Part 2: Character creation 22
Chapter 8: Character Creation Guidelines for the <strong>GURPS</strong> <strong>Fallout</strong> campaign Point Value New characters should be built on 100 points with a maximum of -60 points in disadvantages and -5 points in quirks. Playable Races include Humans, Ghouls, Super Mutants, Robots & Psykers. For optional Racial Traits, see the Race sections. Attributes The upper attribute limit for normal humans is 16, but may be purchased up to 20 with GM permission. Attribute levels of 9-12 are to be considered normal, 13 is good and 14+ is both impressive and immediately obvious. Technology Level (see <strong>GURPS</strong> 4ed p512 for TL by field) For most of the places in the Wastes, TL is supposed to be as in the following table. One should nevertheless consider that these are average TLs, and that they may vary in some specific places or due to specific individuals. The average TL of the world is 5. (It is GM’s choice to increase or lower this value, depending on when and where the campaign takes place). This TL may also indicate what kind of stuff could commonly be found at these places. TL Tribals Small Town Towns Vaults BOS/Enclave Transportation 3-4 4-5 5-6 7 Weapons 3 4-5 5-6 7-8 9+1 Power 3 4-5 5-6 8-9 8-9+1 Medicine 3 4-5 5-6 9 9+1 Computers 6+1 6+2-6+3 6+4 Divergent TL in the wastes: Weapons: Blaster weapons appeared at TL 9+1. Armor suits (Ballistic and Tactical suit) are available at TL8. Energy/science: At TL 9+1, almost no nanotechnology is known, and there is neither antimatter power nor antimatter weapons. Portable fusion power is known at TL 9+1. Medicine: Cellular rejuvenation is known at TL9 but only for radiation healing. Computers: In the Wastes, computers can be powerful and even become sentient (Artificial Intelligence or something like that), but they are usually bulky and very little user-friendly designed. TL and Price of Starting Equipment: Since prices are already designed for the average TL5 of the campaign, do not increase the price of starting equipment with an higher TL than the average TL5 of the campaign. Advantages and Disadvantages: The standard starting wealth for the campaign is $1,000. Extra starting funds may be purchased at a rate of +1 pts per $500. Exotic and Supernatural Advantages may not be purchased as a rule; feel free to ask your GM about advantages that are important to the character concept. <strong>Fallout</strong> S.P.E.C.I.A.L. to <strong>GURPS</strong> Character Conversion Notes • Forget about <strong>Fallout</strong> experience levels. <strong>GURPS</strong> does not have experience levels, as it is entirely points-based system. Instead of 'leveling up' <strong>GURPS</strong> characters gain additional character creation points as experience rewards - These can be used to further improve and develop the character in a wide variety of ways. • Use the appropriate 'Traits' section to represent the <strong>Fallout</strong> characters Traits in <strong>GURPS</strong>. If the desired trait is not listed, instead use <strong>GURPS</strong> advantages to get the desired effect. Traits go into the 'Advantages / Disadvantages' section of the <strong>GURPS</strong> character sheet. Converting Attributes <strong>GURPS</strong> ST, IQ, DX and HT are equivalent to appropriate <strong>Fallout</strong> attributes multiplied by 2, except for the following exceptions: • Charisma: Each level over 5 equals +5 character points in <strong>GURPS</strong> advantages which result in reaction bonuses, such as Charisma, Appearance, Voice or Fashion Sense. Each level under 5 equals -5 character points in reaction penalty disads. • <strong>Fallout</strong> Luck attribute = <strong>GURPS</strong> Advantage/Disadvantage; 1 to 3 = Unluckiness [-10] 4 to 5 (Average) = No Advantage/Disadvantage 6 = Luck [15] 7 = Luck [15] and Serendipity 1 [15] 8 = Luck [30] and Serendipity 1 [15] 9 = Luck [30] and Serendipity 2 [30] 10 = Luck [30], Serendipity 2 [30], Daredevil [15] (Note: For an action oriented character, it is possible to replace 15 points worth of other Luck related advantages with the 'Daredevil' advantage if so desired.) • <strong>Fallout</strong> skills do not directly translate into <strong>GURPS</strong> terms. Instead of any rules set in stone, you might want to use the 'Skill Templates' section below as an aid for representing the <strong>Fallout</strong> characters skills in <strong>GURPS</strong>. Skill Templates for <strong>GURPS</strong> <strong>Fallout</strong> (A bit like the 'Tag' skill choices of S.P.E.C.I.A.L. , these templates offer a widespread proficiency within their area of expertise. Feel free to modify them in any way to better suit the character in question.) • Unarmed Combat [+10 points] Karate (DX/H) at DX-1 [2]; Brawling (DX/E) at DX+1 [2];Judo (DX/H) at DX-1 [2]; Wrestling (DX/A) at DX [2]; First Aid (IQ/E) at IQ+1 [2]. • Small Arms [+10 points] Guns(Choice) (DX/E) at DX+1 [2]; Guns(Light-automatic) (DX/E) at DX [1]; Guns(Pistol) (DX/E) at DX [1]; Fast-Draw (Pistol) (DX/ E) at DX [1]; Fast-Draw(Magazine) (DX/E) at DX [1]; Armoury (Firearms) (IQ/A) at IQ [2]; Tactics (Urban) (IQ/H) at IQ-1 [2]. • Big Guns [+10 points] Armoury(Firearms) (IQ/A) at IQ [2]; Gunner (Machine gun) (DX/E) at DX+1 [2]; Gunner(Cannon) (DX/E) at DX+1 [2]; Guns (Light Antitank Weapon) (DX/E) at DX [1]; Electronics Operation (Sensors) (IQ/A) at IQ-1 [1]; Gunner (Beam) (DX/E) at DX+1 [2]. • Melee Combat [+12] Fast-Draw (Knife) (DX/E) at DX+1 [2]; Knife (DX/E) at DX+1 [2]; (Melee Weapon of choice) (DX/A) at DX [2]; Fast-Draw (Melee Weapon of choice) (DX/E) at DX+1 [2]; Feint (Melee Weapon of choice) (H) at +0 [4]. • Piloting Skills [+13] Driving (Automobile) (DX/A) at DX [2]; Driving (Motorcycle) (DX/ A) at DX-1 [1]; Pilot (Light Airplane) (DX/A) at DX [2]; Pilot (Helicopter) (DX/A) at DX [2]; Pilot (Jet) (DX/A)at DX [2]; Driving (Tracked) (DX/A) at DX [2]; Navigation (Land) (IQ/A) at IQ-1 [2]. • Athletics Skills [+10] Running (HT/A) at HT-1 [1]; Swimming (HT/E) at HT [1]; Climbing (DX/A) at DX [2]; Acrobatics (DX/H) at DX [4]; (Sport of choice) (DX/A) at DX-1 [1]; First Aid (IQ/E) at IQ [1]. 23