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Gurps 3e Myth.pdf

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Adventures in Arcadayn‎ > ‎GURPS Third Edition‎ > ‎

Character Creation (GURPS 3E)

The following rules are used for creating characters for GURPS, Third Edition, Revised.
Power Level
Starting Points: 200 points, with the standard maximum of -40 points in disadvantages and -5 in quirks.
Attributes
(No special notes)
Status
Social Standing: A generic status chart usable for most of Aracadyn is given below:
StatusRankMonthly Cost of Living
7Emperor, King, (Clerical Rank 4)$20,000+
6Prince, Duke$10,000
5Marquis, Earl/Count, (Clerical Rank 3)$5,000
4Viscount, Baron$2,500
3Baronet, landed lord, (Clerical Rank 2)$1,500
2Knight, Mayor, Guildmaster, great merchant$800
1Squire, captain, craftsman, merchant, (Clerical Rank 1)$400
0Freeman, journeyman$200
-1Bondsman, servant, apprentice$100
-2Outsider, thief, very valuable slave$50
-3Beggar, skilled slave$50
-4Serf, unskilled slave$50


Clerical Rank is discussed in the Religions of Arcadayn (GURPS 3E) pages.
Average starting wealth is $1,000; see Currencies of Arcadayn or the national profiles for the monetary units used in a given area. See Job Tables (GURPS 3E) for representative jobs.
Advantages
The following advantages require some notes:
Bardic Immunity: Granted to Northland skalds and Daleman bards within their native cultures.
Blessed: New additions to the Blessed advantage (p. CI31) include:
  • Sense Shapeshifter (5 points): Some Crescent Moon clerics and Silver Bow knights can detect weres and other shapeshifters. The GM should roll against the cleric's IQ whenever the character first sees a shapeshifter (including weres, mages with shapeshifting spells, and any other creatures with the natural or magical ability to change shape). Success means the cleric senses that the other character can shapeshift, but not by what method; critical success gives this information.
  • Shapestrong (5/10 points): See Shapeshifters (GURPS 3E).
Claim to Hospitality: The 1-2 point level (one house or family) is reasonably common. The following groups may take higher levels of this advantage:
  • Krithian nobles of Status 3+, from other nobles of equal or lower status. [Costs 2 per rank of Status above 1.]
  • Clerics of Palogira at allied temples. [Costs 3-8, depending on the cult's power in the region.]
  • Members of certain Merchant-Trader Guilds in Krith and Visala. [Usually costs 5.]
Clerical Investment, Divine Magic and Power Investiture: See Religions of Arcadayn (GURPS 3E) for descriptions of the religions and the abilities of their clerics. Both Divine Favor and Power Investiture (pp. R93-94) qualify as 'holy' status. Divine Favor has a base cost of 25 points form most gods (20 for Kuldor).
Familiar: Most of the options on pp. CI 37-38 and M115-116 are allowed. See GURPS Bestiary for guidelines in devising full stats for the familiar.
High Technology: +1 TL (20 points) is only available to very privileged Visalans (those in the Scientists' Guild), and is a prerequisite for TL4 craft and science skills.
Literacy: Illiteracy is the norm; any level of Literacy is an advantage. Literate characters are most often clerics, mages, professional scribes, heralds or 'cultured' nobility; Status 1+ is usually required to find a teacher. The urban areas of the Kingdom of Visala have a marginally higher literacy rate than the rest of Arcadayn; Lis and Haldinibar are somewhat lower; and Northlanders are rarely even semi-literate. Use the following house rules for Literacy:
  • Literacy costs 5 points per alphabet. Semi-Literacy is half-cost (2.5, rounded up to 3).
  • Languages using ideographs cost 5 points for Semi-Literacy (syllabaries and numbers only) and 10 for full Literacy (all common characters). Knowledge of additional characters is reflected by a new skill, Ideographs (type), which is usually M/A (or M/H, if the spoken language is Hard). [See the Japan errata pagefor a detailed example.]
  • Languages can be transcribed into foreign alphabets. (For some languages, this will be the only written form possible.) Use Linguistics skill (or default) to determine the accuracy of the transcription.
  • Common alphabets in Arcadayn include: Daelic Letters, Dwarven Runes (used for both Anbarrut and Razzak), Krithian Letters (also used for Sivian and Old Krithian), Kurbesso Script, Malduzi Script and Northland Runes. At present, no commonly-known languages in Arcadayn use ideographs, though some faerie or monster languages might.
