Example Creation

Attributes
ST 10 0; DX 12 40; IQ 14 80; HT 8 -20.
Characteristics
Thr 1d6-2, Sw 1d6; BL 10; HP 10 0; Will 14 0; Per 16 10; FP 8 0; BS 5.25 5; BM 5 0.

Nabachi of the Streets

Homeless Varys

Dave is creating his character, “Nabachi of the Streets”. His concept is that Nabachi organizes the other homeless on the streets and is seen as a sort of leader an arbiter among them. In actually, the street vagrants overhear and see many its of information that could be of value to the right buyer.

Nabachi works as a sort of fixer to those who want to know what word on the street is without dirtying themselves finding out first-hand. Some of the spoils of this job go back into the local community and building trust among his fellows, but Nabachi isn't open about how he comes by this money or how much he really has.

Nabachi is exceptionally intelligent and has a knack for getting out of tight spots in both the figurative and literal sense. Nabachi has lived in a makeshift shanty palace for a long time though, and his time on the streets has taken its toll on his health. Dave decides to purchase a little DX, lots of IQ, and less HT to represent Nabachi. He'd like IQ 15, but deems it too costly and goes with IQ 14 to leave more points for advantages later on. His picks total up to 100 CP, leaving him 50 CP for skills and advantages. The 20 CP he claimed from the lower HT, counts against his disadvantage limit which is reduced to 55 CP.

Attributes
ST 10 0; DX 12 40; IQ 14 80; HT 8 -20.

The default characteristics are mostly suitable, but Dave decides Nabachi's perception should be higher given his proclivities and he has a slightly higher reaction time than the average man in his shape. Dave purchases additional Per and BS to represent this, costing 15 CP and leaving him with 35 CP.

Characteristics
Thr 1d6-2, Sw 1d6; BL 10; HP 10 0; Will 14 0; Per 16 10; FP 8 0; BS 5.25 5; BM 5 0.
  • Run through Age if playing a sub-adult or elder.

Dave decides Nabachi is getting on in years — maybe mid-40s. That's within the normal age range though and so there's nothing else to do and he can skip this step.

  • Run through Build if playing a non-standard height, weight, or morph.

Nabachi is the epitome of average. He doesn't stand out in a crowd at all and makes sure that stays the case. That being the case, there shouldn't be any modifications based on size and so Dave doesn't even feel the need to pin down an exact height or weight beyond “average” and skips this step as well.

If Dave did go through the paces, he'd look at the Size Category table and see that no additional traits are required for an Average character. As Nabachi is an unmodified human, he selects “No Morph” on the Morphs & Shapes table. He notes an average adult should have a base height in the range 168–180 cm and weight in the range 56–79 kg and is SM 0. Dave goes for the literal average of those and comes up with 174 cm and 68 kg.

At this point, Dave has two options. He can go through the detailed steps or skip to the Approximation Tables at the bottom of the page. The tables would show that Nabachi has the standard SM 0, 90 cm reach, occupies 1 hex, and should have BM 4–5 (the default values).

Dave likes details though and so would take the more detailed approach. He figures Nabachi has HM 0.97. This still means he is SM 0 and has ST 10 so leads to no mechanical modifications. Nabachi would have a reach of 87 cm and requires 94% of the food, water, and air a prototypical SM 0 creature would require.

On the Weight table, he selects Average and sees that no adjustments are needed. He calculates that his height and ST indicate he should actually weigh 69 kg and Dave makes the adjustment to keep true to being as average as possible. He calculates Nabachi has PMR 0.48, indicating no adjustments to DX or BS. Nabachi has a suggested BM 5 which lines up with what he already has.

Even taking the precise route didn't make any meaningful mechanical adjustments and so Dave could have probably saved the time and either used the approximation tables or skipped the step altogether.

Attributes
ST 9 -10; DX 10 0; IQ 8 -40; HT 14 40.
Characteristics
Thr 1d6-2, Sw 1d6-1; BL 8.1; HP 9 0; Will 14 30; Per 8 0; FP 14 0; BS 6.00 0; BM 6 0.
Advantages
Patron (Nabachi-sensei; ⇐12) 20.
Disadvantages
Poor -15; Social Stigma (Minor) -5.

Metuyo Ishita

Wannabee Street Ninja

Billy is creating a new character. He wants to create a young street urchin who is “training” to become a ninja. He names this character Metuyo Ishita.

