Recovers in parallel to FP
Magery (Level 4) (includes base Magery 0 from ‘Half Elf’)
You are magically adept. Add your Magery level to IQ when you learn spells and the Thaumatology skill. Add your Magery level to Perception when you roll to sense magic items and detect changes in mana fields
Signature Gear (Manastone (11MP)) (Level 4)
Distinctive piece or pieces of gear that are as much a part of your personal legend as are your reputation and skills. This gear has partial plot protection . If you misplace Signature Gear or sell it unwillingly, or an NPC steals or confiscates it, the GM must give you an opportunity to recover it in the course of the adventure. If it is truly lost forever through no fault of your own, the GM will give you back your points (or replace the item with another of equal value). However, should you sell or give away your Signature Gear of your own free will, it is gone, along with the points spent on it!

Explaination of Disadvantages & Quirks
Absent-Mindedness
...
DAT is offline   Reply With Quote
Old 10-18-2012, 08:37 PM   #10
DAT
 
Join Date: Jan 2005
Location: Aiken, South Carolina
Default Re: Help with Convention Pre-Gen Character Packets

One more piece of information -

Here is my notes for things to cover verbally with the players after they have the character packets:

Review outline of Packets with Players
1st pg – Character Description (and maybe sketch/drawing)
Name and visual description of the character
2nd pg – Summary Setting Background and Adventure Background
Page of setting and adventure background information, none of which is absolutely necessary for the adventure at hand, except to know that your PC has a good reason (or several) to risk your live to go on this adventure (trying to stop the sacrifice of the young woman)
3rd pg – Character Background, Motivations, Psychology, and Relations to/Opinions of other PCs
Section giving the character’s back ground, a paragraph giving the character’s motivations, a paragraph (for non-humans) giving the racial psychology, and a quick sentence or two summarizing what the character thinks of the other pre-gen characters
4th pg – Character Sheet: Attributes, Social Background, Advantages, Perks, Disadvantages, Quirks, and Skills
Attributes – ST, DX, IQ, and HT human average is 10, as well as for HP, Will, Per, and FP. A quick D&D/Pathfinder equivalence is the GURPS attribute minus 10 is equivalent to the modifier (e.g, ST 13, 13-10=3, +3 is equivalent to a 16 or 17 Strength in Pathfinder/d20). For a normal human, BL is 20, BS and BM are 5.
Social Background – A combination of Technology Level (level of understanding) Cultural Familiarity, and Languages. This is simplified for this adventure
Advantages – These are useful traits that gives you a mental,
physical, or social “edge” over someone else who otherwise has the same abilities as you.
Perks - Are small advantages.
Disadvantages – These are mental, physical, or social problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate.
Quirks - A “quirk” is a minor feature that sets you aside from others.
Skills – A skill is a “particular” type of knowledge, and the skill level reflects your character’s ability with that skill.
Techniques – A “technique” is any feat that you can practice and perfect separately from the skill that allows you to perform that task.
5th pg – Character Sheet: Equipment List and Encumbrance and Movement
- This page gives a list of all the items your character is carrying at the beginning of the adventure, two common load outs (one for traveling and one for combat), a chart of the various weight limits and encumbrance penalties for your character.
6th pg – Character Sheet: Sense, Reaction Modifiers, Armor/DR/HP, and Movement – plus for spell casters Available Energy Points
- This sheet summaries target values for sense rolls, social interactions skills, reaction modifiers, and a section on Armor Damage Resistance (DR) values for different body locations, Hit Points (HP)
- For spell casters, Arcania and Brother Smyth, it also lists the Energy Points they have available for spells, information on FP and ER recovery, and gives information for impacts of too much FP use.
7th pg – Combat Sheet: Character Specific General Overview, Standard Maneuvers, and Combat Information
- Starts with a general overview of what the Pre-Gen would do in combat
- Discusses the standard Maneuvers the Pre-Gen would use in some common situations
- Give Combat information for the Character
- Initiative
- Move
- Active defenses (Block, Parry, Dodge)
- Melee weapons and attacks
- Ranged attacks
- table of range penalties and hit location penalties
8th pg – Combat Sheet: Combat Process Summary
- Walks step by step through the combat process
9th pg – Combat Sheet: Maneuver Options
- A one page summary of the Maneuver Options available
10th pg – (For Spell Casters) Grimoir (Summary of Spells)
- Provides a one page summary of all the spells the character can cast, include information about the spells like type, duration, EP cost, and casting time.
11th+ pg – (For Spell Casters) Detailed Description of Spells)
- For each of the spells listed in the Grimoire, this provides a full description of the spell
n-1th pg – Explanation of Advantages, perks, Disadvantages, and Quirks
- Gives a description of each of the advantages, perks, disadvantages, and quirks associated with the character.

Any Questions?
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