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MAIN BACKGROUND CHARACTERS TIMELINE WORLDS NPC'S

Logres Cluster Characters

This GURPS campaign combines Camelot, Mecha, Psionics, and Space and starts in 57 ASY.

The acceptable GCA files for this game are: vbasic.gdf, martart2.gdf, ma2style.gdf, psionics.gdf, ultratec.gdf, ultrtec2.gdf, compend1.gdf, biotech.gdf, mecha.gdf, sex.gdf, quirks.gdf, quirks2.gdf, and jflogres.gdf. All house rules for character creation can be found in the JFLogres.gdf file for GCA. Discuss with the GM the rules used for Mecha in this game.

Races

Known races currently include Dana (psionic intelligences of the Deep Astral), Gnomoi (ancient allies of humanity), Humans, Jaril (giant humanoid engineers), Picti ("primitive" natives of the Logres Cluster), and Trow (an advanced race who do not settle planets, but travel through space in family groups). Only Gnomoi, Humans, Jaril, and Picti are available as PCs. Racial variants include human nobles and commoners, though other types are known. If you wish to play something outside the listed races and variants, speak with the GM to see if something can be arranged.

Gnomoi (-161 points)

Stats of ST 8-2 [-30], DX 8+1 [-5], IQ 8 [-15], HT 8+1 [-5]. Advantages of Cool [1], Craft Bonus/3 [18], Reputation (Hospitality)/1 [5], and Strikers (Cutting Bite) [5]. Disadvantages of Addiction (Highly Addictive, $20 or less, Legal) [-5], Appearance: Ugly [-10], Attentive [-1], Code of Honor (Hospitality)/1 [-5], Dull [-6], Extra Sleep/5 [-15], Gluttony [-5], Humble [-1], Low Pain Threshold [-10], No Acceleration Tolerance [-10], No Interface Talent [-5], Not Ambidextrous [-10], Poor Reflexes [-15], Reduced Fatigue [-3], Reduced Hit Points [-2], Reduced Move/1 [-5], Reduced Speed (1/2) [-15], Slow Healing [-5], Staid [-1], Unalert [-5], and Unfit [-5]. The skill of Stealth @ DX+1 [4].

Addiction and Gluttony may be replaced with other form of hedonism without counting against the campaign disadvantage limit.

Human Commoner (-192 points)

Stats of ST 8 [-15], DX 8 [-15], IQ 8 [-15], and HT 8 [-15]. Disadvantages of: Appearance Ugly [-10], Extra Sleep [-15], Low Pain Threshold [-10], No Acceleration Tolerance [-10], No Interface Talent [-5], Not Ambidextrous [-10], Not Versatile [-5], Poor Longevity [-15], Poor Reflexes [-15], Reduced Fatigue/1 [-3], Reduced Hit Points/1 [-2], Reduced Speed (1/2) [-15], Reduced Temperature Zone/2 [-2], Slow Healing [-5], Unalert [-5], and Unfit [-5].

Human Noble (0 points)

These individuals had ancestors who were genetically engineered into a superior form of humanity. They are considered the base character type for the game with the "standard" human gaining the disadvantages of the Human Commoner subtype. To see the advantages accruing to a noble, simply read the opposite of the Human Commoner package. It requires 0 points to play a Human Noble.

Jerai (-100 points)

Jerai are 10' tall humanoids with a talent for developing and maintaining devices. They cost -100 points to play. They have ST +4 [45], DX -2 [-15], IQ -1 [-10], and HT -2 [-15]. Their disadvanges include Appearance (Ugly) [-10], Extra Sleep/5 [-15], Gullibility [-10], Increased Life Suppot (Extra Food/1) [-10], Laziness [-10], Low Pain Threshold [-10], No Interface Talent [-5], Poor Longevity [-15], Poor Reflexes [-15], Reduced Temperature Zone/2 [-2], Truthfulness [-5], and Unfit [-5]. Skill bonuses of Electronics +1 [2], Engineer +2 [3], and Mechanic [+2]. Jerai may buy off No Interface Talent without an unusual background.

