Rule Changes
Characters will be built with 200 points. Psionics are not allowed. Starting money is $1000 (modified by Wealth or Poverty). You cannot trade in character points for additional wealth. The points you can take in disadvantages is unlimited, but you will have to play the character. Think carefully about that. The GM has veto power to avoid absurdity.
Extra starting character points will be given for backstories. The better the backstory, the more extra points for your character. "Better" is the sole discretion of the GM.
Finally, if you have a character concept but you are not sure how to use the rules to make that character, I'm sure we can figure something out together.
Advantages
- Clerical Investment
- This advantage is not available, as there are no established religions in Bohan. As with all things, this is negotiable if it is important to your character concept.
- Magical Aptitude
- Although there is no formal magical training available in Bohan, magical aptitude is still available as described in GURPS Basic Set. However, you need to explain how your character views / uses / manipulates magic. What magical source does he tap into? How did he learn to do this? What does it look / smell / sound / etc. like? I have always felt that GURPS treats magic a little bit too mechanically, resulting in players (and GM's) not using their imagination with regard to magic. Also note that I am amenable to "one-skill" magic, where a character can only use one spell and has no interest in being a true magic user.
- Supernatural Heritage (15 pts)
- One of your ancestors was an individual of supernatural origin; you may or may not be aware of this heritage. Although diluted, some of his/her blood still runs in your veins. As a consequence of this blood, you have some of the physical traits of your ancestor's race. These traits may be quite obvious or rather subtle. If there are other traits imparted through your heritage, you have not discovered them yet.
- Tatooed (5 pts)
- Because you have both the Enter and Exit tatoo of Bohan, people generally assume that you are involved with the trade that comes into the city. Besides the (questionable) advantage of being able to leave Bohan, Bohanians sometimes react favorably to you. Small children will expect you to have adventurous stories of the dangerous outside world.
Disadvantages
- Exile (-20 pts)
- You are tatooed with the Exit tatoo of Bohan in the middle of your forehead. This may be because you committed some awful crime, perhaps because you were framed, or maybe just because you were in the wrong place at the wrong time. Instead of being exiled though, you managed to escape before getting kicked out. Right or wrong, most Bohanians steer clear of you when they see your tatoo. If the Crimson Guard find you, they will do their best to complete your punishment. Conversely, other exiles you meet generally feel a bond of brotherhood with you (although that may not be a good thing, depending on your point of view).
- Weirdness Magnet
- Disallowed. I'm not up to the task of dealing with this disadvantage.
Skills
No notes yet. I'll add them if it seems necessary.