N3:
First, I'd suggest you go to
http://www.sjgames.com/gurps/, and find a copy of GURPS Lite (link provided in a post further down). It will explain the basics of the game, though you'll need to get Acrobat Reader, as it's in Adobe PDF format. However, if you're interested in joining Laramis, I'd be more than happy to assist you. As of now, we've got nine players, and I would be overjoyed to have a tenth. I'll explain some of the basics of the system:
Building a basic character:
Rather than levels or experience points, GURPS uses Character Points, of which the GM sets a specific amount for character generation. Here's a few example levels...
0 points: Invalid or child
25 points: Average civilian/human being
50-75 points: Trained professional (soldier, scientist, businessman, professor, et-cetera)
100 points: Most starting GURPS characters
150 points: Hero material (though not Hollywood; earlier pulp fantasy heroes, etc)
200 points: Fully fledged hero
250 points: The level at which Laramis characters start; also approaching Hollywood cinematic heroes
300 points: Nearing superhuman, archmagi, et-cetera
500 points: Superheroes, demons, high-Hollywood material
700 points: Demigods
1500+: Stupidly high-powered. Gods +.
Positive traits like intelligence, high strength, et-cetera, are bought with character points. Selecting a race that gives beneficial traits, will also cost character points. Negative traits like bad health, obnoxious habits, poverty, et-cetera, return points-- that is, taking a negative trait (A Disadvantage, or lowered stat), will actually give bonus points back.
Dice...
All dice in GURPS are six-sided. No polyhedral dice, period. Some dice will be written as X number of dice plus or minus Y number. Others, will be X number of dice multiplied by Z number. However, all skill and attribute checks are made on three six-sided dice. Other checks, and almost all damage rolls, will vary widely.
Attributes...
There are four basic attributes, unlike most systems having six or more. All attributes are considered to range between 1 and 20 for normal human beings, with 10 being the midline. Unless you use points to raise an attribute, or lower one to gain points, they all are 10. Racial packages often modify attributes, by stating a flat bonus or penalty, stated as a + or - to a particular stat.
ST -- STrength, basic physical power and a measure of endurance as well.
DX -- DeXterity, raw agility and manual ability. Dexterity is the basis for almost all physical skills.
IQ -- Intelligence, raw mental ability. Intelligence is the basis for almost all mental skills.
HT -- HealTh, a measure of toughness, general health, and ability to withstand physical hardship. Health also bases some physical and mental skills putting a premium on endurance.
Appearance, is treated as an advantage, not an attribute, as is extra hit points and other purely physical benefits not listed above. Note that almost all attributes never rise past 20, save Strength, which can go far, far higher than 20 in the case of some races, or artificial constructs like robots.
Advantages;
Advantages are raw traits, be they mental, physical, or esoteric, that give a player an edge somehow; reaction bonuses, extra hit points, military rank, empathic ability, et-cetera. They're all advantages. Some advantages have multiple levels, with increasing effect, but all advantages, cost points at varying amounts.
Disadvantages;
Disadvantages are similar to advantages, but they have a net negative effect; things like bad appearance, poverty, hot tempers, phobias, missing limbs, et-cetera. They also can have varying levels, but most do not, simply having a general game effect. All disadvantages return a set amount of points, basically giving bonus points that can then be spent on other traits.
Quirks;
Quirks are perhaps best described as a subset of disadvantages in that they grant bonus points, but they are also in a class of their own: Quirks are essentially a minor personality trait not enough to be an actual disadvantage or advantage, but there, for character 'flavor', basically to flesh out a character's personality. Things like minor dislikes, preferences, finicky habits, et-cetera, are quirks.
Skills
GURPS skills are based off a home attribute of sorts, and bought with points. To get higher levels in a skill, you simply put more points into it. Each skill will have an attribute specified, the uses of the skill, and its difficulty; the higher the difficulty, the more points you have to spend to learn or improve it in the first place. As well as the points-for-skill system, there are also skill-defaults; if you posess one skill, you might be able to use a similar skill at lowered levels (Broadsword skill, for example, being similar to Shortsword skill).
The following categories flesh out the basics of a character:
Attribute-based numbers...
Fatigue: Fatigue is based from strength, and by default, is equal to strength. Certain activities will deduct fatigue points (Spellcasting, exertion, combat, heat), and rest, regains them. Strength decreases by 1 for every 1 fatigue lost, temporarily.
Thrust: Thrust is a strength based number, and determines the raw damage done by barehand attacks, as well as certain hand weapons with no leverage (knives, muscle-powered missile throwers, etc). It is a number given as X number of dice, plus or minus X number.
Swing: Swing is a strength based number. It determines raw damage of weapons with leverage, and doesn't affect most hand-to-hand attacks. It is written as a number of dice plus or minus X number.
Dodge: Dodge is based off of Dexterity and Health, loosely. Dodge equals Move, and is an Active Defense against attacks.
Parry: Parry, is based off the present weapon being used, IF it can parry attacks. Not all weapons can be used to parry attacks. It is usually equal to half weapon skill, though some weapons parry more efficiently, and do so at 2/3rds skill, specified in the skill description.
Block: Block, is only useful if you are carrying a shield, or using something improvised (garbage can lid, tray, et-cetera) as a shield. It is always equal to half Shield skill, with a bonus for some types of shield.
Move: Move is based off of Dexterity and Health. It is equal to Dexterity plus Health, divided by four, rounded DOWN (Always round this number down, regardless). This is your movement speed in yards per second, unencumbered.
Speed: Speed determines combat initiative, long distance speed, and other factors. It is found by adding Dexterity to Health, and dividing by four. Speed is NOT rounded at all.
Damage (HP): GURPS HP are directly equal to Health. Note, however, that unlike some systems, dropping to zero HP or even below, is not always fatal; it is very serious, however, and has a good chance of killing you. A character dropped past 0 HT, is in serious trouble, and will probably be unconscious shortly, if not actually dead without aid. Sadly, GURPS damage can be quite lethal... HP don't change by "level" or "Class"; they're always equal to HT. A 3d damage gun, will do on average, 10 points of damage, quite enough to seriously wound or kill most characters on a good hit.
(Namshaske)
This message was last edited by the GM at 13:41, Fri 20 Mar 2015.