Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Wednesday, April 15, 2026

Table Of Odius Personal Habits for Low-Tech Low-Lifes

 In Gurps, we have a few traits that can cover an awful lot of ground. One of these is Odious Personal Habit (OPH). This is great when you know what you want, but when you're looking for inspiration, its a little lacking. So, to help with inspiration (and with creating NPC thugs, one of the most common foes in all of gurps), I present a list of OPH for Low-Tech Low-Lifes. 

This list has intentionally left out Habits that are high tech, modern, or not befitting thugs. You won't find "Interupts to Correct minor Grammar mistakes", Not because it isn't an Odious Personal Habit, but because this list is meant for a certain class of NPC.

The habits are listed with numbers, mostly for use with random generation. 

  1. Constant Demanding Orders
  2. Bad Breath
  3. Body Odor
  4. Slovenly Dressed
  5. Constant Cursing
  6. Gives Demeaning Nick-Names 
  7. Spits on the Floor
  8. Constant Insults
  9. No Personal Space
  10. Constantly Touching Weapon
  11. Constantly Whistling
  12. Always Dirty
  13. Constant Burps and Farts
  14. Pokes and Punches
  15. Constant Interrupting
  16. Obnoxious and Inappropriate Laughter 
  17. Constantly Picks Teeth
  18. Puts Dirty Boots on Clean Objects
  19. Constant Staring 
  20. Has Fleas

 I hope you find this useful in filling out the personalities of the thugs in your games. I look forward to using it in mine. Let me know if you have any ones that you like, or if you have ones that you like better. 

 Happy Gaming! 

 

 

Wednesday, June 5, 2024

GCS files for Historical Folks Skill Sets

One of GURPS's specialties is historical games. So it should not come as a surprise that one of the more impressive fan-made projects is GURPS Historical Folks. This project comes in both a 3rd Edition and a 4th Edition version. And recently Infornific on the Forums decided to turn the templates into Skill Sets in the mold of Action 4: Specialists or Delvers to Grow. And I decided to write GCS templates for all of them. So these are GCS templates for the Historical Folks Skill sets:

GCS Templates for Historical Folks Skill Sets

They come in a zip file you will need to unzip: the file is about Half a Megabyte but contains about 150 templates. They are written for GCS 5.20.4, which is a pretty recent version. You can open the files in GCS directly by double clicking, or by putting it in your GCS folders (usually at C:/Users/<username>/GCS, or by going to GCS and right clicking the library and selecting "Show On Disk")

This is the very tip of a lot of work done by a lot of people. You can find their work here:

Historical Folks Skill Sets

Historical Folks 4e

Historical Folks (3e)

I hope you enjoy this, and find it useful. There is a LOT in here. Happy Gaming!

Thursday, February 1, 2024

Tech Paradigms in the Grand Cluster

The Grand Cluster , the setting for Called from Exile, hosted a wide variety of technology: almost the entirety of the ultra-tech book exists in there somewhere. But I didn't want characters to be using all of it, because the point was to have lots of homages to various science fiction settings next to each other and interact with each other, and I wanted the PC's to feel that.

So the base TL was 10, but access to most technology had to be purchased with "technology points". These didn't raise player's Tech Level so much as control what genre of science fiction they could buy gear from. I let them choose a ranged weapon class for free (lasers is a class, slug throwers is another, force beams is another), as well as a specifying what their typical comms/computer interface looked like. For most other PC-style gear, they needed to select options with technology points. This was a player decision, but it was about their home culture as much as it was about them.

Wednesday, November 8, 2023

Lessons from making Caravan to Ein Arris Pregens

Gurps has a free adventure named Caravan to Ein Arris. Its pretty well known (by people who've heard of Gurps), probably because it is the official free gurps adventure. You can get fan made stuff, of varying degrees of quality (though I have to call out 1 shot adventures as having both lots of stuff and a high production quality), and there are a few adventures you can buy, but Ein Arris is the most famous.

"Caravan" lacks pregens. Which is a shame, because gurps sheets are hard. And when you ask people for pregens, they kind of shuffle around and give suggestions but don't ever have actual sheets for you. I've tried a few times to make sheets for Ein Arris, but I've never really finished it before. I've finally sat down, and I'm 80% of the way done with 15 characters. And I've come to some discoveries about Ein Arris in the process.

Thursday, May 13, 2021

Rank for Free

In my recent games, I've started to give out rank, and occasionally status and social regard for free. There are a few caveats to watch for, but in general, it has worked out very well. 

Wednesday, December 16, 2020

Starship Crew and the BAT

I love the BAT, or basic action template, from action 4. Its flexible, its fast, and I especially love it for quickly fleshing out NPCs who don't fit into a neat template. Since it came out, we've seen a few expansions for it, and I've posted a few more on this blog. Despite being made for the Action series, I've found that it works for a lot of different genres. One place I'm always looking for additions is science fiction.

