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Old 04-28-2014, 08:41 AM   #5
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Advice for GURPS campaigns not using Character Points

For powers, create a set of power templates or lenses for each level. So a telekinesis power would have templates called Telekinesis Level 1, Telekinesis Level 2, and so on, and each increases or adds to the previous templates. When you decide the character has earned a new level, just let the player add the template to his character sheet.

For skills, use the the guidelines from Improvement Through Study (p. B292), which includes several different forms of study, and the general rule of 200 hours of training per character point. You won't need to keep track of points over the long term, just long enough to determine when a skill goes up a level. Consider using Time Use Sheets (p. B499). The book gives an example of every waking moment on a trek through the Amazon counting as time spent training even when you're focusing on something else.

Advantages and Disadvantages are mostly gained as in-game rewards or penalties, given by you, the GM, as befits the situation. There are exceptions, such as languages, which are treated much like skills. Don't base Wealth solely on how much cash a character has; Wealth measures the social influence a character has based on his money. You can win a huge lottery and still live in poor conditions, unless you invest that money in a better lifestyle.

In general, advantages tied to skill training will be up to you. The possibilities are too numerous to outline. You can treat these as any other in-game reward: if the player learned Survival (Jungle) on a trek through the Amazon and asks for Fit, you can decide whether that makes sense.
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