Metuyo's father was a CEO of the Bugoja sports equipment company, but both his parents were slain during a hostile takeover, leaving him homeless and on the streets. He met Nabachi-sensei, who introduced himself as a “gutter ninja” and took Metuyo under his wing. His ninja training is mainly comprised of running errands for Nabachi.

Metuyo is known for being incredibly hardy compared to most other kids — he almost never gets sick and recovers in record time. He is also on the relatively dumb side.

Billy decides to purchase a lot of HT and less IQ to represent Metuyo. His picks total up to 0 CP, leaving him the full 150 CP for skills and advantages. The 40 CP he claimed from the lower IQ, counts against his disadvantage limit which is reduced to 35 CP.

Attributes
ST 10 0; DX 10 0; IQ 8 -40; HT 14 40.

The default characteristics are mostly suitable, but Billy decides Metuyo's unusually strong mental resolve isn't adequately reflected due to his low IQ. Billy purchases additional Will to represent this, though wants to go over the normal purchase limit. He gets approval from his GM who decides it is not exploitative and fits his concept. This ends up costing 30 CP and leaving him with 120 CP.

Characteristics
Thr 1d6-2, Sw 1d6; BL 10; HP 10 0; Will 14 30; Per 8 0; FP 14 0; BS 6.00 0; BM 6 0.
  • Run through Age if playing a sub-adult or elder.

If Metuyo were a normal adult, Billy could skip this step entirely and save himself some work. Unfortunately, Billy is adamant that Metuyo has to be 16 years old and talks his GM into allowing it. This reduces his starting pool of CP and means he actually only has 95 CP left. The Age instructions have him select his adult size category. Billy decides that Metuyo will be roughly average-height compared to his peers and selects that tab on the Height & Weight table.

Since the table only shows ages 14 and 18, he decides to just average the two values to arrive at 16-year old statistics. These show 95% Height, 80% Weight, and -0 SM. Doing the same on the Basic Capabilities table, he gets 99% DX, 99% IQ, and notes Metuyo should take the Teenager meta-trait.

Billy notes down the height, weight, and SM penalties for later. The DX and IQ penalties round away to nothing so he ignores them. The meta-trait includes a caretaker patron which could be removed from the meta-trait if unfitting for the circumstances and the GM agrees, but Billy thinks Nabachi-sensei could fit that role nicely.

The trait is the only change being made at this time and is a net 0 CP so does not change Billy's remaining 95 CP. Meta-traits are taken a whole and so the 20 CP worth of disadvantages do not count against Billy's disadvantage limit.

Advantages
Patron (Nabachi-sensei; ⇐12) 20.
Disadvantages
Poor -15; Social Stigma (Minor) -5.
  • Run through Build if playing a non-standard height, weight, or morph.

Since Metuyo is a sub-adult and has penalties to both height and weight, Billy decides Metuyo is definitely not the size of an average adult and he needs to go through these steps.

Billy looks at the Size Category table and see that no additional traits are required for an Average character. As Metuyo is an unmodified human, he selects “No Morph” on the Morphs & Shapes table. He notes an average adult should have a base height in the range 168–180 cm and weight in the range 56–79 kg and is SM 0. Modified for Metuyo's young age, these ranges become 160–171 cm and 45–63 kg and remain SM 0. He picks a 166 cm height and 51 kg weight.

At this point, Billy has two options. He can go through the detailed steps or skip to the Approximation Tables at the bottom of the page. Billy doesn't feel the added precision would be worthwhile and so skips down to the tables. They show that Metuyo has the standard SM 0, 90 cm reach, occupies 1 hex, and should have BM 4–5 (the default values). Metuyo's stunning health earned him a BM 6 which is outside that range, but Billy thinks is justifiable and fits the ninja theme so doesn't lower it.

Aside from nailing down a specific height and weight, no changes were actually made to Metuyo. Since Metuyo was so close to adult size anyway, Billy probably could have just skipped this step in actuality. But what if Billy had instead performed the detailed calculations?

He figures Metuyo has HM 0.92. This still means he is SM 0, but should only have ST 9 due to his short stature. Metuyo would have a reach of 83 cm and requires 85% of the food, water, and air a prototypical SM 0 creature would require.

On the Weight table, he selects Average and sees that no adjustments are needed. He calculates that his height and ST though indicate he should actually weigh 50 kg, but Billy thinks that is a negligible difference and retains 51 kg. He calculates Metuyo has PMR 0.60, indicating no adjustments to DX or BS. Metuyo has a suggested BM 5, but Billy justifies his increased value the same way as before.