Template Toolkit 3: Starship Crew came out with 50 point "Multi-role" Lenses that basically serve the same purpose as a BAT package: they give a character that may be specialized in something else the basic ability to fulfill that role. So we're going to look at how to do that.

Monday, October 17, 2016

10 Points of Flavor

In my recent games I've started giving out '10 points of flavor'. These are to be spent on things the player doesn't expect the character to use. I view them as a tool for fleshing out a character, and hopefully for reducing the tension between building a realistic character and working with a low point budget.

 What people buy with these points varies. Area knowledge (home) is a common choice. Its only valid if the action doesn't take place their, but it lends a fair amount of flavor. I've seen an awful lot of people buy games. The specialization is usually video games, table top games, or chess. High Academic skills often get thrown in: I had one guy buy History (Occidental magical traditions), and musical skills are common. Animal handling (dogs) is another favorite, used by dog lovers. Cooking and housekeeping show up as day to day skills. I've also seen things like driving in a campaign where the planet is covered in ice (and thus snow mobiles are used). I think the weirdest one I've seen has been Professional Skill (Fire extinguisher maintenance).

Thursday, August 25, 2016

Monster Hunters: Between Man and Wolf

While the classic werewolf of legend is a man that turns into a wolf, there is another tradition: that of a monstrous creature that is neither a man nor a wolf, but the animalistic features of a wolf framed on hunched, powerful frame of what's mostly a man. This is a modern take, but no less of a legitimate one.  Monster Hunters provides us with  several animal templates, but not much in the way of wolf-men. Or rat-men. We technically have the feline template in basic, but lets do a proper monster Hunters template as well.

The most important thing to remember here is that the points should total up to 125. Its also worth noting that unlike a wolf, bear, or eagle, this creature is monstrous, and will be reacted to as such -- a wolf may draw calls to animal control, but a monster will generate even more extreme reactions.

Basic Man-Monster [125]
ST +2, DX +2, HT +2, Speed +.5, Teeth (sharp), Claws (sharp),  Night vision 5,  Damage Resistance 4 (tough skin), fur, Social Stigma (Monster), Ham-fisted, spoken language drops to accented, 32 point animal lens

were-men tend to have a lot of similarities: Teeth, claws, fur, and an animalistic fury. They're bodies are pretty much in a monster shape rather than an animal form, and the focus is really on building a monster, not an animal. The spoken language at accented reflects an appropriate animal voice, and while it doesn't drive people away (your looks already do that, and you can turn it off whenever they want) it can make it difficult to communicate with teammates.

Because we retain the human shape, a lot of the statistics are lower. But we keep fine manual dexterity, which means the character can use weapons and open doors freely. These types of monsters are made to use weapons, be they guns, blades, or something more exotic, and that can make these things terrifying. Night vision 5 is the higher than any of the natural animal templates. Once again, this is because this creature really isn't half-man half-animal, but a monster.

The remaining points spent on a combination of senses and movement abilities, flavored for the appropriate animal. While these abilities are only about a quarter of the point total, they keep the monster tied to its animal roots.

Animal Lenses [32]
Wolf-man: Acute hearing 3, Enhanced Move (ground) .5, Discriminatory Smell, Penetrating voice
Cat-man: Acute Smell 1 , Perfect Balance, Discriminatory Hearing
Rat-man: Discriminatory smell,  Perfect Balance, Night vision raised to 7

Other animals are quite possible, and should be appropriately themed. Smaller animals are particularly appropriate, as they can be made into a monster capable of making up for the animals natural small size.

More than one Template
Adding another template to a were is an additional 27 points. This is a big investment, but its also a very powerful one, giving a very different set of capabilities to the lycanthrope. The template taken should almost always be an intermediate or completed form of the creature. The lycanthrope should also specify which form is reverted to during the full moon.

As a Monster

ST 20       HP 20        Speed: 8.25
DX 15      Will  12     Move: 8
IQ 5          Per 13       Weight: 150-200
HT 16       FP 16        SM: 0

Dodge: 12    DR 6 (tough skin)

bite (15): 2d-2 cut, reach C, -1 to defense
claw (15): 2d-2 cut, reach C, -1 to defense
Improvised Club (14) 4d+1/2d+1 cr, reach 1

Its worth noting this sort of Lycanthrope is weaker than the classic forms -- unless it can get its hands on something. This monster is more dangerous in an urban or semi-urban enviroment than in the wilderness proper. Although the IQ is low, these monsters are quite willing to pick up an object and beat their foe with it.

This sort of were is most dangerous as the semi-rational or rational head of a larger pack -- one with multiple forms, and who has combined human and animal into a single monstrous form using the benefits of both. While all weres are more dangerous in this form, half-men get particularly more dangerous, as they are able to take full advantage of weapons.

 Last Howl

I hope you find this useful ... I certainly wished someone else had done this for me on occasion!