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Join Date: Jul 2010
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I'm new to GURPS and starting a viking campaign, modeled slightly after 13th Warrior. (The GURPS Vikings book is terrific, btw.) Players will be vikings on a roving ship of about 12 crew (unrealistic, but easier to role play).
What are the advantages and disadvantages required for characters? On most adventures, most of the crew will remain with the ship and the 2-3 PCs will go ashore with 2-5 NPCs. PCs are 150 points, NPC crew are 75 points on average. Some thoughts I've had: [48 point advantage] Allies: 75% power (3 pts), 3 in group (x6), appears almost always (x3) [20 point disadvantage] Duty to crew I think the PCs have to take these two and the net 28 point cost, but NPCs on the crew would not pay this price. The captain is a 200 point NPC. Do I write him up as an additional ally? A patron? (He is slated to die on the 6th of the 8 adventures planned for the overall story arc.) |
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