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#261 |
Join Date: Jun 2010
Location: Dreamland
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In fantasy settings I do the same thing, generally assuming NPCs are actually "60" points and have 11s in attributes (it's very fitting for dangerous settings where a -50pt character will not survive).
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#262 |
Join Date: Nov 2011
Location: South Dakota, USA
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Why are they -50 CP, or is the minus sign a typo or notation with which I am unfamiliar? I thought "average" humans were supposed to clock in at 0 to 50 CP. Painfully average people might have 10s across the board for Attributes, but they're supposed to have spent their CP elsewhere.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#263 | |
Join Date: Jun 2010
Location: Dreamland
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Or to put it another way; "average" 50pts versus average 0 or less points. |
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#264 | ||
Join Date: Aug 2018
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DB is also added to your roll to try and grapple/attack a shield if I recall. I wonder if those are meant to cancel out like a 0-point feature? "Easy to hit" disad (like a SM+3 component) and striking ST (one attack) ? For that reason it probably shouldn't be called DB ? Or we should call shield DB something more expansive like "Shield Bonus" (SB) since it's a metatrait of more than just 3 Enhanced Defenses. Quote:
Natural selection has not weeded out physical weakness here like it has in the majority of other GURPS realities. We have No Mana everywhere which protects us from mages accidentally summoning demons every time they light a cigarette and then having them wipe out all our elderly/sedentary. |
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#265 |
Join Date: Feb 2016
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I do not believe that most people have negative worth. The vast majority of them will have attribute 10, lots of social advantages (25-50 CP in Allies and Contacts), and substantial skills (50-100 CP worth, though the vast majority of the CP will be invested in Area Knowledge, Current Affairs, Games, Hobby Skills, and Sports). I also think that most of them will have relatively modest disadvantages.
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#266 | |
Join Date: May 2007
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This is a good point. Disadvantages in GURPS are extreme, almost caricatured, versions of personality traits.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#267 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#268 | |
Join Date: Nov 2011
Location: South Dakota, USA
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With 10s across the board (for Attributes), it just takes being a successful professional without any major problems to be in that 25 to 50 range. Maybe one or two levels of a Talent that helped shape your career path, and the Comfortable Wealth and a small positive Reputation. Plus whatever you invested in your skills and yeah, a lot of us probably have more in Hobby Skills than we think. Well, hobby or hobby adjacent. Typing was probably my weakest skill in high school; the class where it was the focus was only rivaled by my dismal performance in P.E. Pretty sure I was only capable of 20 WPM on a good day, and most of the time it was 15. Touch-typing was beyond me. Then comes college and not a typing course, but regular internet access (first on campus, then both at home and on campus), and becoming too involved in message boards. Finally, I end up writing about a hobby, and even practicing typing on my own (thank you The Typing of the Dead), so that I can do 70 WPM. Oh, and touch-typing is now quite natural. So... I think I finally built up a 1 CP in typing. Maybe 2. It was 25 years in the making, but it happened. :)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 10-16-2020 at 05:33 PM. |
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#269 | |||
Join Date: Jun 2010
Location: Dreamland
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#270 |
Join Date: Feb 2016
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Five groups of skills. For example, I have a half dozen different Area Knowledges, a few Current Affairs, two dozen Games, and a half dozen Hobby Skills. With 1 CP in each (because default means that you have not tried enough to get good at something and I am good enough at all of those), I have 40 CP in background skills alone. For academic and professional skills (I am a professional academic), I also have few forms of Philosophy, a few forms of Theology, a few forms of History, a few forms of Expert Skill, a couple of forms of Law, Anthropolgy, Archaeology, Occultism, Writing, Research, Typing, Teaching, Criminology, Forensics, Sociology, and a smattering of mathematic, scientific, and technological skills, which are probably worth a minimum of 40 CP. For adventuring skills, I am fairly unskilled, but I do have Driving, Karate, Judo, Wrestling, and Smallsword. I am not exceptional though so, since I easily have 100 CP in skills from a quarter century of adulthood, I generally believe that anyone else does as well (even if I may not terribly find their skills interesting).
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affliction, fixed, house rules, rules |
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