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Point Rules

This page will detail the various rules for spending and obtaining Character Points

Character Creation

We will begin play with a point value of 100 and a disadvantage limit of 50. Contrary to how we normally play, this does include lowered stats and attributes. These limits are not set in stone, but guidelines. You can do a few more or less as befits your character if its legit. Don’t go overboard or your other party members will see it as unfair. The default tech level is TL 3, though some areas may be late TL2 or early TL4 in some aspects. The game will progress at a slightly higher than normal speed, with about 5-10 points per game being the norm.

Earned Points

Points earned in play will be awarded in several forms:

  • Character Points: These will commonly be assigned, and can be spent on anything except Artifact Enchantments.
  • Attribute Points: These will rarely be assigned, but will only be spendable on base attributes.
  • Skill Points: These will rarely be assigned, but will only be spendable on non combat skills.
  • Power Points: These will rarely be assigned, but will only be spendable on Advantages and combat skills (with the exception of Artifact Enchantments).
  • Artifact Points: These will rarely be assigned, but can only be spent on Artifact Enchantments. These are also a pool shared among the whole party, not an individual player.

Attribute Ranges

In an attempt to normalize attribute ranges and help you understand the implications of setting an attribute at a specific level, here is a guide that puts things in relative terms.

  • ST: 6-20
  • IQ: 7-16
  • DX: 7-16
  • HT: 7-16

This is the baseline, however racial modifications to these ranges are presented with the race’s template.


The GURPS standard is that an attribute of 10 is “average”. Not average including children, the old, the sick, but average for a normal healthy adult. In this campaign I am going to take the position that attribute values of 10 are the mode, the most common and typical value. The scale on B.14 still applies.

  • 10 is typical
  • 11–12 is better than typical without being being so remarkable as to dominate the impression you make.
  • 13 is the level where the people who know you think of you as being qualified by the attribute. Say, something like the top 3%. A 13 makes you outstanding among amateurs, and a relevant 13 makes you eligible for elites.
  • 14 is the level where people start telling anecdotes about you on the basis of the qualilty the attribute measures “I knew this guy once who….”
  • 15 the level where people start reading stories about you. It is also the attribute value of people who have been much harassed by talent scouts and sports agents, or have been pressured to join advanced academic programs.
  • 16 is Richard Feynman and Chuck Yaeger territory, the level where acknowledged geniuses tell stories about your genius.

The scale for ST may be slightly wider, as the measurable abilities of strong men imply that STs between 16 and 20 are not as rare as that. Call 10–11 typical, 14–15 like an IQ of 13, 16–17 “I knew a guy who once lifted one end of a car”, 18–19 the strongmen of recorded prodigy.


Physical Appearance

  • Ugly is as remarkable as an attribute of 6 or 7
  • Unattractive is as remarkable as an attribute of 8 or 9
  • Average is as unremarkable remarkable as an attribute of 10
  • Attractive is as remarkable as an attribute of 11 or 12
  • Handsome/Beautiful is as remarkable as an attribute of 13 or 14
  • Very Handsome/Beautiful is as remarkable as a 15 or 16
  • Transcendant is beyond the human range.


Think of Status X as being as outstanding as an attribute of 10 + X. Status 4 is the point at which people start dropping your name. Status 5 means your publicist can get you in the tabloids. Status 6 means your lawyer can’t keep you out of the tabloids.


Think of Charisma X as being as remarkable as an attribute of 11 + X

Skills & Talents


  • Skill level 10 is what gets called “amateurish”, meaning “not really good enough” (this is, of course, a calumny against amateurs).
  • Skill level 12 is what passes for competence in run-of-the-mill occupations. This is the level that you expect of a nameless NPC plumber chosen at random from the Yellow pages.
  • Skill level 14 is expertise in the mass occupations and basic competence in intensely-trained elite occupations. This is the level of competence you expect of doctors dealing with routine cases, from commercial pilots, etc.
  • Skill level 16 is true expertise. It is the level that you expect in a main skill of a specialist, eg. a designated marksman, the specialist consultant to whom you are referred as a non-routine case.
  • Skill level 18 is advanced expertise. An intensely-trained specialist in an elite outfit might be expected to have an 18 in his or her single main skill.
  • Skill level 20 is outstanding expertise. This is the skill level of the leading expert whom all the elite outfits wish they could get to work for them.
  • Skill level 22 is the sort of thing you see in figures like Pelé, Garry Kasparov, Don Bradman, and Albert Einstein, whose performance and achievement dominates an elite discipline for a generation. Fifty years after these people retire, PhD candidates in statistics write dissertations estimating how outstanding they were.


Consider a talent giving +X to be as remarkable as an attribute of 11 + X

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