  • Faerie alphabets have yet to be determined. All other tongues listed under 'Languages' (below) are assumed to have no (native) written form.
Magery: Magery is rare, but requires no Unusual Background. Most of the Limited Magery variants from Magic (pp. M104-105) and Compendium I (pp. CI 39-40) are allowed. Certain places or groups will have characteristic forms of their own, such as the Limited Magery marking the duz (sorceror-priests) of the Desert Men, or the Rune Magic of the Northland skalds.
Shapeshifter ('Were'): Weres of many types are found in Arcadayn: bears (Northlands and Feria), deer (Haldinibar), horses (Krith and Sandmarch), wolves (Northlands and Feria) and others. Some weres will follow the 'short version' given on pp. CI 43-44, while others will be custom-built using GURPS Bestiary; see Shapeshifters (GURPS 3E) or consult the GM first.
Unusual Background: An Unusual Background cost is usually required for the following backgrounds: nonhuman characters far from their homelands; nonhumans who have 'bought off' antisocial racial disadvantages; Psionics.
Weapon Master: For gradations between 'one' and 'all' weapons, see 'Weapon Master Expanded' on the SJ Games site. [This page no longer exists.]
World-Jumper: This advantage is only available to certain sidhe; see Faerie (GURPS 3E).
World Sight: Only 'faerie shamans' and some nonhuman shamans have this ability.
The following advantages do not exist in Arcadayn: Extra Stun; Rapier Wit; Style Familiarity; Tenure; Trained by a Master; Extra Life; Harmony with the Tao; Illuminated; Reawakened; Snatcher; any involving high/low gravity, acceleration or time travel; any requiring equipment of late TL4+ (e.g., Sharpshooter). Racial/super advantages are limited to nonhuman races.
Disadvantages
The following disadvantages require some notes:
Addiction: See Addictive Drugs (GURPS 3E).
Albinism: This trait is usually associated with Faerie, which is believed to have disproportionate numbers of white people and animals. Faerie Empathy is common among albinos.
Codes of Honor: The Pirate's and Chivalric Codes (p. B31) are obvious choices for the appropriate backgrounds. See p. CA7 for a Modified Chivalric Code worth fewer points. Northlanders should have the Viking Code of Honor (-10 points; p. VI26). Many Desert Men have the Arabian Code of Honor (-10 points; p. AN53). Some faeries have racial Codes of Honor [these will be explained when descriptions of those faerie races are made available]. Subject to GM approval, a PC may take a Personal Code of Honor worth from -5 to -15 points.
Excommunicated (pp. CI78, R94): This stigma is only used by the Celestian Church and Quadralunic Cults (and perhaps some Demon Cults?). All clerics of the offender's religion will recognize this status automatically, as will devout laymen on a successful IQ check, so this disadvantage is worth -10 points.
Fanaticism: Note that fanatical clerics add +1 to clerical spell rolls (p. R104).
Social Stigma: Examples in Arcadayn include:
  • Second-class citizens: Krithians who worship any gods besides those of the Celestian Church or Quadralunic Cults; Rivermidst mages who have been refused practitioner's licenses.
  • Valuable property: Slaves (see Slavery in Arcadayn).
  • Minorities: Dalemen (in Visala outside Dales); Desert Men (in Krith).
  • Outsiders/barbarians: Sakani (anywhere); Northlanders and most Bogmoor tribesmen (anywhere except homeland); Dalemen (outside Riversmidst and Visala); Desert Men (outside Sandmarch and Krith).
Youth: Adult age is 18 in most of Arcadayn.
The following disadvantages do not exist in Arcadayn: Evil Twin; No Physical Body; Tourette's Syndrome; Killjoy; Lover's Distraction; Prefrontal Lobotomy; Mundane Background; Yin-Yang Imbalance; any involving high/low gravity, acceleration or time travel; any requiring equipment of late TL4+. Racial/super disadvantages are limited to nonhuman races.
Skills
The following skills require some notes:
Alchemy: Elixirs selling more than $1,000 retail are secret (see p. M99). Use the 'Elixirs as Maneuvers' optional rule, p. WI18.