Packages

Human Knight

All knights or mechwarriors are assumed to be nobles. The Knight's package is 95 points (40 without stats and skills) for: Stats of DX 12 [20], and IQ 12 [20]. Advantages of Claim to Hospitality (non-enemy nobles) [5], Courtesy Rank/4 [4], Legal Enforcement Powers [5], Regular Income/10 [10], Status/3 [15], and Wealth (Comfortable x15) [3]. Disadvantages of Duty (lord and land on 6-) [-2]. Skills of Astrogation (N-Space) 10 [0.5], Astrogation (Warp) 10 [0.5], Driving (Walker) 12 [2], Electronics Ops (Communications) 10 [0.5], Electronics Ops (Force Screens) 10 [0.5], Electronics Ops (Sensors) 12 [2], Electronics Ops (Stealth & ECM) 12 [2], Gunner (laser) 12 [0.5], Gunner (laser) 12 [0.5], Piloting (Space) 12 [2], Piloting (Warp) 12 [2], and Piloting (Winged) 12 [2].

Status

Social RankMonthly Cost of LivingTitlesStandard of Living
8$200,000,000Emperor, Exarch400,000 hirelings, personal planet, more of Status/7.
7$40,000,000High King, Warlord75,000 hirelings, personal moon or continent, more of Status/6.
6$8,000,000Duke, King, Arch-Enchantress, Arch-Wizard, Primary15,000 hirelings, personal city, personal force of 50+ mecha, more of Status/5.
5$2,000,000Count, High Lord, Prince, Pennath, Enchantress, Wizard, High Abbot2500 hirelings, personal town, estates across several systems, personal mecha force of 16+, otherwise as Status/4.
4$400,000Baron, High Lady or Lord of the Lake, Abbot500 hirelings, multiple estates and interstellar vessels, personal military force (4+ active mecha), otherwise as Status/3.
3$80,000Knight, Popular Noble, Lady or Lord of the Lake, Surintendant100 hirelings, planetary estate, space station, interstellar vessel, personal mecha, corporation, any luxuries.
2$16,000Mercenary Noble, Governor, President, Rich Commoner, Maid or Bachelor of the Lake, Hermit20 hirelings, mansion or interstellar vessel, large business, interplanetary transport, any luxuries.
1$3,000Wealthy Commoner, Half-Noble, Mayor, Child of the Lake, Guide4 hirelings, small business, 8 bedroom house, planetary transportation, major luxuries.
0$600Commoner2 bedroom apartment, local transportation, minor luxuries.
-1$300Unskilled Labor, Servant, Bondsmanstudio apartment
-2$0Labor Reserve, Unemployed, StigmatizedHalf room, community kitchen & bath.
-3$0PrisonerQuarter room, public facilities.

Advantages

Starting Wealth is a very important part of the game and is divided much more finely than the normal GURPS rules. The multiple beside the degree of wealth below is the multiple of monthly income that a starting character recieves in goods or cash. Poverty: Dead Broke (x1/5) is -12 points, Poor (x1) is -7 points, Struggling (x2.5) is -5 points. Wealth: Average (x5) is 0 points, Comfortable (x10) is 2 points, Comfortable (x15) is 3 points, Comfortable (x20) is 4 points, Comfortable (x25) is 5 points, Wealthy (x30) is 6 points, Wealthy (x65) is 8 points, Very Wealthy (x100) is 10 points, Very Wealthy (x300) is 13 points, Filthy Rich (x50x10/level) is 15 points plus 8 per additional level.

The cost of a noble mecha and an interstellar vessel to support and transport it can be assumed to be $1 billion. At Status/3 or higher a custom mecha (which may be mortgaged) is assumed to be part of the standard of living for a military family, and thus does not need to be paid for in cash. At Status/2 or less a personal mech would need to be paid for in cash.

Body Identity gives a character the ability to operate a mech whose configuration doesn't match his own body. Body Identity costs one point per body configuration and is often accompanied by a social stigma.

