So, you want to play…
Okay, this is what your going to need. Regardless of what campaign or genre you are playing in, this will be invaluable.
GURPS Basic Set, Third Edition
If you are playing in the Swords & Sorcery campaign or the Muskets & Magic campaign, and you want to play some type of spell caster, these are practically indispensable.
GURPS Magic
GURPS Grimoire
If you are part of the Muskets & Magic campaign, then this is useful, but not required.
GURPS High Tech
If you are playing in the SPACE campaign, then these are extremely valuable
GURPS Space
GURPS Ultra Tech
GURPS Ultra Tech II
DON’T WORRY!
You don’t have to have ANY of these books to play! If you are missing any of them I will work with you to fill the gaps. However, if you don’t have a copy of the ‘Basic Set, Third Edition’ I suggest you click on the link below and download a copy of GURPS Lite. This is a 32 page summary and guide to the game system. It is available in PDF or zip formats.
Starting your character
Though the basic information for setting up a character specific to each campaign and genre will be posted, the process is a cooperative effort between player and GM. Please e-mail me before embarking on the task of Character generation. If you are familiar with GURPS then you know the drill. If you are not, I suggest that you contact me AND review the books. Go and click on GURPS Lite. You can download a copy of GURPS Lite, a condensed version of the rules.
All characters start with 100 points and are allowed 40 points of disadvantages and 5 points of quirks.
No Unusual Backgrounds without prior approval.
No Psionics.
Consult with me prior to taking wealth levels above Wealthy or any Status level above 1.
There are no Super Powers or Cinematic advantages.
The disadvantage ‘Weirdness Magnet’ is not permitted in Velitrium (Things get strange enough without it.)
Consult with me prior to taking an Enemy disadvantage greater than 20 points.
Check the detailed list of prohibited Advantages and Disadvantages from theCompendium I
Character skills. Obviously not all skills are appropriate for all genres. If you have a question please contact me.
Check the detailed list of prohibited Skills from the Compendium I.
Equipping the character. Starting funds are determined per the campaign, as are available equipment lists. Though the lists of available weapons and armor are fixed per genre, the equipment lists are by no means exhaustive. If there is some item that you would like your character to have AND that fits with the campaign’s technology and genre, e-mail me and we’ll work out the particulars.
Magic & Spells. Each campaign that includes magic (the Space campaign does not) has a list of available colleges and spells. Some spells listed in GURPS Magic and GURPS Grimoire are not allowed. Contact me if you have any doubts. I will be using the GURPS Umana system as well as Standard GURPS Magic system. If you are unfamiliar with this please visit the link on the main page or contact me. Characters do not start with magic items.