Herbary (p. CI 150): This skill is Mental/Very Hard, and allows the creation of miraculous herbal medicines. See the Alchemist template (pp. WI16-19) about using this skill. More examples of herbal lore can be found on pp. CI 168-171 ('Herbs') and pp. CA21-23 ('Herbalism and Potions').
Languages: See also notes on Literacy, above. See Languages of Arcadayn for a list of languages available to starting characters. All of those languages are Mental/Average except for Boggan (Mental/Easy) and Seelie, Unseelie, and Lizard Man (all Mental/Hard). Kaggen Sign Language is Mental/Average, but non-Kaggen have a -2 penalty to skill. Related languages default to each other at -4.
Performance/Ritual: Per errata on the SJ Games site, Performance/Ritual applies to 'a particular religion's rituals' rather than to 'a specific religious ritual.'
Physician: Herbary (M/VH--see above) is a separate skill used for magical cures. Use Physician (M/H) for nonmagical medicine. To avoid confusion, the Herbalist skill (M/H) is not used, but that skill's description applies to TL0-3 medicine.
Sign Language (Kaggen) (new specialization): Because of anatomical differences, the sign language of the Mantis-Men is difficult for humans to perform: Humans have -2 penalty to skill with this language, and can never have skill higher than DX (plus Language Talent and Manual Dexterity).
Spells: See 'Magic,' below, and New Spells (GURPS 3E).
Sport (Hurling) (new specialization): This grueling team sport somewhat resembles modern lacrosse, but with solid sticks, harder balls and no protective gear. Games frequently end with serious injuries on both sides--and sometimes degenerate into real melee combat. (Serious players should have good HT, High Pain Threshold and Toughness.) Hurling is popular in Haldinibar and among many faerie races. Most faeries insist on playing with one mortal on each team; these mortals will be generously rewarded--if they survive the experience. [See GURPS Celtic Myth, p. 22, about 'Hurley'.]
TL4 skills are normally restricted to Visalans with the High Technology advantage. (Other characters may use TL4 equipment, but creating it requires this advantage as a PR to the skill.)
The following skills do not exist in Arcadayn: Chi Treatment; Herbalist [see notes on Herbary and Physician]; Neurophon; Paraphysics; Pharmacy [use Alchemy or Herbary instead]; Psionics (science skill); Ritual Magic; Science!; Style Analysis; Symbol Drawing; Tea Ceremony; Weird Science; Yin-Yang Healing; all TL5+ skills; all skills exclusive to firearms and time travel; all skills requiring Trained by a Master; most Asian weapons.
Templates
Racial Templates
Most Arcadayn adventurers will be human. See Creatures and Races (GURPS 3E) for other possibilities open to starting players. Some may require an Unusual Background cost if truly exotic or if starting far from their homeland.
Occupational Templates
Generic fantasy character types are described in the following GURPS books:
  • Fantasy, pp. F116-119: Many backgrounds, usable as a starting place for most European-style medieval fantasy settings.
  • Magic, pp. M107-108: Wizard character types.
  • Religion, pp. R89-92: Cleric character types.
  • Arabian Nights, pp. AN44-49: Some are suitable for Desert Men characters (but see Duz (GURPS 3E)).
  • Vikings, pp. VI21-23: Most are suitable for Northlander characters (but see Rune-Skalds (GURPS 3E)).
Feel free to use these character types as inspiration, but check with the GM if you have questions about what is appropriate. Some national profiles include notes on special groups or character types.
SJ Games has also published template books to allow players to create GURPS characters quickly. The following list gives the titles of these books and the templates from them that are suitable for Arcadayn:
  • Rogues: Armed Robber, Assassin, Bard, Black Marketeer, Cat Burglar, Con Man, Fixer, Forger, Gambler, Goon, Housebreaker, Master Thief, Mobster, Pickpocket, Pirate, Poacher, Prostitute, Small-Time Hood, Smuggler, Spy, Street Doctor, Tracker, Tramp, Treasure Hunter. NPC only: Evil Mastermind.
  • Warriors: Archer, Artllerist, Barbarian (Northern only), Berserker, Cavalryman, Engineer, Gladiator, Guard, Guerilla, Heavy Foot Soldier, Holy Warrior*, Horseman, Knight, Light Foot Soldier, Marine, Naval Crew, Scout, Slayer, Street Tough, Swordsman. (Where lenses exist for TL, use TL1-3. * For Holy Warriors, see Religions of Arcadayn (GURPS 3E)).