Regular Income gives a character an automatic income of 10% of the Monthly Cost of Living for his status. Regular Income costs 1 point per level.

Disadvantages

Particularly appropriate advantages in this game include Code of Honor (Chivalric, Gentleman's, Modified Chivalric, or Samurai), Fanaticism (The Lake, Logres, Lord, or Preservationism), Dependents, Duty, and Sense of Duty.

Social Stigma (Clone) is a minority group social stigma worth -10.

Social Stigma (Modified) is a minority group social stigma worth -10. It applies to those who deliberately sought out cybernetic or biotech body modifications, and to those whose abilities from those sources exceed the human norm.

Social Stigma (Impovrished Noble) is a second class stigma worth -5. It applies to characters of Status/3+ who do not have sufficient automatic income to support themselves (Regular Income less than 10).

Social Stigma (Fringer) is a barbarian social stigma worth -15. It applies to anyone whose physical appearance or behavior displays a fringer heritage. (This may be replaced with a Reputation/-3 (Fringer) if appropriate.)

Skills

The following lists the possible specializations for those skills with required specializations.
ArmouryArmor, Biological, Chemical, Fusion, Laser, Projectile, Nanotech, Neural, Particle, Psi, Pulse, Sonic
AstrogationJump, N-Space, Warp
Beam WeaponsFusion, Laser, Neural, Particle, Psi, Pulse, Sonic
DrivingFlexibody, Flexibody Remote, Tracked, Tracked Remote, Walker, Walker Remote, Wheeled, Wheeled Remote
ElectronicsAuto-Visual, Communications, Computers, Cybernetics, Data Storage, Force Screens, Fusion Weapons, Laser Weapons, Neural Weapons, Particle Weapons, Psychotronics, Pulse Weapons, Security, Sensors, Sonic Weapons, Stealth & ECM, Storage & Delivery
Electronics OpsAudio-Visual, Communications, Force Screens, Psychotronics, Security, Sensors, Stealth & ECM
EngineerAntimatter Drives, Antimatter Power, Combat, Contragravity, FTL Jump, FTL Micro-Warp, FTL Warp, Fusion Drives, Fusion Power, Hydro-Pneumo, Life Support, Mining, Missile, Nano-, NPU, Reactionless, Robotic, Structural
GunnerCannon, Fusion, Laser, Missile, Neural, Particle, Psi, Pulse, Sonic
GunsLauncher, Projectile
Hidden LoreAliens, Astral, Bio-Psi, Bio-Tech, Prophecy, Psionics, Psychotronics
LanguageByarshay Gnomoi, Gaeric Human, Common Human, Gerremn Human, Jestil Jaril, Pic Picti, Val-Hriad Trow
MechanicAntimatter Drive, Antimatter Power, Contragravity, Cybernetics, FTL Jump, FTL Micro-Warp, FTL Warp, Fusion Drive, Fusion Power, Hydro-Pneumo, Life Support, NPU, Reactionless, Robotic, Structural
PilotingContragrav, Brick, Brick Remote, Near Orbit, Near Orbit Remote, Rotor, Rotor Remote, Space, Space Remote, Warp, Warp Remote, Winged, Winged Remote
ScriptArghin Gerremn, Devesu Val-Hriad, Eslak Pic, Supra Common
SoftechnicsBio-Psi, Grafts, Pseudolife, Symbionts

Mecha Rules

Mecha get penalties to IQ, DX, and skills ofm their pilot under the following circumstances.

These penalties are all cumulative, but the maximum penalty is -5.

Mecha Powers

Energy Blast (27 per level)

An Energy Blast is usable in close combat only with each level doing 1d(10) damage. When an energy blast strikes it does explosive damage of 1 point per die of the energy blast.

Energy Blade (10 per level)

An Energy Blade does 1d(5) damage per level and has a reach of 1 hex per 2.5 dice of damage.

MAIN BACKGROUND CHARACTERS TIMELINE WORLDS NPC'S

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