Character Creation |
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Characters for the Trinity's Children campaign are created using the GURPS 4th Edition rules set, using the rules presented in the GURPS Basic Set and GURPS Powers. GURPS Lite, a free water-down version of the GURPS rules, can help you get started and is available above (courtesy of SJ Games). If you need help creating your mutant powers, which GURPS Lite does not cover extensively, seek the GM's help. The guidelines below will help create a character using those rules, and help you create a concept for your metahuman. |
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Guidelines |
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All characters are students at the Jackson Academy, a state-funded private school for metahuman teenagers in the fictional town of Adams Crossing, Pennsylvania. After the Supreme Court ruled that school districts could bar metahumans from enrollment for safety reasons in 2010, campuses like Jackson Academy have sprung up to provide the mandated 'separate but equal' education for the metahuman populace. Starting Point Value for PCs: 250 points Useful character types: Investigators, thinkers, anti-heroes, rebels
without a cause, protectors of the weak, underdogs Starting Wealth: $15,000 Required Disadvantages: Social Stigma (Minor), -5 points. All characters are 18 or below. You suffer -2 on reaction rolls whenever you try to deal with older characters as an adult - they may like you, but they do not respect you as an equal. Social Stigma (Metahuman), -10 points. The world at large considers metahumans like yourself to be a threat to peace, order and their children. You get -2 to all reaction rolls from non-metahumans. Other metahumans will react at +2 to you in places or situations where metahumans are especially rare. Poor, -15 points. Students make very little money and have few possessions. Your total net worth at the beginning of play is $3,000. If your character does not even hold a part-time job off campus, increase this to Dead Broke (-25 points) and have no starting wealth. Characters who want more out of life should take their parents as Patrons. Pacifism (Cannot Kill), -15 points. Your average teenager is not psychologically prepared to take another person's life, and doing so is likely to cause long term mental damage. This disadvantage can be bought off as play proceeds, and after your character cuts his teeth on the pain of the real world. Suggested Advantages (Besides Mutant Powers): Patron (Parents), Ally Group (Mutant Group), Patron (Mutant Group), Patron (Teacher/Administrator), Contact Group (Students), Ally (Fellow Student) Suggested Disadvantages: Unnatural Features, Enemies, Reputation (Known Metahuman), Secret, Unusual Biochemistry, Intolerance (Normals), Sense of Duty, Code of Honor Suggested Skills: Area Knowledge (Adams Crossing), Academic skills, Streetwise, History (Metahuman), Biology (Metagenetics), Current Affairs (Metahuman), Sports, Meditation, Mental Strength (Psionic only), Mind Block, First Aid, Research, Carousing, Biking, Drive, Brawling, Urban Survival Mutations: All mutations have a generic Supers origin (a -10% limitation). There are no mystical or metaphysical powers are work in granting superpowers, only the genetic disposition for metahuman ability. Gadgeteers and Mages do not exist, and no Supernatural advantages/disadvantages. Exotic advantages/disadvantages are allowed as part of a mutation. Psionics is not a separate source of power, but a subset of metahuman mutations. The best mutations for this game come from three or less subsets from the Mutations section, and have a common simple theme (fire, plants, thought, ice, and so forth). Pure combat mutations will have a limited use in this game. Building good mutations in the rules that do what you want can be difficult. The Gamemaster is more than willing to assist in this. |
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