  • Wizards: Adventuring Wizard (p. 14), Alchemist, Apprentice, Assassin, Battle Wizard, Bodyguard, Charlatan, Druid*, Elementalist, Enchanter, Healer*, Illusionist, Improvisor*, Law Enforcer, Priest*, Psionic Wizard, Rune-Mage*, Seer*, Shaman*, Seer, Spy, Thief. NPC only: Demon, Necromancer, Overlord. (* See Religions of Arcadayn (GURPS 3E) about priests.)
As with the character types listed above, consult your GM if you have questions about what choices are appropriate.
Using these types and templates is not mandatory--they are simply offered as starting points. Feel free to create characters from scratch, following the guidelines on this page.
Equipment
Tech Level: Arcadayn technology is mostly at the standard medieval level (TL3), with a few isolated, primitive areas at TL2 (Iron Age). TL4 (Renaissance) is beginning to appear in the more developed parts of the Kingdom of Visala. See GURPS Low-Tech for more information on TL0-3.
Equipment: Most 'European' TL3 equipment from the Basic Set (pp. B206-212) and Compendium II (pp. CII 19-46) is available in Arcadayn at the listed prices. TL2 equipment can be found in regions where such is the norm. TL4 equipment is available in some parts of Visala, but remains quite expensive (at least double normal cost). Magical equipment is both rare and expensive (see sidebars, pp. M20-22, CI 17).
Magic and Other Powers
Magic
See Magery in 'Advantages,' above. Magic is widespread, with mages scattered at random (?) in most populations. (Scholars debate whether magical aptitude can be directly inherited anywhere outside faerie-tainted Haldinibar.) In most kingdoms, wizards are tolerated and are subject to the same laws as other folk. In Krith and Visala, the constabulary frequently has the resources to apprehend low-powered magical criminals. Magiocratic Riversmidst requires wizards to register with the authorities, but gives them special privileges in return. At the other extreme, Northlanders fear magic and persecute all suspected 'witches' except for their rune-skalds.
The mana level (pp. B147, M6) for Arcadayn is 'normal,' with some small areas of 'low' or 'high' mana. 'No-' and 'very high' mana areas are rumored to exist, but their locations are not common knowledge.
Technological spells (pp. G94-96) are unknown in Arcadayn, with the exception of Metal spells (which may be treated as Elemental Earth spells). Gate spells (pp. G44-51) exist, but are jealously guarded by the rare mages who know them. Time travel spells do not exist; those which merely slow or speed time might. Most of the other spells in GURPS Magic and GURPS Grimoire are known, though those from the latter tend to be less common.
The following optional magic rules are in effect: Improvised Magic (pp. M85-90), Rune Magic (M90-93; rune-skalds only), Aspected Mana (M94), Knacks (M96-97). Magical knacks are usually limited to Blessed individuals, and even then are quite rare. The optional rules for knacks on p. WI70 are not used.
See GURPS Religion and Religions of Arcadayn (GURPS 3E) about divine magic. Lead Worship (pp. R108-109) is not used in Arcadayn. Most clerics learn Consecrate (p. R110) as their first spell.
For spells known in Arcadayn but not found in Magic, Grimoire, or Religion, see New Spells (GURPS 3E).
Martial Arts
Martial arts exist in only a rudimentary way in Arcadayn: the Karate and Judo skills are rare, and all true Asian martial arts 'styles' are unknown. The 'Trained by a Master' advantage is not possible here, though 'Weapon Master' is; 'cinematic' martial arts skills (pp. CI 137-145, MA36-40) are limited accordingly. Slightly-modified versions of the following styles from GURPS Martial Arts can be learned: Hashishin Style (Desert Men 'Alasaz' only), Italian Rapier Fencing (Visala only), Military Hand-to-Hand (elite troops only), Pancratium (Krith only), Streetfighting (large cities).
Psionics
Psionics are very rare and the existence of psi is not common knowledge. These powers are usually mistaken for magic except by the most skilled thaumatologists. Any psi whose powers become known will be treated as a mage would be in that culture (cf. 'Magic,' above).
A psionic character must pay for an Unusual Background worth 5 points per power group. The two exceptions are Danger Sense and Empathy, which have no extra cost; however, starting with points in ESP or Telepathy skills does. Electrokinesis does not exist.