Taking the precise route, the only meaningful mechanical adjustment is that Metuyo should have only ST 9. This results an extra 10 CP claimed which leaves Billy with 105 CP to spend and lowers his disadvantage limit to only 25 CP. This will naturally also lower his ST-based characteristics.

Attributes
ST 9 -10; DX 10 0; IQ 8 -40; HT 14 40.
Characteristics
Thr 1d6-2, Sw 1d6-1; BL 8.1; HP 9 0; Will 14 30; Per 8 0; FP 14 0; BS 6.00 0; BM 6 0.
Features
SM 1 0
Attributes
ST 25 (Size -10%) 135; DX 16 120; IQ 6 -80; HT 13 30.
Characteristics
Thr 2d6+2, Sw 5d6-1; BL 67.6; HP 25 0; Will 6 0; Per 14 40; FP 13 0; BS 7.25 0; BM 8 5.
Advantages
Carrying ST 1 (Size -10%) 2.

Deathclaw

Savage Beast

The GM is creating a creature the party will be hunted by. This will be his own take on Fallout's Deathclaws. In the source material, these are chameleons genetically enhanced and mutated by the FEV.

Deathclaws are exceptionally fast, strong, and resilient. The creatures are sapient, but only barely. He goes for 120 CP worth of attributes. As this is a creature, however, he needn't worry about total CP or disadvantage limits.

Attributes
ST 15 50; DX 16 120; IQ 6 -80; HT 13 30.

The default characteristics are not quite what the GM expects, but he knows the creature's ST and DX are likely to change during the Build step and he will revisit them later. He does know he needs to buy a lot more Per though and so spends 40 CP more doing just that.

Characteristics
Thr 1d6+1, Sw 2d6+1; BL 22.5; HP 15 0; Will 6 0; Per 14 40; FP 13 0; BS 7.25 0; BM 7 0.
  • Run through Age if playing a sub-adult or elder.

This is the default entry for a generic Deathclaw (not a specific individual) and is assumed to be a mature adult. The GM can go back and create child ones at a later time if the party are going to come across a nest.

  • Run through Build if playing a non-standard height, weight, or morph.

As this is a generic Deathclaw rather than an individual, the Size Category will always be Average. The Morphs & Shapes table is going to be useless as well since this is not a human character. The GM simply determines a height and weight that seem suitable for a creature this size and build.

According to wiki information on the source creature, it stands roughly 9–10 ft tall and is roughly 6 m long. Based on the creature's posture, in-game models, and bulk he determines the height is the important dimension as the creature stands relatively upright and most of the tail half is relatively minor. He decides on 290 cm for the height. Though quite large, they are relatively slim and agile so he decides on a weight of 500 kg.

At this point, the GM has two options. He can go through the detailed steps or skip to the Approximation Tables at the bottom of the page. The tables would show that the Deathclaw has SM 1, 130 cm reach, occupies 1 hex, and should have 150% ST — or 23 ST. This new ST results in +0 PMR and a suggested BM 6–7 which seems pretty good — just able to run down an average human, but probably not consistently — forcing it to rely on stealth and ambush.

The GM decides he really wants to pin down the details on this creature, however, and foregoes the tables. He determines the Deathclaw has HM 1.6. Though still SM 1, this results in the creature having ST 24. Since the guidelines allow up to 5% more per SM, the GM adds another 5% for a final ST 25. The size and ST also just barely allows him to take Carrying ST 1. This will be a powerful killer. The creature occupies only 1 hex, has a reach of 140 cm, and requires 260% the food, water, and air a prototypical SM 0 creature would require.

On the Weight table, he selects Average since builds only make sense for individuals of a species. The weight he determined earlier is the final weight and accounts for the creature's ST so he leaves it as-is. He calculates PMR 0.29. The suggested BM 8 seems spot on and makes this a frightening hunter.

The extra +10 ST and +1 BM add up to 105 CP added to the cost.

Features
SM 1 0
Attributes
ST 25 (Size -10%) 135; DX 16 120; IQ 6 -80; HT 13 30.
Characteristics
Thr 2d6+2, Sw 5d6-1; BL 67.6; HP 25 0; Will 6 0; Per 14 40; FP 13 0; BS 7.25 0; BM 8 5.
Advantages
Carrying ST 1 (Size -10%) 2.
  • gurps/example.txt
  • Last modified: 2019-05-31 16:07:32
  • by Daniel Wolf